Circuit Game: A Craft-Based Electronic Building Practice
In this research, through a project named Circuit Game, a conceptual framework has been developed by which new processes of integrating craft and technology for educating electrical concepts are explored. The framework incorporates Do It Yourself (DIY) methods through making and assembly procedures. The intention is to engage architecture students in the process of crafting a new technological artifact while understanding difficult concepts related to electronics. Buechley & Hill define HCI as the development of new interfaces for interaction between people and technology (Buechley and Hill 2010). The authors seek to discover how a composite textile interface can invite people into thinking about electronics, materials, and design processes and eventually engage them in the process of designing circuits through crafting. Base materials, DIY making, and DIY assembly processes are three interwoven components of the circuit game. The role of these elements in the learning process are investigated through the development of a circuit game.
Use of this accepted manuscript is subject to Springer Nature's accepted manuscript terms of use. https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms
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Work Title Circuit Game: A Craft-Based Electronic Building Practice Access Creators - Farzaneh Oghazian
- Felecia Davis
Keyword - Game
- Circuit
- Composite textiles
- Craft-based game
- Interaction
License In Copyright (Rights Reserved) Work Type Part Of Book Publication Date July 10, 2020 Publisher Identifier (DOI) - https://doi.org/10.1007/978-3-030-50344-4_45
Source - Distributed, Ambient and Pervasive Interactions. HCII 2020. Lecture Notes in Computer Science(), vol 12203
Deposited December 21, 2023 Versions
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- Distributed, Ambient and Pervasive Interactions. HCII 2020. Lecture Notes in Computer Science(), vol 12203
Publisher- Game, Circuit, Composite textiles, Craft-based game, Interaction
International Conference on Human-Computer Interaction HCII 2020: Distributed, Ambient and Pervasive Interactions
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