1.
Computer game technology as a tool for participatory design - O'Coill, Carl; Doughty, Mark
This paper reviews existing research into real-time visualisation in architecture, urban design and landscape architecture and describes a University of Lincoln research project exploring the application of this technology to participatory design in a community-based, urban landscaping project. Staff at the School of Architecture have used Virtools Development, a computer game prototyping package, to help residents in Hull, UK, to visualise and interact with a design proposal for a home zone in their neighbourhood, arrived at as part of a wider participatory process. This paper evaluates computer game technology in relation to more conventional participatory tools. It is diffcult to...
(application/pdf) - 16-jul-2008
2.
Computer game technology, collaborative software environments and participatory design - Doughty, M.A.; O'Coill, C
This paper presents a project that explores the possibilities for the use of computer game technologies in the participatory design process. Interactive 3D environments designed with the Virtools development environment were used in a Home Zone consultation process, which allowed participants to navigate, explore and contribute to proposed developments to their residential environment. These technologies were observed to benefit the participatory design process in some areas, namely the visualization and contextualizing of the developments, but also presented traditional technological barriers in others. While these barriers did not completely remove the participants from the process, they reduced the apparent level of...
(application/pdf) - 08-may-2009
3.
Computer game development education at university - Doughty, Mark
This paper articulates some of the challenges for computer game development courses at university level. A typical course development of this type is described. The need to include creative methods alongside more formal software development methodologies as core elements of computer game education is proposed and placed within the context of an industry specific framework. The evolutionary nature of the computer game industry requires that computer game development programmes at university should be equally evolutionary and adaptable to change.
(application/pdf) - 13-may-2009
4.
Observations on developing undergraduate games computing
curricula - Cobham, D.C.; Doughty, M.
This paper summarises the salient features in the
development from inception to maturity of a
Games Computing curriculum. It highlights
some of the pointers and pitfalls for curriculum
developers who are considering embarking upon
or the enhancement of a Games Computing
curriculum. The research centres on the
BSc(Hons) programme currently titled "Games
Computing", hereafter referred to as "the
programme", offered by the Faculty
- 08-may-2009
5.
Software, architecture, and participatory design - Rank, Stephen; O'Coill, Carl; Boldyreff, Cornelia; Doughty, Mark
Much work in software architecture has been inspired by work in physical architecture, in particular Alexander's work on `design patterns'. By contrast, Alexander's work is little-used in town planning and architecture. In this paper, we examine some of the reasons that this is so, describe some parallels and differences between the fields of physical and software architecture, and identify areas in which future collaboration may be fruitful. The notion of `participatory design' is important in software engineering and in urban regeneration, but the participatory mechanisms in each field are quite different.
(application/pdf; application/pdf) - 06-may-2009