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Sus Lundgren

Bio: Sus Lundgren is an academic researcher from Chalmers University of Technology. The author has contributed to research in topics: Interaction design & Game mechanics. The author has an hindex of 10, co-authored 32 publications receiving 432 citations. Previous affiliations of Sus Lundgren include Luleå University of Technology & University of Gothenburg.

Papers
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Proceedings Article
01 Jan 2003
TL;DR: A model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play, and methods for using them is presented.
Abstract: We present a model to support the design, analysis, and comparison of games through the use of game design patterns, descriptions of reoccurring interaction relevant to game play The model consists of a structural framework to describe the components of games, and patterns of interaction that describes how components are used by players (or a computer) to affect various aspects of the game play Focusing on the patterns and identified methods for using them, we describe the development of the model and how we are currently working to enlarge and validate the collection of patterns

113 citations

Proceedings ArticleDOI
28 Feb 2015
TL;DR: A practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones and explaining the process of its construction along with practical advice on how to read and apply it is presented.
Abstract: Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems or interaction designs. This paper draws on a range of such exemplars to develop a practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones. Our framework provides four relational perspectives for designing the complex interplay between: the social situation in which it takes place; the technology used and the mechanics inscribed; the physical environment; and the temporal elements of design. Moreover, each perspective features some core properties, which are highly relevant when designing these systems. As part of presenting the framework we also explain the process of its construction along with practical advice on how to read and apply it.

62 citations

Journal Article
TL;DR: The analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles.
Abstract: Understanding what users need, as opposed to what they say they need, can be a challenge. In order to better address users' true needs, two consecutive methods were used in this study: Future Workshops and Repertory Grid Technique. The Future Workshops-where 21 participants designed for two different future scenarios-opened up for inscribing need expressions and possibilities into five futuristic automobile concepts. These concepts were used as a basis for the Repertory Grid, a technique where users compare objects, describing properties that they find to be important or significant. In this study, 78 participants provided 390 constructs of properties, which were refined to 19 dimensions relevant to user needs. Two study measures, Evaluative Ability and Descriptive Richness, indicate which methods to use when exploring the need dimensions further. Finally, the analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles.

43 citations

Proceedings ArticleDOI
06 Oct 2010
TL;DR: It is argued that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals and can be used as design tools when aiming for certain gameplay aesthetics.
Abstract: This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.

29 citations

Proceedings ArticleDOI
29 May 2012
TL;DR: Six patterns especially linked to pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, "sorting them out", are presented in greater detail.
Abstract: Games can support many types of activities. This paper explores one of these, pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, "sorting them out". Five games which support pottering are analyzed using gameplay design patterns to show how game mechanics can give rise to the activity. As a result, six patterns especially linked to pottering are presented in greater detail. Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed.

24 citations


Cited by
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Journal ArticleDOI
Tamar Frankel1
TL;DR: The Essay concludes that practitioners theorize, and theorists practice, use these intellectual tools differently because the goals and orientations of theorists and practitioners, and the constraints under which they act, differ.
Abstract: Much has been written about theory and practice in the law, and the tension between practitioners and theorists. Judges do not cite theoretical articles often; they rarely "apply" theories to particular cases. These arguments are not revisited. Instead the Essay explores the working and interaction of theory and practice, practitioners and theorists. The Essay starts with a story about solving a legal issue using our intellectual tools - theory, practice, and their progenies: experience and "gut." Next the Essay elaborates on the nature of theory, practice, experience and "gut." The third part of the Essay discusses theories that are helpful to practitioners and those that are less helpful. The Essay concludes that practitioners theorize, and theorists practice. They use these intellectual tools differently because the goals and orientations of theorists and practitioners, and the constraints under which they act, differ. Theory, practice, experience and "gut" help us think, remember, decide and create. They complement each other like the two sides of the same coin: distinct but inseparable.

2,077 citations

Journal Article
TL;DR: This book serves to provide a bridge from design to IT, and is important because designers increasingly work with information technologists and epistemologically their worlds are quite different.
Abstract: JONAS LOWGREN AND ERIK STOLTERMAN THOUGHTFUL INTERACTION DESIGN A DESIGN PERSPECTIVE ON INFORMATION TECHNOLOGY MIT Press, 2004 ISBN 0-262-12271-5, 198 pages, hardbound, black and white illustrations, $35.00 When I picked up this book, I thought I'd give it a quick browse. The early pages confirmed this approach as it identified its goal as representing design to information technology (IT). However by the end of the first chapter I knew I needed to read it thoroughly. The authors are in the Scandinavian human-centered tradition that emphasizes development of the human side of technology use. As designers in search of digital solutions, they traverse design processes, understanding people and technology in use and development. This book is important because designers increasingly work with information technologists and epistemologically their worlds are quite different. What is important, what constitutes evidence for a solution, how a process unfolds and what is the goal are all somewhat different between these disciplines. Many designers lack basic understanding of science or logic and find interdisciplinary work difficult or even troubling. This book serves to provide a bridge from design to IT. Another book is needed for traffic going in the other direction, from IT to design. In an early chapter the authors develop terms for the design process in order to speak clearly about it; the terms are vision, a largely intuitive first organizing principle for what will unfold; operative image, the externalization of the vision that bridges the abstract and the concrete; and specification, the transition from an operative image into a specific something to be built. The way a designer works, holistically, fluidly and in a search for the character of an emergent whole, is significantly different from that of an engineer. The authors enumerate design ability with the following (p. 45): * Creating and shaping demands creative and analytical ability * Deciding demands critical judgment * Working with a client demands rationality and ability to communicate * Design of structural qualities demands knowledge of technology and material * Design of functional qualities demands knowledge of technology use * Design of ethical qualities demands knowledge of relevant values and ideals * Design of aesthetic qualities demands an ability to appreciate and compose After establishing design fundamentals, a chapter explores design methods and techniques. …

416 citations

Journal ArticleDOI
TL;DR: A large-scale study on 1,108 gamers is conducted to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities to theTen PT strategies are examined.
Abstract: Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies.

246 citations