Matches in UGent Biblio for { <https://biblio.ugent.be/publication/3009707#aggregation> ?p ?o. }
Showing items 1 to 32 of
32
with 100 items per page.
- aggregation classification "P1".
- aggregation creator person.
- aggregation creator person.
- aggregation creator person.
- aggregation date "2012".
- aggregation format "application/pdf".
- aggregation hasFormat 3009707.bibtex.
- aggregation hasFormat 3009707.csv.
- aggregation hasFormat 3009707.dc.
- aggregation hasFormat 3009707.didl.
- aggregation hasFormat 3009707.doc.
- aggregation hasFormat 3009707.json.
- aggregation hasFormat 3009707.mets.
- aggregation hasFormat 3009707.mods.
- aggregation hasFormat 3009707.rdf.
- aggregation hasFormat 3009707.ris.
- aggregation hasFormat 3009707.txt.
- aggregation hasFormat 3009707.xls.
- aggregation hasFormat 3009707.yaml.
- aggregation isPartOf urn:isbn:9781908272706.
- aggregation language "eng".
- aggregation publisher "Ghent University, Department of Communication studies".
- aggregation rights "I have transferred the copyright for this publication to the publisher".
- aggregation subject "Social Sciences".
- aggregation title "Co-designing interactive content: developing a traffic safety game concept for adolescents".
- aggregation abstract "Co-design is a user-centered design method which has gained popularity in innovation research where it is used for opportunity detection for new applications or technology based systems and to better tune their development to the user’s requirements and preferences. It has only rarely been used as a tool for content creation however. This study explores the added value of co-design in addition to other innovation research methods in the process of developing interactive content. Co-design sessions took place as part of the development of a concept for a digital location-based educational game dealing with traffic safety. Before, a state of the art literature survey, a focus group with traffic safety experts and collaboration with a professional game designer had resulted in a number of preliminary game concepts. In total, 72 adolescents between 15 and 18 years participated in five co-design sessions lead by a researcher and a professional game designer. The sessions provided input regarding the locations in the city where adolescents would like to play mini-games, the mobile phone technologies they would use, the topics that interest them and the game mechanics they would find enjoyable. In the final design document, several ideas coming from the co-design sessions have been picked up and integrated. Thus our study indicates that co-design can be a source of additional ideas on top of other innovation research methods such as SotA and expert consultation and thus lead to more effective interactive content creation.".
- aggregation authorList BK290080.
- aggregation endPage "20".
- aggregation startPage "11".
- aggregation aggregates 3009743.
- aggregation isDescribedBy 3009707.
- aggregation similarTo LU-3009707.