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“Are We Now Post-COVID?”: Exploring Post-COVID Futures Through a Gamified Story Completion Method

Published: 28 June 2021 Publication History

Abstract

COVID-19 has heavily impacted our lives. To date, the ongoing pandemic continues to cause dramatic societal changes and raises shared sentiments of uncertainty for our future. As such, however, COVID-19 provides opportunities to explore futures through speculative research. Here, we gamify the story completion method (SCM) to explore futures post-COVID and ask 37 participants to play a day in the life of Sal in a post-COVID future. The game asks participants to describe what Sal sees, hears, or does throughout a day based on multiple story stems. Our analysis reveals narratives of post-COVID futures as business as usual, back to basics, or everyday chaos. Notably, these narratives raise concerns about privacy loss and increased militarization, but also envision futures post-COVID that reclaim stronger bond with nature and family. We discuss the lessons learned from gamifying the SCM and the temporal implications of performing speculative research during evolving dramatic events.

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DIS '21: Proceedings of the 2021 ACM Designing Interactive Systems Conference
June 2021
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DOI:10.1145/3461778
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  1. COVID-19
  2. design fiction
  3. game design
  4. gamification
  5. research fiction
  6. speculative design
  7. speculative research
  8. story completion method
  9. uncertainty

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  • (2024)Challenges and Opportunities of LLM-Based Synthetic Personae and Data in HCICompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3681826(716-719)Online publication date: 11-Nov-2024
  • (2024)"I Believe the Baby in the Picture is My Baby": User Experiences with Commercial Pregnancy AppsProceedings of the ACM on Human-Computer Interaction10.1145/36765118:MHCI(1-28)Online publication date: 24-Sep-2024
  • (2024)Charting the COVID Long Haul Experience - A Longitudinal Exploration of Symptoms, Activity, and Clinical AdherenceProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642827(1-21)Online publication date: 11-May-2024
  • (2024)Grasping AI: experiential exercises for designersAI & Society10.1007/s00146-023-01794-y39:6(2891-2911)Online publication date: 1-Dec-2024
  • (2023)Engaging the General Public in Speculation on Human-Building Interaction Futures at a Pop-up Event: A Design Fiction ApproachProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616966(154-168)Online publication date: 3-Oct-2023
  • (2023)Moving in a different direction (directing down under): the evolution of director training into studies of ‘creative leadership’ in an Australian contextTheatre, Dance and Performance Training10.1080/19443927.2023.224318114:3(320-325)Online publication date: 4-Oct-2023
  • (2022)Learning in the PanopticonProceedings of the 34th Australian Conference on Human-Computer Interaction10.1145/3572921.3572937(9-21)Online publication date: 29-Nov-2022
  • (2022)Alienated Serendipity and Reflective Failure: Exploring Queer Game Mechanics and Queerness in Games via Queer TemporalityProceedings of the ACM on Human-Computer Interaction10.1145/35494846:CHI PLAY(1-27)Online publication date: 31-Oct-2022
  • (2022)“Guilty of Talking Too Much”: How Psychotherapists Gamify TherapyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517437(1-17)Online publication date: 29-Apr-2022
  • (2021)Stories of physical activity and disability: exploring sport and exercise students’ narrative imagination through story completionQualitative Research in Sport, Exercise and Health10.1080/2159676X.2021.200103114:5(687-705)Online publication date: 3-Nov-2021

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