Fables: Exploring natural ways of expressing behavior to create digital simulations

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Standard

Fables : Exploring natural ways of expressing behavior to create digital simulations. / Valente, Andrea; Marchetti, Emanuela.

Design, User Experience, and Usability: Designing Interactions. red. / Aaron Marcus; Wentao Wang. Bind 10919 Springer, 2018. s. 110-126.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Harvard

Valente, A & Marchetti, E 2018, Fables: Exploring natural ways of expressing behavior to create digital simulations. i A Marcus & W Wang (red), Design, User Experience, and Usability: Designing Interactions. bind 10919, Springer, Lecture Notes in Computer Science, bind 10919, s. 110-126, Las Vegas, USA, 15/07/2018. DOI: 10.1007/978-3-319-91803-7_9

APA

Valente, A., & Marchetti, E. (2018). Fables: Exploring natural ways of expressing behavior to create digital simulations. I A. Marcus, & W. Wang (red.), Design, User Experience, and Usability: Designing Interactions (Bind 10919, s. 110-126). Springer. Lecture Notes in Computer Science, Bind. 10919, DOI: 10.1007/978-3-319-91803-7_9

Vancouver

Valente A, Marchetti E. Fables: Exploring natural ways of expressing behavior to create digital simulations. I Marcus A, Wang W, red., Design, User Experience, and Usability: Designing Interactions. Bind 10919. Springer. 2018. s. 110-126. (Lecture Notes in Computer Science, Bind 10919). Tilgængelig fra, DOI: 10.1007/978-3-319-91803-7_9

Author

Valente, Andrea ; Marchetti, Emanuela. / Fables : Exploring natural ways of expressing behavior to create digital simulations. Design, User Experience, and Usability: Designing Interactions. red. / Aaron Marcus ; Wentao Wang. Bind 10919 Springer, 2018. s. 110-126 (Lecture Notes in Computer Science, ???volume??? 10919).

Bibtex

@inproceedings{8a7e212f87444d6eaca3c85ed3a9a18a,
title = "Fables: Exploring natural ways of expressing behavior to create digital simulations",
abstract = "We are interested in simplifying digital game design and programming for primary school teachers and their pupils. A central problem in this area is how to express knowledge about interactive digital systems in a simple yet powerful enough way, so that new digital games or interactive simulations can be generated automatically by teachers and pupils descriptions. We propose a novel approach that builds on Simon [4] and Sch{\"o}n [5] and the concepts of simulation and repertoire of exemplars. Instead of looking at programming concepts like conditionals and loops, we draw inspiration from soft methods like rich pictures, and formalisms like concept maps and mobile ambients. In this paper, we define the concept of fables, where a simple fable represents an exemplar and it can be interacted with digitally, as a simulation. A web-based prototype tool is under development, and we are conducting a series of workshops (last semester of 2017 and first semester of 2018) to discuss, co-develop and test our incremental prototype of the fable editor/player. Early tests and interviews indicate that fables are a viable concept with potential applicability in various domains, and that the current prototype is usable enough for further participatory development.",
keywords = "Design thinking, Education, Training, Information, Knowledge Design, Knowledge visualisation",
author = "Andrea Valente and Emanuela Marchetti",
year = "2018",
doi = "10.1007/978-3-319-91803-7_9",
language = "English",
isbn = "978-3-319-91802-0",
volume = "10919",
pages = "110--126",
editor = "Aaron Marcus and Wentao Wang",
booktitle = "Design, User Experience, and Usability",
publisher = "Springer",
address = "Germany",

}

RIS

TY - GEN

T1 - Fables

T2 - Exploring natural ways of expressing behavior to create digital simulations

AU - Valente,Andrea

AU - Marchetti,Emanuela

PY - 2018

Y1 - 2018

N2 - We are interested in simplifying digital game design and programming for primary school teachers and their pupils. A central problem in this area is how to express knowledge about interactive digital systems in a simple yet powerful enough way, so that new digital games or interactive simulations can be generated automatically by teachers and pupils descriptions. We propose a novel approach that builds on Simon [4] and Schön [5] and the concepts of simulation and repertoire of exemplars. Instead of looking at programming concepts like conditionals and loops, we draw inspiration from soft methods like rich pictures, and formalisms like concept maps and mobile ambients. In this paper, we define the concept of fables, where a simple fable represents an exemplar and it can be interacted with digitally, as a simulation. A web-based prototype tool is under development, and we are conducting a series of workshops (last semester of 2017 and first semester of 2018) to discuss, co-develop and test our incremental prototype of the fable editor/player. Early tests and interviews indicate that fables are a viable concept with potential applicability in various domains, and that the current prototype is usable enough for further participatory development.

AB - We are interested in simplifying digital game design and programming for primary school teachers and their pupils. A central problem in this area is how to express knowledge about interactive digital systems in a simple yet powerful enough way, so that new digital games or interactive simulations can be generated automatically by teachers and pupils descriptions. We propose a novel approach that builds on Simon [4] and Schön [5] and the concepts of simulation and repertoire of exemplars. Instead of looking at programming concepts like conditionals and loops, we draw inspiration from soft methods like rich pictures, and formalisms like concept maps and mobile ambients. In this paper, we define the concept of fables, where a simple fable represents an exemplar and it can be interacted with digitally, as a simulation. A web-based prototype tool is under development, and we are conducting a series of workshops (last semester of 2017 and first semester of 2018) to discuss, co-develop and test our incremental prototype of the fable editor/player. Early tests and interviews indicate that fables are a viable concept with potential applicability in various domains, and that the current prototype is usable enough for further participatory development.

KW - Design thinking

KW - Education

KW - Training

KW - Information

KW - Knowledge Design

KW - Knowledge visualisation

U2 - 10.1007/978-3-319-91803-7_9

DO - 10.1007/978-3-319-91803-7_9

M3 - Article in proceedings

SN - 978-3-319-91802-0

VL - 10919

SP - 110

EP - 126

BT - Design, User Experience, and Usability

PB - Springer

ER -