首页> 外文会议>IFIP TC 13 international conference on human-computer interaction;INTERACT 2011 >Equality = Inequality: Probing Equality-Centric Design and Development Methodologies
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Equality = Inequality: Probing Equality-Centric Design and Development Methodologies

机译:平等=不平等:探索以平等为中心的设计和开发方法

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A number of design and development methods, including participatory design and agile software development, are premised on an underlying assumption of equality amongst relevant stakeholders such as designers, developers, product owners, and end users. Equality, however, is not a straightforwardly accepted feature of all cultural perspectives. In this paper, we discuss the situation of equality-centric methods in a culturally mixed setting. We present a case study of the Girl Game Workshop, a game development event intended to empower young women through game design and to promote diversity in game creation. While conducting the workshop, the organisers encountered numerous issues, which presented challenges to their assumptions of the desirability of an emphasis on equality during game design and development. In this paper, we focus on seven key themes relating to equality that emerged from an ethnography conducted during the workshop, including location, cultural and classroom hierarchies, gender, "girl games", stakeholders and boundaries, and risk mitigation.
机译:包括参与式设计和敏捷软件开发在内的许多设计和开发方法都以相关利益相关者(例如设计师,开发人员,产品所有者和最终用户)之间的平等为前提。但是,平等并不是所有文化观点都直接接受的特征。在本文中,我们讨论了在文化混合环境下以平等为中心的方法的情况。我们以“女孩游戏工作室”为例,这是一个游戏开发活动,旨在通过游戏设计增强年轻女性的能力,并促进游戏创作的多样性。在举办研讨会时,组织者遇到了许多问题,这给他们在游戏设计和开发过程中强调平等性的假设提出了挑战。在本文中,我们重点讨论了研讨会期间民族志中出现的与平等相关的七个关键主题,包括位置,文化和教室等级,性别,“女孩游戏”,利益相关者和界限以及减轻风险。

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