Design Gamification And Usability Affecting Social Change For Lgbtqia People
Download Design Gamification And Usability Affecting Social Change For Lgbtqia People full books in PDF, epub, and Kindle. Read online free Design Gamification And Usability Affecting Social Change For Lgbtqia People ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Tim Broadwater |
Publisher | : Tim Broadwater |
Total Pages | : 91 |
Release | : 2015-11-01 |
Genre | : Games & Activities |
ISBN | : |
Media overgeneralization fosters a lack of connectedness, socialization, and understanding of the lesbian, gay, bisexual, transgender, questioning, intersex, and asexual (LGBTQIA) community. Persons of the LGBTQIA community are very much impacted by design campaigns, and by examining the communication strategies that occur within specific campaigns, potential solutions can be discovered to positively impact the community’s perception. Visual communicators are well equipped with design skillsets to develop and prototype experiences to benefit the LGBTQIA community; likewise, visual communicators possess comparable skillsets to gamification practitioners, which use game mechanics and game thinking to engage users to solve problems. Furthermore, it’s possible to utilize design, gamification, and usability principles in the context of a group participatory medium, rather than sole-interactive medium, to develop an effective model to affect social change. A group participatory medium, such as a cooperative tabletop game, can be deigned to facilitate learning opportunities – through a combination of European user interface (UI) and American user experience (UX) design principles – to advance acceptance, connectedness, and understanding. Therefore, by employing design, gamification, and usability principles through an iterative design process – one that encompasses usability testing or ‘play testing’ – it’s possible to develop a cooperative experience that facilitates understanding of LGBTQIA people.
Author | : Francisco José García-Peñalvo |
Publisher | : Frontiers Media SA |
Total Pages | : 143 |
Release | : 2022-04-04 |
Genre | : Science |
ISBN | : 288974843X |
Author | : John Sharp |
Publisher | : MIT Press |
Total Pages | : 157 |
Release | : 2015-03-06 |
Genre | : Games & Activities |
ISBN | : 0262029073 |
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
Author | : Gina Neff |
Publisher | : MIT Press |
Total Pages | : 247 |
Release | : 2016-06-24 |
Genre | : Technology & Engineering |
ISBN | : 0262529122 |
What happens when people turn their everyday experience into data: an introduction to the essential ideas and key challenges of self-tracking. People keep track. In the eighteenth century, Benjamin Franklin kept charts of time spent and virtues lived up to. Today, people use technology to self-track: hours slept, steps taken, calories consumed, medications administered. Ninety million wearable sensors were shipped in 2014 to help us gather data about our lives. This book examines how people record, analyze, and reflect on this data, looking at the tools they use and the communities they become part of. Gina Neff and Dawn Nafus describe what happens when people turn their everyday experience—in particular, health and wellness-related experience—into data, and offer an introduction to the essential ideas and key challenges of using these technologies. They consider self-tracking as a social and cultural phenomenon, describing not only the use of data as a kind of mirror of the self but also how this enables people to connect to, and learn from, others. Neff and Nafus consider what's at stake: who wants our data and why; the practices of serious self-tracking enthusiasts; the design of commercial self-tracking technology; and how self-tracking can fill gaps in the healthcare system. Today, no one can lead an entirely untracked life. Neff and Nafus show us how to use data in a way that empowers and educates.
Author | : Jennifer Golbeck |
Publisher | : Springer |
Total Pages | : 268 |
Release | : 2018-07-20 |
Genre | : Computers |
ISBN | : 3319785834 |
Online Harassment is one of the most serious problems in social media. To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users. The field of Human-Computer Interaction provides a unique set of tools to address this challenge. This book brings together experts in theory, socio-technical systems, network analysis, text analysis, and machine learning to present a broad set of analyses and applications that improve our understanding of the harassment problem and how to address it. This book tackles the problem of harassment by addressing it in three major domains. First, chapters explore how harassment manifests, including extensive analysis of the Gamer Gate incident, stylistic features of different types of harassment, how gender differences affect misogynistic harassment. Then, we look at the results of harassment, including how it drives people offline and the impacts it has on targets. Finally, we address techniques for mitigating harassment, both through automated detection and filtering and interface options that users control. Together, many branches of HCI come together to provide a comprehensive look at the phenomenon of online harassment and to advance the field toward effective human-oriented solutions.
Author | : Chad Mureta |
Publisher | : John Wiley & Sons |
Total Pages | : 228 |
Release | : 2012-03-27 |
Genre | : Business & Economics |
ISBN | : 111810787X |
A guide to building wealth by designing, creating, and marketing a successful app across any platform Chad Mureta has made millions starting and running his own successful app business, and now he explains how you can do it, too, in this non-technical, easy-to-follow guide. App Empire provides the confidence and the tools necessary for taking the next step towards financial success and freedom. The book caters to many platforms including iPhone, iPad, Android, and BlackBerry. This book includes real-world examples to inspire those who are looking to cash in on the App gold rush. Learn how to set up your business so that it works while you don't, and turn a simple idea into a passive revenue stream. Discover marketing strategies that few developers know and/or use Learn the success formula for getting thousands of downloads a day for one App Learn the secret to why some Apps get visibility while others don't Get insights to help you understand the App store market App Empire delivers advice on the most essential things you must do in order to achieve success with an app. Turn your simple app idea into cash flow today!
Author | : Rachna Khare |
Publisher | : |
Total Pages | : 208 |
Release | : 2010 |
Genre | : Classroom environment |
ISBN | : 9780970835888 |
Author | : Gabe Zichermann |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 211 |
Release | : 2011-08 |
Genre | : Computers |
ISBN | : 1449397670 |
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
Author | : Ghaoui, Claude |
Publisher | : IGI Global |
Total Pages | : 780 |
Release | : 2005-12-31 |
Genre | : Computers |
ISBN | : 1591407982 |
Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras
Author | : Shabbir Syed-Abdul |
Publisher | : MDPI |
Total Pages | : 498 |
Release | : 2020-06-17 |
Genre | : Medical |
ISBN | : 3039363506 |
This book provides a collection of comprehensive research articles on data analytics and applications of wearable devices in healthcare. This Special Issue presents 28 research studies from 137 authors representing 37 institutions from 19 countries. To facilitate the understanding of the research articles, we have organized the book to show various aspects covered in this field, such as eHealth, technology-integrated research, prediction models, rehabilitation studies, prototype systems, community health studies, ergonomics design systems, technology acceptance model evaluation studies, telemonitoring systems, warning systems, application of sensors in sports studies, clinical systems, feasibility studies, geographical location based systems, tracking systems, observational studies, risk assessment studies, human activity recognition systems, impact measurement systems, and a systematic review. We would like to take this opportunity to invite high quality research articles for our next Special Issue entitled “Digital Health and Smart Sensors for Better Management of Cancer and Chronic Diseases” as a part of Sensors journal.