TY - CHAP A1 - Becker, Katja M. A1 - Itenge, Helvi A1 - Auala, Selma A1 - Isaacs, Joseph-David A1 - Winschiers-Theophilus, Heike T1 - Co-design of an Extended Reality Escape Room with Primary School Students T2 - IDC '24: Proceedings of the 23rd Annual ACM Interaction Design and Children Conference. Delft Netherlands, June 17 - 20, 2024. N2 - In this paper we present the co-design and implementation of an extended reality escape room with 26 primary school students. The aim of our study was to explore the co-design process with students and to co-create a playable escape room, providing an asymmetric immersive experience in which players collaborate. We realised the complexity of designing such an escape room with primary students. We share our experiences and learnings in regard to required capacities and skills of co-designers, and adjustment of complexity and timing to players. We also maintain that the integration of extended reality technologies into escape rooms requires further research to realise asymmetric co-located collaboration. KW - mixed-reality KW - game design KW - primary students KW - Namibia Y1 - 2024 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:1010-opus4-47410 SN - 979-8-4007-0442-0 SP - 744 EP - 748 PB - ACM Digital Library ER - TY - CHAP A1 - Becker, Katja M. A1 - Kandjengo, Shorty A1 - Kaulbach, Peter A1 - Maasz, Donovan A1 - Auala, Selma A1 - Isaacs, Joseph-David A1 - Winschiers-Theophilus, Heike T1 - Community podcast and soundscape creation on issues that matter to indigenous people across the globe T2 - PDC '24: Proceedings of the Participatory Design Conference 2024: Situated Actions, Doctoral Colloquium, PDC places, Communities. Sibu Malaysia, August 11 - 16, 2024. N2 - Indigenous people across the globe have all too often been marginalised and not been considered in decisions that directly concern their life. We maintain the significance of incorporating indigenous perspectives in society to create a global dialogue through direct participation. In this light we propose a situated action in which our co-author from the Ju/’hoansi tribe, one of the San ethnicity in Southern Africa, digitally records semi-structured conversations with members of other indigenous communities at the conference and public spaces in Sibu. Then participants are engaged into a participatory exploration of processing the audio files into sound installations and soundscapes which “amplify indigenous voices“. We anticipate that the products can be reused for further initiatives in the different countries, raising awareness and calling for action on matters of concern for indigenous people. KW - Namibia KW - San KW - community broadcast Y1 - 2024 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:1010-opus4-47427 SN - 979-8-4007-0655-4 VL - 2024 IS - Volume 3 SP - 6 EP - 9 PB - ACM Digital Library CY - New York ER - TY - CHAP A1 - Becker, Katja M. A1 - Winschiers-Theophilus, Heike A1 - Maasz, Donovan A1 - Auala, Selma A1 - Itenge, Helvi A1 - Isaacs, Joseph-David A1 - Peter, Kaulyaalalwa A1 - Goagoses, Naska T1 - A Dynamically Evolving Multicultural Escape Suitcase Travelling a Participatory Journey T2 - PDC '24: Proceedings of the Participatory Design Conference 2024: Situated Actions, Doctoral Colloquium, PDC places, Communities. Sibu Malaysia, August 11 - 16, 2024. N2 - Escape rooms have gained popularity across the globe, be it for entertainment, team building, or learning purposes. Solving puzzles has intrigued humanity since ancient times and playing games together facilitated intercultural encounters, encouraging mutual learning. This situated action builds on the idea of a mobile escape room within a suitcase, which when traveling shares previous encounters and collects new puzzles, thereby ever evolving. A suitcase will arrive in Sibu, Malaysia, with augmented reality stickers that entail puzzles created in Namibia. Visitors need to solve the puzzles to open the suitcase, which contains treats from Namibia, as well as materials to create new puzzles. Visitors participate in creating their own cultural puzzles, upload them to the augmented reality application, and thereby contribute to a new multicultural escape suitcase. The puzzles can also be played back at home, and the suitcase will continue evolving as it travels. KW - Escape Room KW - Puzzles KW - Multicultural KW - Game Design Y1 - 2024 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:1010-opus4-47430 SN - 979-8-4007-0655-4 IS - Volume 3 SP - 3 EP - 5 PB - ACM Digital Library CY - New York ER -