il Game Design Document, uno strumento di documentazione e comunicazione utile e necessario duran... more il Game Design Document, uno strumento di documentazione e comunicazione utile e necessario durante la progettazione di un gioco; i motivi della sua utilità quale veicolo di informazioni per la condivisione delle scelte progettuali e per la loro archiviazione e memorizzazione; un possibile metodo di strutturazione dei singoli documenti che compongono il Game Design Document e della loro gestione; alcuni metodi di raffigurazione visiva di informazioni astratte: il diagramma di Gantt, l’albero decisionale, il diagramma di stato e il diagramma di flusso
La disciplina teorica che studia il gioco e il giocare: i Game Studies. La relazione tra Game Stu... more La disciplina teorica che studia il gioco e il giocare: i Game Studies. La relazione tra Game Studies e Game Design. L’importanza di un vocabolario di termini in grado di descrivere il fenomeno gioco-giocare. La distinzione tra i due concetti fondamentali di gioco inteso come artefatto (game) e di gioco inteso come attività (play). Le caratteristiche di game e di play: è proposta una definizione formale per entrambi e si riflette sulle caratteristiche più interessanti per un game designer. il concetto di esperienza significativa, nelle sue diverse possibili accezioni
This contribution looks at the game as a technology for communicating, sharing and learning. It p... more This contribution looks at the game as a technology for communicating, sharing and learning. It poses a specific focus on the play activity as a means to address cultural integration, presenting the analysis and research outcomes gleaned enquiring the persuasive urban game AHW (full name removed for blind peer review) and its application to a group of adolescents who manifested hostile feelings towards foreigners. The game intends to immerse players into awkward situations to problematise and modify their former mindset, prejudices and biases towards migrants, fostering effective learning outcomes able to affect behaviours and increase empathy. The enquiry is an action research conducted via pre- and post-experience qualitative questionnaires, short interviews and focus groups. The analysis reveals that players were involved in processes of moving, uncomfortable identification that lessened existing prejudices, increasing the comprehension of certain immigrants’ conditions and fragi...
ABSTRACT Perché giochiamo? Cosa sono veramente i giochi? Come progettarne uno? In questo momento ... more ABSTRACT Perché giochiamo? Cosa sono veramente i giochi? Come progettarne uno? In questo momento storico il gioco risulta essere sempre più presente nelle nostre vite, non solo quale attività diffusa e praticata, ma anche come veicolo per la comunicazione di contenuti e la trasmissione di buone pratiche. Soprattutto oggi, l’attività ludica si veste di significati altri e diventa una pratica ricca di potenzialità e opportunità: che ruoli può svolgere nel nostro quotidiano? Game Design fornisce i fondamenti della disciplina dello Studio del Gioco, analizzandone le origini, l’evoluzione e gli orizzonti di ricerca, in un percorso tra le principali aree di interesse teorico, grazie al contributo di autori provenienti da diverse aree disciplinari. Il testo racconta inoltre le fasi del progetto, descrivendo il processo di Game Design e proponendo al lettore una metodologia recentemente consolidatasi e adatta a ogni tipo di gioco, e indipendentemente da piattaforme o strumenti digitali particolari. La lettura è accompagnata dalla Voce del Designer: pensieri, suggestioni e suggerimenti da interviste a Game Designer di rilevanza nazionale e internazionale.
In this paper we present GINA, a game design workshop at the Industrial Design Faculty of the Pol... more In this paper we present GINA, a game design workshop at the Industrial Design Faculty of the Politecnico di Milano, performed during the last two academic years with the students of the first year of the master course (Laurea Magistrale). GINA stands for Gioco (game) – Interazione (interaction) Narrazione (storytelling) – Animazione (animation). In these workshops Game Design is not seen as a fixed procedure such as standard methods from the field of software developing, but as a strategy to practice designing for unusual contexts, considering narrative, aesthetic and technical issues, as well a means to introduce several aspects of interactive multimedia product design. During the workshop we have imposed some formal constraints to the game development, in order to sustain a creative approach to Game Design and to lead students toward a conversation between the operative image creation and the design situation understanding. The constraints referred to the narrative environment (c...
ABSTRACT La presenza di artefatti ludici nella città contemporanea, analizzata con uno sguardo co... more ABSTRACT La presenza di artefatti ludici nella città contemporanea, analizzata con uno sguardo consapevole del portato storico e delle evoluzioni in atto. Una proposta tassonomica delle tipologie di giochi urbani, acocmpagnata da una riflessione sul ruolo del gioco nella percezione della vita cittadina e da una serie di esempi rilevanti.
The Interactive Theatre is a communication project, experiencing web technologies and virtual rea... more The Interactive Theatre is a communication project, experiencing web technologies and virtual realit y, to introduce the Teatro alla Scala in Milano to the net audience. Internet launches the challenge of an open theatre, distributed over the territory and the entire social body. This is particularly relevant for a classical theatre, traditionally conceived as a closed space, both physicall y and sociall y. The Interactive Theatre encompasses three applications: the web site of the theatre, LaScalaWeb; the 3D reconstruction and the Baroque Dance Project. The project aims at improving the qualit y of engagement in users, promoting an active behaviour and triggering involvement. To achieve this goal, we integrated many technologies: besides text, images, video, audio and voice, we adopted motion capture, QuickTimeVR, VRML 2.0, JavaScript and CGI [1], [2]. LaScalaWeb [3] provides a multimedia presentation of the theatre and the season, access to the theatre database with data since 195...
The game is more and more recognised as an efficient vehicle for messages transmission – from com... more The game is more and more recognised as an efficient vehicle for messages transmission – from commercial loyality to social communication. Game Design is today a young but mature discipline, belonging to the Communication Design field. Conceiving and designing games for social innovation requires specific theoretical and methodologial competencies. In this paper we focus on food sustainability. We survey the background literature, and overview our design and research methodology; then, we describe Earthsploitation, a card game that addresses the food sustainability issue,offering information and insights to its play- ers to encourage them to critically think about their daily food choices.We consider the food production a crucial topic, involving individuals, communities and States; its urgency is fur- ther confirmed by Expo2015’s attention on nutrition and energy for the Planet and for Life. The paper describes Earthsploitation in terms of components,game-mechanics and rules. It outlines the system – based on questionnaires and target questions – we designed to observe players,collect and analyse data.Finally,it presents the results emerged from several game sessions and our conclusions on how the game can achieve its two main objectives: (1) to be a pleasant and involving game, (2) to be a communication artefact conveying accurate information, nurturing and soliciting responsible reflections.
The developments of digital technologies (IoTs) and of systems based on Artificial Intelligence d... more The developments of digital technologies (IoTs) and of systems based on Artificial Intelligence data interpretation, open new domains for the design of interactive and responsive products and environments. The spreading of technologies for automation in domestic and work environments, and the evolution of the access modalities to digital information and services, allow the collection of data concerning the behaviors of individuals and communities. The developments of AI and technologies such as those concerning speech recognition, natural language processing, and gestural interaction, reduce the cognitive efforts of the interaction with digital products, so encouraging their ubiquitous use (Pavlovic et al., 1997), and increasing the continuous (conscious and unconscious) exchange of personal data with the internet. In the physical/digital world that we are building, we are constantly producing personal data that are collected and elaborated in the internet with several finalities. W...
This contribution looks at games as a technology for communicating, sharing and learning, focusin... more This contribution looks at games as a technology for communicating, sharing and learning, focusing specifically on play activity as a means to address cultural integration. The paper presents analysis and research outcomes gleaned through investigation of the persuasive urban game A Hostile World and its application to two groups of adolescents who manifested hostile feelings towards foreigners. The game immerses players in awkward situations so as to problematise and possibly modify their former mindset, prejudices and biases towards migrants, effectively generating learning outcomes capable of increasing empathy and affecting behaviours. The enquiry is an action research initiative conducted via pre-and post-experience qualitative questionnaires, short interviews and focus groups. The analysis reveals that players were involved in processes of moving and uncomfortable identification that lessened existing prejudices, increasing the comprehension of the conditions and fragility of ...
il Game Design Document, uno strumento di documentazione e comunicazione utile e necessario duran... more il Game Design Document, uno strumento di documentazione e comunicazione utile e necessario durante la progettazione di un gioco; i motivi della sua utilità quale veicolo di informazioni per la condivisione delle scelte progettuali e per la loro archiviazione e memorizzazione; un possibile metodo di strutturazione dei singoli documenti che compongono il Game Design Document e della loro gestione; alcuni metodi di raffigurazione visiva di informazioni astratte: il diagramma di Gantt, l’albero decisionale, il diagramma di stato e il diagramma di flusso
La disciplina teorica che studia il gioco e il giocare: i Game Studies. La relazione tra Game Stu... more La disciplina teorica che studia il gioco e il giocare: i Game Studies. La relazione tra Game Studies e Game Design. L’importanza di un vocabolario di termini in grado di descrivere il fenomeno gioco-giocare. La distinzione tra i due concetti fondamentali di gioco inteso come artefatto (game) e di gioco inteso come attività (play). Le caratteristiche di game e di play: è proposta una definizione formale per entrambi e si riflette sulle caratteristiche più interessanti per un game designer. il concetto di esperienza significativa, nelle sue diverse possibili accezioni
This contribution looks at the game as a technology for communicating, sharing and learning. It p... more This contribution looks at the game as a technology for communicating, sharing and learning. It poses a specific focus on the play activity as a means to address cultural integration, presenting the analysis and research outcomes gleaned enquiring the persuasive urban game AHW (full name removed for blind peer review) and its application to a group of adolescents who manifested hostile feelings towards foreigners. The game intends to immerse players into awkward situations to problematise and modify their former mindset, prejudices and biases towards migrants, fostering effective learning outcomes able to affect behaviours and increase empathy. The enquiry is an action research conducted via pre- and post-experience qualitative questionnaires, short interviews and focus groups. The analysis reveals that players were involved in processes of moving, uncomfortable identification that lessened existing prejudices, increasing the comprehension of certain immigrants’ conditions and fragi...
ABSTRACT Perché giochiamo? Cosa sono veramente i giochi? Come progettarne uno? In questo momento ... more ABSTRACT Perché giochiamo? Cosa sono veramente i giochi? Come progettarne uno? In questo momento storico il gioco risulta essere sempre più presente nelle nostre vite, non solo quale attività diffusa e praticata, ma anche come veicolo per la comunicazione di contenuti e la trasmissione di buone pratiche. Soprattutto oggi, l’attività ludica si veste di significati altri e diventa una pratica ricca di potenzialità e opportunità: che ruoli può svolgere nel nostro quotidiano? Game Design fornisce i fondamenti della disciplina dello Studio del Gioco, analizzandone le origini, l’evoluzione e gli orizzonti di ricerca, in un percorso tra le principali aree di interesse teorico, grazie al contributo di autori provenienti da diverse aree disciplinari. Il testo racconta inoltre le fasi del progetto, descrivendo il processo di Game Design e proponendo al lettore una metodologia recentemente consolidatasi e adatta a ogni tipo di gioco, e indipendentemente da piattaforme o strumenti digitali particolari. La lettura è accompagnata dalla Voce del Designer: pensieri, suggestioni e suggerimenti da interviste a Game Designer di rilevanza nazionale e internazionale.
In this paper we present GINA, a game design workshop at the Industrial Design Faculty of the Pol... more In this paper we present GINA, a game design workshop at the Industrial Design Faculty of the Politecnico di Milano, performed during the last two academic years with the students of the first year of the master course (Laurea Magistrale). GINA stands for Gioco (game) – Interazione (interaction) Narrazione (storytelling) – Animazione (animation). In these workshops Game Design is not seen as a fixed procedure such as standard methods from the field of software developing, but as a strategy to practice designing for unusual contexts, considering narrative, aesthetic and technical issues, as well a means to introduce several aspects of interactive multimedia product design. During the workshop we have imposed some formal constraints to the game development, in order to sustain a creative approach to Game Design and to lead students toward a conversation between the operative image creation and the design situation understanding. The constraints referred to the narrative environment (c...
ABSTRACT La presenza di artefatti ludici nella città contemporanea, analizzata con uno sguardo co... more ABSTRACT La presenza di artefatti ludici nella città contemporanea, analizzata con uno sguardo consapevole del portato storico e delle evoluzioni in atto. Una proposta tassonomica delle tipologie di giochi urbani, acocmpagnata da una riflessione sul ruolo del gioco nella percezione della vita cittadina e da una serie di esempi rilevanti.
The Interactive Theatre is a communication project, experiencing web technologies and virtual rea... more The Interactive Theatre is a communication project, experiencing web technologies and virtual realit y, to introduce the Teatro alla Scala in Milano to the net audience. Internet launches the challenge of an open theatre, distributed over the territory and the entire social body. This is particularly relevant for a classical theatre, traditionally conceived as a closed space, both physicall y and sociall y. The Interactive Theatre encompasses three applications: the web site of the theatre, LaScalaWeb; the 3D reconstruction and the Baroque Dance Project. The project aims at improving the qualit y of engagement in users, promoting an active behaviour and triggering involvement. To achieve this goal, we integrated many technologies: besides text, images, video, audio and voice, we adopted motion capture, QuickTimeVR, VRML 2.0, JavaScript and CGI [1], [2]. LaScalaWeb [3] provides a multimedia presentation of the theatre and the season, access to the theatre database with data since 195...
The game is more and more recognised as an efficient vehicle for messages transmission – from com... more The game is more and more recognised as an efficient vehicle for messages transmission – from commercial loyality to social communication. Game Design is today a young but mature discipline, belonging to the Communication Design field. Conceiving and designing games for social innovation requires specific theoretical and methodologial competencies. In this paper we focus on food sustainability. We survey the background literature, and overview our design and research methodology; then, we describe Earthsploitation, a card game that addresses the food sustainability issue,offering information and insights to its play- ers to encourage them to critically think about their daily food choices.We consider the food production a crucial topic, involving individuals, communities and States; its urgency is fur- ther confirmed by Expo2015’s attention on nutrition and energy for the Planet and for Life. The paper describes Earthsploitation in terms of components,game-mechanics and rules. It outlines the system – based on questionnaires and target questions – we designed to observe players,collect and analyse data.Finally,it presents the results emerged from several game sessions and our conclusions on how the game can achieve its two main objectives: (1) to be a pleasant and involving game, (2) to be a communication artefact conveying accurate information, nurturing and soliciting responsible reflections.
The developments of digital technologies (IoTs) and of systems based on Artificial Intelligence d... more The developments of digital technologies (IoTs) and of systems based on Artificial Intelligence data interpretation, open new domains for the design of interactive and responsive products and environments. The spreading of technologies for automation in domestic and work environments, and the evolution of the access modalities to digital information and services, allow the collection of data concerning the behaviors of individuals and communities. The developments of AI and technologies such as those concerning speech recognition, natural language processing, and gestural interaction, reduce the cognitive efforts of the interaction with digital products, so encouraging their ubiquitous use (Pavlovic et al., 1997), and increasing the continuous (conscious and unconscious) exchange of personal data with the internet. In the physical/digital world that we are building, we are constantly producing personal data that are collected and elaborated in the internet with several finalities. W...
This contribution looks at games as a technology for communicating, sharing and learning, focusin... more This contribution looks at games as a technology for communicating, sharing and learning, focusing specifically on play activity as a means to address cultural integration. The paper presents analysis and research outcomes gleaned through investigation of the persuasive urban game A Hostile World and its application to two groups of adolescents who manifested hostile feelings towards foreigners. The game immerses players in awkward situations so as to problematise and possibly modify their former mindset, prejudices and biases towards migrants, effectively generating learning outcomes capable of increasing empathy and affecting behaviours. The enquiry is an action research initiative conducted via pre-and post-experience qualitative questionnaires, short interviews and focus groups. The analysis reveals that players were involved in processes of moving and uncomfortable identification that lessened existing prejudices, increasing the comprehension of the conditions and fragility of ...
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HOspitality&Workscape
LIVING, WORKING, TRAVELLING: INTERIOR DESIGN FOR NEW SCENARIOS BETWEEN... more HOW HOspitality&Workscape LIVING, WORKING, TRAVELLING: INTERIOR DESIGN FOR NEW SCENARIOS BETWEEN HOSPITALITY AND WORK FIELD Vivere, lavorare e viaggiare: l’interior design per la definizione di nuovi scenari tra lavoro e ospitalità
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Papers by Maresa Bertolo
HOspitality&Workscape
LIVING, WORKING, TRAVELLING: INTERIOR DESIGN FOR NEW SCENARIOS BETWEEN HOSPITALITY AND WORK FIELD
Vivere, lavorare e viaggiare: l’interior design per la definizione di nuovi scenari tra lavoro e ospitalità
POLITECNICO DI MILANO - DESIGN SCHOOL
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