• Nanna Zimmer
4. semester, Oplevelsesdesign, Kandidat (Kandidatuddannelse)
Play is an essential way for children to communicate. Therefore, it offers an ideal opportunity for parents to engage fully with their children (Ginsburg, 2007, s. 183). However, many parents do not prioritize family playtime because their stress level is increased when they are spending time with their children (Envision, 2015, s. 8). This thesis offers guidelines on how designers and developers can create a digital experience design that motivates and engages these families toward common playtime in everyday life. The target group is families with young children in the age of 2-5 years. Another aspect that affects the target group is the use of different digital opportunities; especially the use of tablets and television are both highly popular among young children. The current digital services are individual and passive (Marsh m.fl., 2015, s. 24). Even though the digital solutions might simulate the feeling of play, the children are often leaved with no social interaction nor possibility of communicating frustrations or concerns they might have, while interacting with a tablet. This thesis is set to investigate what parameters are relevant when developing a new alternative digital experience design that motivates and engages these families despite their busy lifestyles. Embodied Computing is a technological approach, in which the digital system is integrated in physical spaces or artefacts (Lund, Klitbo, & Jessen, 2005, s. 165). This approach puts emphasis on the physical interaction and is relevant in this study. The goal is to create some relevant guidelines for designers who want to create social, interactive experiences that can give families a break from their busy everyday life and supply them with the opportunity of communicating and interacting through play and memorable experiences. The thesis is operating in the early fase of the design proces. Building upon theory by Paul Dourish (2001), and an appertaining phenomenological approach, it will examine context including the individual needs and interaction in the concrete situation (Dourish, 2001, s. 21). This focus is relevant because the purpose is to transform a situation into something else through a digital experience design. The thesis is divided into four chapters’ that each provide a relevant focus on the matter. The first chapter is an introduction to the problem field, explaining the most relevant theoretical terms. The second chapter highligts current research and narrows down the scope of the thesis. In the third chapter the user perspective have been taken into consideration and the chosen methods and results are analysed based on relevant research and theory. In the fourth and last chapter, all central points are summarized and presented as guidelines for the further designproces.
SprogDansk
Udgivelsesdato20 sep. 2018
Antal sider63
ID: 287181862