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Gaming Xiuhpohualli: A (Chicano) Theory of Game Design 游戏设计理论(墨西哥语
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00705
Joshua Wood
Game design has been a field largely dominated by white, male voices, to the exclusion of others. The lack of diversity among game developers results in a lack of diversity in the games themselves. This article presents one way forward, merging indigenous thought from the Nahua of Mexico and the Chicano movement with game design principles. Further, it presents a series of exercises to challenge the way designers think about games.
抽象游戏设计一直是一个主要由白人男性声音主导的领域,排斥其他人。游戏开发商缺乏多样性,导致游戏本身缺乏多样性。本文提出了一种前进的方式,将墨西哥纳华和奇卡诺运动的本土思想与游戏设计原则相结合。此外,它还提供了一系列练习来挑战设计师对游戏的思考方式。
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引用次数: 0
Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science 加入折叠:电子游戏,科幻小说和公民科学的折叠
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00707
Colin Milburn;Katherine Buse;Ranjodh Singh Dhaliwal;Melissa Wills;Raida Aldosari;Patrick Camarador;Josh Aaron Miller;Justin Siegel
This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critical self-reflection on the relations of science and civic values. A study of player responses to Foldit: First Contact suggests the significance of science fiction and critical game design for attuning citizen scientists to the collective responsibilities of experimentation and innovation, drawing attention to the intersecting social, technical, and environmental domains in which gamers may contribute to scientific research.
本文探讨了科幻叙事在公民科学游戏中的价值。以蛋白质折叠游戏《Foldit》为例,它描述了修改和重新设计游戏的过程,以突出框架叙述和对主要教程活动的其他更改。活动的叙述,Foldit:第一次接触,将公民科学的实践置于意义和伦理影响的扩展背景下,促进对科学与公民价值观关系的批判性自我反思。一项关于玩家对《Foldit: First Contact》的反应的研究表明,科幻小说和批判性游戏设计对于协调公民科学家对实验和创新的集体责任的重要性,引起人们对玩家可能为科学研究做出贡献的交叉社会,技术和环境领域的关注。
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引用次数: 0
Undetectable Starting Points: Rethinking “Passing” in Level Design through Queerness, Disability, and Roxy's Got Balls 不可察觉的起点:通过酷儿、残疾和Roxy’s Got Balls重新思考关卡设计中的“传递
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00704
Michael Anthony DeAnda;Gracie Lu Straznickas
In this article, the authors tease out meritocracy from level design by comparing “passing” game levels with “passing” as performances for survival by marginalized peoples. We use HIV to demonstrate passing as a response from the intersections of queerness, race, and disability to inform heuristics for level design that tease out meritocratic design practices. We finish by illustrating our heuristics in action through Roxy's Got Balls, an online drag queen bingo event.
在这篇文章中,作者通过比较“通过”游戏关卡和“通过”边缘人群的生存表现,从关卡设计中梳理出精英主义。我们使用HIV作为酷儿、种族和残疾的交叉反应来展示通过,从而为关卡设计提供启发,从而梳理出精英设计实践。最后,我们通过在线变装皇后宾果活动Roxy's Got Balls来说明我们的启发式。
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引用次数: 0
Generative Logics and Conceptual Clicks: A Case Study of the Method for Design Materialization 生成逻辑和概念点击:设计实体化方法的个案研究
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00706
Rilla Khaled;Pippin Barr
Game design research is caught between epistemologies and disciplines, leading to a lack of grounded methodologies. Without such methodological approaches, we cannot support evidence-based claims about game design. The Method for Design Materialization (MDM) is a methodological approach to capturing game design via software version control. By embracing a time-sliced representation of a game throughout its development and pairing it with explicit materializations of design thinking through reflective writing, we believe significant progress can be made in understanding and extrapolating from the design process.
游戏设计研究被夹在认识论和学科之间,导致缺乏基础方法。没有这种方法论方法,我们就无法支持基于证据的游戏设计主张。设计物质化方法(Method for Design Materialization,简称MDM)是一种通过软件版本控制捕获游戏设计的方法。通过在整个游戏开发过程中采用时间切片表示,并通过反思性写作将其与设计思维的明确物化相结合,我们相信可以在理解和推断设计过程方面取得重大进展。
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引用次数: 0
Contributors 贡献者
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_x_00712
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引用次数: 0
Dig If You Will the Picture…: Reading Prince's Semiotic World 如果你愿意,就挖掘图片…:阅读普林斯的符号世界
2区 艺术学 0 ARCHITECTURE Pub Date : 2022-10-01 DOI: 10.1162/desi_a_00698
Aggie Toppins
Prince Rogers Nelson (1958–2016) was an innovative American musician whose life and work defied categorization. His music combined the spiritual with the sexual while spanning funk, rhythm and blues, soul, rock and roll, and pop genres. Prince embraced nonbinary gender performance and, as a Black artist of enormous celebrity, exemplified what W. E. B. Du Bois named double-consciousness: a sensibility gained from looking at oneself through the eyes of others; a “two-ness” derived from being both American and Black. Prince used multivalent signs, symbols, and codes to craft an enigmatic personal mythology. In this essay, I use Roland Barthes's poststructuralist theory and Stuart Hall's writing on stereotypes to examine Prince's semiotic world. By studying recurring motifs in his lyrics, fashion, and visual communication design, I show that Prince's signifying practices constitute a sensual text that, through illegibility, catalyzed emancipatory cultural expressions.
摘要王子罗杰斯-纳尔逊(1958–2016)是一位创新的美国音乐家,他的生活和工作都无法归类。他的音乐将精神与性结合在一起,同时涵盖了放克、节奏蓝调、灵魂乐、摇滚乐和流行音乐流派。普林斯接受了非二元性别表演,作为一位享有盛誉的黑人艺术家,他举例说明了W·E·B·杜波依斯所称的双重意识:一种通过他人的眼睛看待自己而获得的情感;源自既是美国人又是黑人的“双重性”。普林斯用多价的符号、符号和密码创造了一个神秘的个人神话。本文运用罗兰·巴特的后结构主义理论和斯图尔特·霍尔关于刻板印象的写作来考察普林斯的符号世界。通过研究普林斯歌词、时尚和视觉传达设计中反复出现的主题,我发现普林斯的象征实践构成了一个感性的文本,通过难以辨认,催化了解放的文化表达。
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引用次数: 0
COVIC: Collecting Visualizations of COVID-19 to Outline a Space of Possibilities COVIC:收集新冠肺炎的图像,勾勒出一个可能性空间
2区 艺术学 0 ARCHITECTURE Pub Date : 2022-10-01 DOI: 10.1162/desi_a_00697
Paul Kahn;Hugh Dubberly;Dario Rodighiero
We describe the COVID-19 Online Visualization Collection (COVIC), its goals, how it came to be, and why we propose such a collection as a new path for design research. The COVIC database contains a collective visualization response to the COVID-19 pandemic gathered from approximately 3,000 articles, each containing one or more visualizations (about 12,000 in total). We have sought to create a resource for design research—a boundary object—that will be useful to any of the disciplines brought together through their response to the pandemic event.
我们描述了COVID-19在线可视化集合(COVIC),它的目标,它是如何产生的,以及为什么我们提出这样一个集合作为设计研究的新路径。COVIC数据库包含对COVID-19大流行的集体可视化响应,收集自约3,000篇文章,每篇文章包含一个或多个可视化(总计约12,000篇)。我们试图为设计研究创造一种资源——一种边界对象——这将对通过应对大流行事件而聚集在一起的任何学科都有用。
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引用次数: 2
New Design Knowledge and the Fifth Order of Design 新设计知识与第五阶设计
2区 艺术学 0 ARCHITECTURE Pub Date : 2022-10-01 DOI: 10.1162/desi_a_00695
Marzia Mortati
In this article, I examine the foundations of design knowledge and how they have been disrupted as the design discipline moves progressively away from industrial production. I consider design knowledge as a collection of different cognitive processes for developing artifacts for the human-made world. Adopting David Kolb's (1984, p.38) definition of learning as “the process whereby knowledge is created through the transformation of experience,” I discuss the change in design knowledge by examining how the characteristics of designed items have changed. Building on theories by Neri Oxman and Richard Buchanan, I identify relevant areas of design practice in which creativity is breaking free from disciplinary silos to flow between physical, digital, metaphysical, and biological layers. I then propose an updated map of the orders of design as a thinking tool and compass. I read the evolutions of design as it enters the Fifth Order of concerns, characterized by the centrality of data both as input and as output to a design process. Today, design deals with relationships and perceptions; it dialogues with people and all species ranging from machines to micro-organisms, all of which actively participate in reaching objectives. Here, design creates conversations to achieve several goals, including engagement, discovery, and decision making. Finally, I propose a shift in the traditional principles of designing, moving away from the idea of perfect solutions and toward learning systems that are good enough for now.
在这篇文章中,我研究了设计知识的基础,以及随着设计学科逐渐远离工业生产,它们是如何被破坏的。我认为设计知识是为人类世界开发人工制品的不同认知过程的集合。采用David Kolb (1984, p.38)对学习的定义,即“知识是通过经验的转化而创造出来的过程”,我通过研究被设计物品的特征是如何变化的来讨论设计知识的变化。在Neri Oxman和Richard Buchanan的理论基础上,我确定了设计实践的相关领域,在这些领域中,创造力从学科孤岛中解放出来,在物理、数字、形而上学和生物层面之间流动。然后,我提出了一个更新的设计顺序图,作为思考工具和指南针。我读了设计的演变,因为它进入了关注的第五阶,其特征是数据作为设计过程的输入和输出的中心地位。今天,设计涉及关系和感知;它与人类和从机器到微生物的所有物种对话,所有这些物种都积极参与实现目标。在这里,设计创造对话来实现几个目标,包括参与、发现和决策。最后,我建议改变传统的设计原则,从完美解决方案的想法转向目前足够好的学习系统。
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引用次数: 2
Contributors 贡献者
2区 艺术学 0 ARCHITECTURE Pub Date : 2022-10-01 DOI: 10.1162/desi_x_00700
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引用次数: 0
The Significance of Aristotle's Four Causes in Design Research 亚里士多德“四因论”在设计研究中的意义
2区 艺术学 0 ARCHITECTURE Pub Date : 2022-10-01 DOI: 10.1162/desi_a_00696
Boris Hennig;Matthias Rauterberg
In this article we demonstrate that and why Aristotle's four causes are essential for a scientific articulation of designerly knowledge. We show that properly understood, Aristotle's notion of a cause, including the final cause, is not in conflict with modern science. Rather, when it comes to understanding living beings as such, all of the four Aristotelian causes are still crucial. We argue that this implies that design research, too, must appeal to the four causes, because artifacts must be understood in terms of the role they play in the life of living beings.
摘要在这篇文章中,我们证明了亚里士多德的四个原因对于设计知识的科学表达是必不可少的。我们证明,正确理解亚里士多德关于原因的概念,包括最终原因,与现代科学并不冲突。相反,当涉及到理解生命本身时,亚里士多德的四个原因仍然至关重要。我们认为,这意味着设计研究也必须关注四个原因,因为必须从文物在人类生活中所扮演的角色来理解文物。
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