Abstract
Smart things, such as smart watches, are popular. Designing them requires technical skills and critical reflections in design, e.g., concerning safety risks due to their physical nature or data they exchange. Engaging end-users in design and reflections is thus complicated and yet beneficial, e.g., to make them aware of such risks. Play can help engage different end users, and especially teens. This paper reports on the latest evolution of the IoTgo playful toolkit for engaging different end users, and especially teens, in design and critical reflections. It presents a case-study across a pandemic with IoTgo used by teens and adults.
Original language | English |
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Journal | CEUR Workshop Proceedings |
Volume | 2934 |
Publication status | Published - 19 Aug 2021 |
Event | Joint 4th Workshop on Games-Human Interaction and 1st Workshop on Multi-Party Interaction in eXtended Reality, GHItaly and MIXR 2021 - Bolzano, Italy Duration: 12 Jul 2021 → … |
Keywords
- Action research
- Cloud computing
- IoT
- Physical computing
- Smart thing
- Teen
ASJC Scopus subject areas
- General Computer Science