Publikationer från Malmö universitet
Ändra sökning
Länk till posten
Permanent länk

Direktlänk
Alternativa namn
Publikationer (10 of 31) Visa alla publikationer
Font, J., O’Bryan, M., Alvarez, A. & Robinson, R. B. (2025). A Case Study in Playful Facilitation for Designing Embodied Experiences. In: Eva Brooks; Emma Edstrand; Anders Kalsgaard Møller; Thomas Bjørner (Ed.), Design, Learning, and Innovation: 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings. Paper presented at 9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, 07-08 Nov 2024, Virtual, Online, (pp. 79-90). Springer Nature
Öppna denna publikation i ny flik eller fönster >>A Case Study in Playful Facilitation for Designing Embodied Experiences
2025 (Engelska)Ingår i: Design, Learning, and Innovation: 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings / [ed] Eva Brooks; Emma Edstrand; Anders Kalsgaard Møller; Thomas Bjørner, Springer Nature , 2025, s. 79-90Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Embodied design is fostering relevant advancements in novel design methods for learning and innovation. Nevertheless, practice and research show that teaching and facilitating embodied design is a challenging task. This paper presents a playful approach for conducting embodied design sessions, which adapts existing card-game mechanics to improve the accessibility and usability of existing embodied design toolboxes during a design session. Our approach hypothesizes that card-game mechanics can address usual pitfalls common to card-based facilitation toolkits by adding structure, guidelines, and playfulness. We also envision that such toolboxes, that have become popular in the research in participatory and co-design contexts, can seamlessly incorporate card-game mechanics like the ones we propose. We describe the setting of the design session, as well as present and discuss the results obtained from observation and participant questionnaires. Finally, we also outline the next steps for designing an embodied workshop in sustainability based on the results from this study. We strive to analyze our proposed method by its capacity to blend into the structure and materials of a card-based toolbox, eliciting the playfulness embedded in the leveraged card-game mechanics to implicitly provide support and guidance through the session, to both facilitators and participants, without disrupting the flexible and open flow of an movement-based design session.

Ort, förlag, år, upplaga, sidor
Springer Nature, 2025
Serie
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, ISSN 1867-8211, E-ISSN 1867-822X ; 604 LNICST
Nyckelord
design facilitation, game-based design, method cards, Movement-based design
Nationell ämneskategori
Design
Identifikatorer
urn:nbn:se:mau:diva-75474 (URN)10.1007/978-3-031-85663-1_6 (DOI)001483809600006 ()2-s2.0-105001329837 (Scopus ID)978-3-031-85662-4 (ISBN)978-3-031-85663-1 (ISBN)
Konferens
9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, 07-08 Nov 2024, Virtual, Online,
Tillgänglig från: 2025-04-16 Skapad: 2025-04-16 Senast uppdaterad: 2025-08-18Bibliografiskt granskad
Swacha, J., Muszyńska, K., Font Fernández, J. M., Arkün Kocadere, S., Queirós, R., Damaševičius, R. & Maskeliūnas, R. (2025). AI in Educational Digital Escape Rooms: State of the Art and Perspectives. In: Alexandra I. Cristea; Erin Walker; Yu Lu; Olga C. Santos; Seiji Isotani (Ed.), Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium, Blue Sky, and WideAIED: 26th International Conference, AIED 2025, Palermo, Italy, July 22–26, 2025, Proceedings, Part I. Paper presented at Poster papers and late breaking results, workshops and tutorials, practitioners, industry and policy track, doctoral consortium, blue sky and wideAIED papers presented at the 26th International Conference on Artificial Intelligence in Education, AIED 2025, 22-26 Jul 2025, Palermo, Italy (pp. 47-60). Springer Nature, 2590 CCIS
Öppna denna publikation i ny flik eller fönster >>AI in Educational Digital Escape Rooms: State of the Art and Perspectives
Visa övriga...
2025 (Engelska)Ingår i: Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium, Blue Sky, and WideAIED: 26th International Conference, AIED 2025, Palermo, Italy, July 22–26, 2025, Proceedings, Part I / [ed] Alexandra I. Cristea; Erin Walker; Yu Lu; Olga C. Santos; Seiji Isotani, Springer Nature , 2025, Vol. 2590 CCIS, s. 47-60Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes.

Ort, förlag, år, upplaga, sidor
Springer Nature, 2025
Serie
Communications in Computer and Information Science, ISSN 1865-0929, E-ISSN 1865-0937
Nyckelord
Artificial Intelligence, Educational Escape Rooms, GenAI, Large Language Models, Virtual Escape Rooms
Nationell ämneskategori
Datavetenskap (datalogi)
Identifikatorer
urn:nbn:se:mau:diva-78902 (URN)10.1007/978-3-031-99261-2_4 (DOI)2-s2.0-105012424182 (Scopus ID)9783031992605 (ISBN)
Konferens
Poster papers and late breaking results, workshops and tutorials, practitioners, industry and policy track, doctoral consortium, blue sky and wideAIED papers presented at the 26th International Conference on Artificial Intelligence in Education, AIED 2025, 22-26 Jul 2025, Palermo, Italy
Tillgänglig från: 2025-08-15 Skapad: 2025-08-15 Senast uppdaterad: 2026-03-10Bibliografiskt granskad
Wærn, A., Elbæk, L., Delden, R. v., Font Fernández, J. M., Hämäläinen, P., Kaos, M., . . . Andersen, R. V. (2025). Moving with method: using cards in movement-based design. Interacting with computers, 38(2), 214-234
Öppna denna publikation i ny flik eller fönster >>Moving with method: using cards in movement-based design
Visa övriga...
2025 (Engelska)Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 38, nr 2, s. 214-234Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Movement-based design methods have gained increased attention across various research fields and practices, particularly in interaction design. By engaging the body in movement, these methods have the potential to explore a richer, more intuitive, and immersive user experience. A recent project MeCaMinD1 brought together researchers from interaction and sports design to explore, collect, and document movement-based methods and make them practically useful across domains. The methods were explored through a series of workshops, furthering the team’s understanding of their use and practical applicability. This understanding was compiled into a set of design cards that we present here. We discuss the experience of using the resulting cards in movement-based design sessions. We found that while the cards are mostly used in designing, planning, and preparing sessions, they also function as support during the design sessions, used by both facilitators and participants. Based on a final ideation session with both novice and experienced facilitators, we sketch ways to support managing the cards during sessions, integrating them with movement and physical action.

Ort, förlag, år, upplaga, sidor
Oxford University Press, 2025
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Identifikatorer
urn:nbn:se:mau:diva-75282 (URN)10.1093/iwc/iwaf006 (DOI)001454766500001 ()2-s2.0-105031715140 (Scopus ID)
Tillgänglig från: 2025-04-08 Skapad: 2025-04-08 Senast uppdaterad: 2026-03-23Bibliografiskt granskad
de Guevara, J. M., Roig, E., Font Fernández, J. M. & del Blanco, F. L. (2025). The influence of pattern language: Bridging physical and digital architecture in video game design through the case of The WitcherIII. IxD&A: Interaction Design and Architecture(s) (66), 194-225
Öppna denna publikation i ny flik eller fönster >>The influence of pattern language: Bridging physical and digital architecture in video game design through the case of The WitcherIII
2025 (Engelska)Ingår i: IxD&A: Interaction Design and Architecture(s), ISSN 1826-9745, E-ISSN 2283-2998, nr 66, s. 194-225Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Christopher Alexander introduced in 1997 the concept of "pattern language" as a framework for architectural design. Subsequently, video game designers and programmers sought to integrate these design patterns into the creation of virtual cities. These underlying design patterns, embedded within digital architectures, often stem from fundamental principles already present in physical architecture, despite their intangible nature. While the patterns cannot be physically touched, navigating through these virtual environments offers a sensory experience that requires careful planning. Therefore, developing an analytical method to elucidate these design patterns inherent in the materialization and design of digital worlds becomes urgent. By using an applied approach to delve into The Witcher III video game, the main objective is to establish a methodology that unveils the implicit connections within these non-physical realities. Finally, this method aims to identify significant insights applicable to the design of architectural environments within video games by considering architectural, urban and social parameters.

Ort, förlag, år, upplaga, sidor
Association for Smart Learning Ecosystems and Regional Development, 2025
Nyckelord
Interaction Design, Virtual City, Digital architecture, Design patern, Data visualization, Videogame Design
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:mau:diva-82825 (URN)10.55612/s-5002-066-008 (DOI)001688393000009 ()2-s2.0-105036044680 (Scopus ID)
Tillgänglig från: 2026-02-24 Skapad: 2026-02-24 Senast uppdaterad: 2026-04-28Bibliografiskt granskad
O’Bryan, M., Alvarez, A., Font, J. & Robinson, R. B. (2024). Decentering the Designer Through Live-Action Roleplay. In: Proceedings of the Halfway to the Future Symposium: . Paper presented at HTTF '24: Halfway to the Future Santa Cruz CA USA October 21 - 23, 2024. Association for Computing Machinery (ACM), Article ID 37.
Öppna denna publikation i ny flik eller fönster >>Decentering the Designer Through Live-Action Roleplay
2024 (Engelska)Ingår i: Proceedings of the Halfway to the Future Symposium, Association for Computing Machinery (ACM), 2024, artikel-id 37Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

More-than-human approaches to HCI design research have gained traction in recent years, facilitating a need to employ new methods that decenter the human perspective. We propose live-action roleplay (larp), as a method and practice within HCI that can support perspective taking and empathy-building with non-humans actors. In this paper, we discuss a local community workshop where we facilitated numerous body-based and larp activities surrounding the theme of sustainability, and reflect on the strengths larp offers in service of decentering the human perspective.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2024
Serie
HttF ’24
Nyckelord
embodied methods, human-computer interaction, larp, more-than-human, roleplay, sustainability
Nationell ämneskategori
Annan teknik
Identifikatorer
urn:nbn:se:mau:diva-71776 (URN)10.1145/3686169.3686173 (DOI)001537871100005 ()2-s2.0-85215500562 (Scopus ID)979-8-4007-1042-1 (ISBN)
Konferens
HTTF '24: Halfway to the Future Santa Cruz CA USA October 21 - 23, 2024
Tillgänglig från: 2024-10-24 Skapad: 2024-10-24 Senast uppdaterad: 2025-08-28Bibliografiskt granskad
van Delden, R., Reidsma, D., Postma, D., Weijdom, J., Márquez Segura, E., Turmo Vidal, L., . . . Elbæk, L. (2023). Technology, Movement, and Play Is Hampering and Boosting Interactive Play. In: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play: . Paper presented at Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023 (pp. 231-234). Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Technology, Movement, and Play Is Hampering and Boosting Interactive Play
Visa övriga...
2023 (Engelska)Ingår i: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2023, s. 231-234Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.  

 

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2023
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:mau:diva-63785 (URN)10.1145/3573382.3616050 (DOI)001594520400041 ()2-s2.0-85175866378 (Scopus ID)9798400700293 (ISBN)
Konferens
Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023
Tillgänglig från: 2023-11-20 Skapad: 2023-11-20 Senast uppdaterad: 2026-01-07Bibliografiskt granskad
Font, J., Johnsson, M., Elbæk, L. & Kaos, M. D. (2023). Using and facilitating social videogames as warm-ups for embodied design. In: Proceedings of the 17th European Conference on Games Based Learning: . Paper presented at 17th European Conference on Games Based Learning, ECGBL 2023, Enschede, Netherlands, 5-6 October 2023 (pp. 171-179). ACI Academic Conferences International, 17(1)
Öppna denna publikation i ny flik eller fönster >>Using and facilitating social videogames as warm-ups for embodied design
2023 (Engelska)Ingår i: Proceedings of the 17th European Conference on Games Based Learning, ACI Academic Conferences International, 2023, Vol. 17, nr 1, s. 171-179Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Warm-ups, as preliminary activities to physical training, are an inherent part of any physical exercise and sports practice. Rooted in the concept of embodied cognition, embodied design is a paradigm that shifts the focus of interaction design from external artefacts and devices to the human body (Svanæs & Barkhuus, 2020). A body-centred design emphasises the importance of having the human body at the centre of the entire design cycle, conveying movement, physical expressivity, feelings, and aesthetics, in a design process that uses the body as both a resource and target. Designing with the body is, therefore, a physically demanding activity that requires a specific set of warm-ups to educate and prepare designers mentally, socially, and physically for the act of embodied design. We propose social videogames as a resourceful framework for creating such a set of warm-up exercises. This paper presents a methodology comprising off-the-shelf commercial videogames whose rules have been adapted for embodied design. Three studies have been executed to validate the game's capacity as warm-up activity and icebreaker for embodied creativity and to study the conditions for an optimal method facilitation to external instructors in preparation for an applied session. The method applied is qualitative and quantitative feedback data gathered from the three studies using questionnaires, tests, observation, and open interviews. The results of the series of studies showed the potential of the proposed methodology as warm-ups for teaching, training, and practising embodied design, as well as giving insights on how to facilitate it. Overall, the game-based warm-ups for embodied design preparation using off-the-shelf movement games have a social and playful nature. The proposed twisted gameplays make them suitable to exert body moves and get ready to think and design with their bodies. The study on facilitation shows the need for a preparation session supported by an experienced person. However, one introductory session is enough for the toolbox to become an easily configurable resource that adapts to the facilitator's needs and goals. We suggest including sample implementation cases along with instruction cards of the embodied games. Further, the warm-up games are customisable using the toolbox's modifier cards. 

Ort, förlag, år, upplaga, sidor
ACI Academic Conferences International, 2023
Serie
Proceedings of the European Conference on Games-Based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Nationell ämneskategori
Design
Identifikatorer
urn:nbn:se:mau:diva-64756 (URN)10.34190/ecgbl.17.1.1398 (DOI)2-s2.0-85178995500 (Scopus ID)978-1-914587-89-4 (ISBN)978-1-914587-88-7 (ISBN)
Konferens
17th European Conference on Games Based Learning, ECGBL 2023, Enschede, Netherlands, 5-6 October 2023
Tillgänglig från: 2023-12-27 Skapad: 2023-12-27 Senast uppdaterad: 2025-08-14Bibliografiskt granskad
Larchen Costuchen, A., Font Fernández, J. M. & Stavroukalis, M. (2022). AR-Supported Mind Palace for L2 Vocabulary Recall. International Journal: Emerging Technologies in Learning, 17(13), 47-63
Öppna denna publikation i ny flik eller fönster >>AR-Supported Mind Palace for L2 Vocabulary Recall
2022 (Engelska)Ingår i: International Journal: Emerging Technologies in Learning, ISSN 1868-8799, E-ISSN 1863-0383, Vol. 17, nr 13, s. 47-63Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

MnemoRoom4U is an AR (Augmented Reality) tool that uses a memory-palace strategy for foreign-language training. A memory palace helps information recall with the aid of object association in visualizations of familiar spatial surroundings. In MnemoRoom4U, paper or digital flashcards are re-placed with virtual notes containing L1 words and their L2 translations that are placed on top of real physical objects inside a familiar environment, such as one’s room, home, office space, etc. The AR-supported notes aid associative memory by establishing a relationship between the physical objects in the user’s mind and the virtual lexis to be retained in L2. Learners first set up a path through their familiar environment, attaching virtual sticky notes—each containing a target word to be memorized together with its corresponding source-language translation—to real-life objects (e.g. furniture in their homes or offices). They then take the same path again, reviewing all the words, and finally carry out a retention test. MnemoRoom4U is a technological artifact designed for specific didactic purposes in the Unity game engine with the ARCore augmented-reality plug-in for Android. This work takes a Design-Science approach with phenomenological, exploratory underpinnings tracking back to the efficiency of spatial mnemonics previously reported quantitatively and combines it with AR technology to effect L2 vocabulary recall.

Ort, förlag, år, upplaga, sidor
International Association of Online Engineering, 2022
Nationell ämneskategori
Datavetenskap (datalogi)
Identifikatorer
urn:nbn:se:mau:diva-56420 (URN)10.3991/ijet.v17i13.25073 (DOI)2-s2.0-85134414216 (Scopus ID)
Tillgänglig från: 2022-12-02 Skapad: 2022-12-02 Senast uppdaterad: 2024-02-05Bibliografiskt granskad
Alvarez, A., Font, J., Dahlskog, S. & Togelius, J. (2022). Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions. IEEE Transactions on Games, 14(2), 202-211
Öppna denna publikation i ny flik eller fönster >>Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
2022 (Engelska)Ingår i: IEEE Transactions on Games, ISSN 2475-1502, E-ISSN 2475-1510, Vol. 14, nr 2, s. 202-211Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer (EDD): a mixed-initiative co-creativity tool for designing dungeons. The feature uses the MAP-Elites algorithm, an illumination algorithm that segregates the population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding the evolutionary process in an intuitive way, and then incorporate suggestions produced by the algorithm in their room designs. At the same time, any modifications performed by the human user will feed back into MAP-Elites, closing a circular workflow of constant mutual inspiration. This paper presents the algorithm followed by an in-depth evaluation of the expressive range of all possible dimension combinations in several scenarios, and discusses their influence in the fitness landscape and in the overall performance of the procedural content generation in EDD.

Ort, förlag, år, upplaga, sidor
IEEE, 2022
Nationell ämneskategori
Datavetenskap (datalogi)
Identifikatorer
urn:nbn:se:mau:diva-40278 (URN)10.1109/TG.2020.3046133 (DOI)000811581700012 ()2-s2.0-85098766850 (Scopus ID)
Tillgänglig från: 2021-02-01 Skapad: 2021-02-01 Senast uppdaterad: 2026-08-06Bibliografiskt granskad
Alvarez, A., Font, J. & Togelius, J. (2022). Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures. In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: . Paper presented at FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022. ACM Digital Library, Article ID 42.
Öppna denna publikation i ny flik eller fönster >>Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
2022 (Engelska)Ingår i: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, artikel-id 42Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.  

 

 

Ort, förlag, år, upplaga, sidor
ACM Digital Library, 2022
Nationell ämneskategori
Datavetenskap (datalogi)
Identifikatorer
urn:nbn:se:mau:diva-56278 (URN)10.1145/3555858.3555929 (DOI)2-s2.0-85142339970 (Scopus ID)978-1-4503-9795-7 (ISBN)
Konferens
FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
Tillgänglig från: 2022-11-29 Skapad: 2022-11-29 Senast uppdaterad: 2024-02-05Bibliografiskt granskad
Projekt
The Evolutionary World Designer; Malmö universitetBeteendeförändring orsakat av olika grader av brädspelsdigitalisering - Ett Egocentric Interaction Interventions pilotprojektSituationsbaserad uppmärksamhetsstyrning; Malmö universitet, Internet of Things and People (IOTAP) (Upphörd 2024-12-31)
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0003-3924-7484

Sök vidare i DiVA

Visa alla publikationer