Generating visions: future workshops and metaphorical design
Design at work
Designing user interfaces for international use
Designing user interfaces for international use
The Collective Resource Approach: the Scandinavian experience
Scandinavian Journal of Information Systems
Cooperative design: techniques and experiences from the Scandinavian scene
Human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Distributed cognition: toward a new foundation for human-computer interaction research
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 2
Proceedings of the 20th annual international conference on Computer documentation
Participatory design: the third space in HCI
The human-computer interaction handbook
Participatory It Design: Designing for Business and Workplace Realities
Participatory It Design: Designing for Business and Workplace Realities
Extreme Programming Explained: Embrace Change (2nd Edition)
Extreme Programming Explained: Embrace Change (2nd Edition)
Designing exploratory design games: a framework for participation in Participatory Design?
Proceedings of the ninth conference on Participatory design: Expanding boundaries in design - Volume 1
Persuasive interaction for collectivist cultures
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Journal of Biomedical Informatics
IWIC'07 Proceedings of the 1st international conference on Intercultural collaboration
ABC-Sprints: adapting Scrum to academic game development courses
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Rekindling values in participatory design
Proceedings of the 11th Biennial Participatory Design Conference
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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.