Call for Papers
The workshop will address the theme “Game-Changing Design” of NordiCHI’2016 by focusing on creating customized design solutions that aim at offering new opportunities for change by enabling us to become the critical thinkers and creators of the future. By shifting the design focus toward solutions more oriented to human domain problems will enable designers to understand challenging subjects and offering solutions empowering users to develop critical thinking skills, grow their ideas, and make their own creations. To achieve these objectives, the perception of what the design really is cannot only consider technological innovations but needs to rely on new ways of user contributions by facilitating the collaborative engagement of ordinary individuals in the voluntary, creative, communal, regular, non-commercial production of intellectual and cultural goods. Cultures of participation need to be supported by the design of digital networked environments through traditional and innovative technical infrastructures. The existence of the Internet (specifically the Web 2.0 architecture) and novel solutions in the field of the Internet of Things (IoT), service-oriented architectures (SOA) and other related technical infrastructures facilitate the conditions to support the active contributions and collaboration without relying on external motivation, job requirements, curricula, etc. The main challenge for cultures of participation to succeed is that people must be intrinsically motivated to participate (e.g., being motivated by acquiring social capital rather than economic gains). The workshop will explore socio-technical approaches able to empower users to ask the right questions, define specific problems, and design their own solutions. The desire of users to be the architects of their own products and services is based on the study of solutions able to combine: (1) sustainable HCI; (2) novel interfaces; (3) familiar technology in new contexts or novel technology in known contexts; (4) socio-technical investigations; (5) self-directed learning; and (5) modding (highly modifiable games). The workshop will explore the working hypothesis that the active participation in the design and development of products, processes, policies, and cultures will provides user with important experiences as they are working towards their goals. Through the investigation of new modalities the workshop will aim at understanding:
- how users’ skills can be enhanced with active participation;
- how users can take charge of their responsibility and capability for improving their work, learning and personal environments;
- how empirical methods for studying and identifying failures and successes (e.g. Wikipedia, open source software, Lego);
in order to create foundations for game-changing design. Topics included are (but not limited to):
- How to design and create socio-technical environments in which people “want” to participate rather than “have to” participate?
- How to analyze failure stories where students/people felt they “had to” learn, work, and collaborate?
- How to create environments with a “low threshold-high ceiling” architecture?
- How to support human-work interaction (supported by computers) and not only human-computer interaction (so people can focus on their tasks rather than on the use of computer systems)?
- How to find a better balance between “curriculum-driven learning” (often experienced as “have to”) and “self-directed learning” (often done as “want to”)?
- How to foster and focus on intrinsic motivation (rather than extrinsic forces)?
- How to support meta-design to give control to learners, workers, designers, and citizens?
- How to encourage citizen science?
- How to support “modding” (highly modifiable games) that makes players become engaged in play and learning?
KEYWORDS: Cultures of Participation; “Want to” participate; Self-directed learning; Modding; End-User Development; Meta-design; Collaborative Design; Co-creation; Maker Culture.