Digital Puppetry – Centre Obert Torre Baró

During October and November 2017, we (me, Marie-Monique Schaper and Cristina Valero) worked with the “Centre Obert de Torre Baró” (Barcelona) in a project aimed at co-creating a series of fictional narratives using digital puppetry with the children of the centre

During the workshop, the children created 3 site-specific stories for their favourite places of the neighbourhood. Here, the story of It the clown trying to destroy the Font Maragall:

The project counted with the collaboration of the Centre Obert Torre Baró and the Ateneu de Fabricación Ciutat Meridiana

Jocs critics – Co-designing critical games with teens

Jocs critics is an art and education project related to co-designing critical games with teenagers. The  project arises as a reflection on the values embedded in game design and as a space for discussing concerns related to the worries about the socio-economical situation of “the crisis”. The project was supported by the grant “Art & Educació – BaumannLab” and run for 3 months during 2014 in Terrassa (Barcelona). During the process,  teenagers were accompanied into different stages of  designing critical games.

First, we discussed and reflected on the ideology and values embedded in specific games, by analyzing their features and game mechanics. Second, we tried some critical games and start to  discuss social concerns related to the current socio-political situation. Third, we start to brainstorm of possible games based on specific concerns about socio-political issues. Finally, the participating teenagers started with the process of prototyping, testing and improving and finally designing their own games.

As a result of this process, three games were produced. The first game “Moving parados” address the issue of unemployment and forced mobility. The second games “Batalla casal” address issues related to housing. The third game “Cómo hacer una buena revolución?” addresses the opportunities for social changes and the risks of certain political discourses.

For more information, visit: https://jocscritics.wordpress.com/

To dowload the material of the games: https://jocscritics.wordpress.com/category/los-juegos/

Participatory Design Strategies with Children with Special Needs

During the last year I worked in different participatory design processes to design video games for and with children with Autistic Spectrum Disorder (ASD).

Pico’s Adventure

In 2013, I designed and facilitated a 10 sessions workshop for children with ASD to co-design the game Pico’s Adventure. The game “Pico’s Adventure” was funded by the European project M4ALL and aimed at scaffolding social interaction in children with Autistic Spectrum Disorder (ASD).

During the project I have been in charge of organizing and carry on the participatory design with ASD children. Four children worked with us as “co-designers” to transform defined goals into an enjoyable playful experience and evaluate which aspects elicit higher level of motivation and interest in children.

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The workshop took place in the “Hospital Sant Joan de Deu“ on a weekly basis. The participants selected by the UETD professionals were four children how joined a total of five sessions, during which they were designing, discussing, drawing and experimenting with us in order to create an interesting and enjoyable game. The experience has been incredibly enriching both from the point of view of the research and the game design. We are very thankful to the “co-designer” children for their contributions!

For more informations visit: http://lab4.ccp.upf.edu/

Land’s of Fog

During 2015, I designed and facilitated a 4 sessions workshop for children with ASD to co-design the game Land’s of Fog. The game “Land’s of fog” was funded by the RecerCaixa 2013 grant (Feb/2014 to Jan/2016). The research project investigates how a full-body interactive environment can foster social initiation behaviours in children with Autism while interacting with typically developed children.

During the project I have been in charge of organizing and carry on the participatory design with 4 ASD children. In the different sessions of the workshop we worked together to design the environment of the game, its characters and their behaviors.

For more informations visit: http://inautistic.upf.edu/

Publications about the projects:

In case you want to know more information about the design process and methods you can read:

– Malinverni, L., Mora-Guiard, J., & Pares, N. (2016). Towards methods for evaluating and communicating participatory design: A multimodal approach.International Journal of Human-Computer Studies.

– Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2016). An inclusive design approach for developing video games for children with Autism Spectrum Disorder. Computers in Human Behavior.

– Mora-Guiard, J., Malinverni, L., Pares, N., (2014) Narrative-Based Elicitation: Orchestrating Contributions from Experts and Children, in CHI ’14 Extended Abstracts Proceedings of ACM SIGCHI Conference on Human Factors in Computing Systems, Toronto, Canada

– Malinverni, L., Mora-Guiard, J., Padillo, V., Mairena, M.A., Hervás, A., Pares, N., (2014) Participatory Design Strategies to Enhance the Creative Contribution of Children with Special Needs, in Proceedings of the 2014 Conference on Interaction Design and Children, IDC2014, Aarhus, Denmark

Participatory Design: Sketching through the body

Or how to co-design for embodied interaction with children.

Involving users in the design of their own technologies is both an ethical standpoint as well as a fundamental research approach.However, what happen when we have to design for innovative interfaces such as embodied interaction?

Together with Marie-Monique Schaper we carried out several studies aimed at exploring techniques  to design specific gestures with children to improve the interaction design of a Full-Body Interaction Learning Environment.

For this purpose we explored techniques proceeding from theatre, performance and visual art. The results of our research indicate the potential of those Participatory Design methods which combine multi-modal resources as instruments to allow children to reflect upon their own knowledge and express it more precisely.sketch

If you want to know more on how research you can read:

  • Schaper, M. M., Malinverni, L., & Pares, N. (2015, June). Sketching through the body: child-generated gestures in full-body interaction design. InProceedings of the 14th International Conference on Interaction Design and Children (pp. 255-258). ACM.

The possible impossible machine

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With minipimer.tv we create the Possible Impossible Machine. The machine, exhibited in Liwoli festival the Kunstuniversität Linz, borns as a reflection on the limits of “human-computer-interaction” when compared with the richness and variety of possibilities offered by the interaction between humans.

The machine works only when 9 people get organized and activated together and in the same moment, the 9 sensors of the machine.

The modules containing the sensors were built by different people in a series of workshops conducted between Barcelona and Linz.The machine thus becomes a tool for discussing problems, a meta-cognitive object and a self-learning dynamic.

The machine wants to be a methodology, an open process of construction, deconstruction and mutation. It’s aim is to generate pretexts for the reflection about the dynamics of collective creation and the possible (and impossible) displacement of the notion of open source.

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Installation

Year: 2011

Technique: software programmed with Processing and controlled by the Arduino microcontroller with different types of sensors. Modules built with recycled material and tapes

Dimensions: 4m x 4m

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ObraWiki

592_9230ObraWiki is a research project about collective artistic creation processes. The project used as a source of inspiration different computational and cultural products based on open content (free software, wikipedia ..).

The work focuses on the significant increase in recent years, of what scholars have called “the paradox of opensource” that is, the fact that collaborative works, even if in many cases are neither designed or paid, can work as well as products designed in a business context.

But what are the measures that can ensure its working and which are the ones that can weaken it? What are the limits that collective creation can reach, before transforming into a inconclusive chaos, a number of voices so confused that no can produce nothing more than a nonsense whisper?

Through the use of an experimental methodology ObraWiki opens the debate on these issues, investigating within visual arts context, the boundary that separate the effectiveness of collective intelligence and the risk of an inconclusive chaos.

592_9245 Happening

Year: 2009

Technique: participatory happening of collective creation, wood tables with layers of transparent plastic593_9371