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Creators/Authors contains: "Tanenbaum, Theresa Jean"

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  1. null (Ed.)
    Design fiction has become so widely adopted that it regularly appears in contexts ranging from CEO speeches to dedicated tracks at academic conferences. However, evaluating this kind of work is difficult; it is not clear what good or bad design fiction is or what the judgment criteria should be. In this paper we assert that design fiction is a heterogeneous set of methods, and practices, able to produce a diversity of scholarly and design contributions. We argue locating these diverse practices under the single header of "design fiction" has resulted in epistemological confusion over the appropriate method of evaluation. We identify different traditions within the HCI literature-critical design; narratology and literary theory; studio-based design "crits"; user studies; scenarios and persona development; and thought experiments-to articulate a typology of evaluative frames. There is often a mismatch between the standards to which design fiction is held and the knowledge that speculative methods seek to produce. We argue that evaluating a given instance of design fiction requires us to properly select the right epistemological tool for the job. 
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  2. With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre. 
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  3. Embodied design methods are gaining popularity among design researchers. They leverage the physical and situated experience of designers to access and better understand present and future situations, humans, and design opportunities. Here, we propose a workshop to learn about, engage with, and discuss larping (live action role playing) as an embodied design research method, in particular as: i) a sensitizing activity prior to design; and ii) a test-bed to investigate and further iterate design concepts and prototypes. The workshop is organized by design research experts in embodied design methods and larps, and it is aimed at those interested in embodied design methods, with or without experience with larps. Insights from the workshop will be captured in a joint article extending current embodied design methods. 
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  4. Idle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre. 
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