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.

Physical or on the cloud: Play with IoTgo and design smart things

Melonio A.;
2021-01-01

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.
2021
CEUR Workshop Proceedings
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10278/5004741
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