Narrative in HCI: Interactions, Play, Games, Stories, Fictions and Envisioning Futures Using Activity Theory

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Author(s)
Marsh, Tim
Nardi, Bonnie
Griffith University Author(s)
Year published
2015
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In this short position paper, we outline some of the findings following research on A. N. Leontiev's (1981) original activity theory including powerful and largely sidelined concepts, and propose extensions to bridge conceptual gaps. In particular, this work has focused on framing of activity through lenses and spheres, and on the relationship between object(ive) and motive and how they coincide or merge [1]. These provide fresh perspectives to reason about and inform design of today's rapidly evolving human technologically-mediated interactions and gameplay for experience and to provide a framework for writing, design fiction ...
View more >In this short position paper, we outline some of the findings following research on A. N. Leontiev's (1981) original activity theory including powerful and largely sidelined concepts, and propose extensions to bridge conceptual gaps. In particular, this work has focused on framing of activity through lenses and spheres, and on the relationship between object(ive) and motive and how they coincide or merge [1]. These provide fresh perspectives to reason about and inform design of today's rapidly evolving human technologically-mediated interactions and gameplay for experience and to provide a framework for writing, design fiction and inspiration for envisioning of future interactions and technologies. To illuminate this approach we have been focusing on the creation, modelling and shaping of narratives, scenarios, stories - in-game or interactions with and between applications and multiple platforms / transmedia.
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View more >In this short position paper, we outline some of the findings following research on A. N. Leontiev's (1981) original activity theory including powerful and largely sidelined concepts, and propose extensions to bridge conceptual gaps. In particular, this work has focused on framing of activity through lenses and spheres, and on the relationship between object(ive) and motive and how they coincide or merge [1]. These provide fresh perspectives to reason about and inform design of today's rapidly evolving human technologically-mediated interactions and gameplay for experience and to provide a framework for writing, design fiction and inspiration for envisioning of future interactions and technologies. To illuminate this approach we have been focusing on the creation, modelling and shaping of narratives, scenarios, stories - in-game or interactions with and between applications and multiple platforms / transmedia.
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Conference Title
SIGCHI 2015 Human Factors in Computer Systems, CHI 2015 workshop Ecological perspectives in HCI
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Copyright Statement
© ACM, 2015. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in The 33rd CHI conference on Human Factors in Computer Systems (CHI).
Subject
Interactive Media
Computer Gaming and Animation
Electronic Media Art