Generating visions: future workshops and metaphorical design
Design at work
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Reflective conversation with materials
Bringing design to software
interactions
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
The Inmates Are Running the Asylum
The Inmates Are Running the Asylum
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Participatory It Design: Designing for Business and Workplace Realities
Participatory It Design: Designing for Business and Workplace Realities
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Technology as Experience
ACM SIGCHI Bulletin
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
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
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Factoring culture into the design of a persuasive game
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
(Re)Searching the Digital Bauhaus
(Re)Searching the Digital Bauhaus
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Playful probing: making probing more fun
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
Rekindling values in participatory design
Proceedings of the 11th Biennial Participatory Design Conference
Now it's personal: on abusive game design
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Prototyping dynamics: sharing multiple designs improves exploration, group rapport, and results
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Persuasive design: fringes and foundations
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
The art of game design: a book of lenses
The art of game design: a book of lenses
Involving players earlier in the game design process using cultural probes
Proceedings of the 4th International Conference on Fun and Games
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Game design and user experience (UX) design both centre on the design of experiences. But whereas it is par for the course for end-user perspectives to be included during early design stages in UX, there is little methodological support or research into how to incorporate player perspectives into early stages of game design. In this paper, we introduce muse-based game design, an experimental empathic design approach foregrounding a dialogic artist -- muse relationship between a game designer and player. Following a user research stage focused on learning about the player, the designer forms idiosyncratic design constraints inspired by and relating to the player, which are then used to inspire ideation. To understand the consequences, advantages, and disadvantages of this approach, we discuss findings from two years of application of this style of game design in a Master's-level class of game design students at the IT University of Copenhagen.