This paper will focus on the challenges in designing pervasive computing technology for children’s play, taking into account current trends in popular culture. In search of theoretical support for this work I have been exploring an activity-based approach called ‘habitats’ to describe the conditions around various design projects, and it seems to have some value. I will present my experiences from a playful pervasive gaming system for children and the problems I faced trying to find a solid theoretical paradigm. The paper argues that habitats with its three perspectives – physical, informational, and pragmatic – together with the ability to describe their relations are a useful platform for practitioners and theorists who are forced to span a heterogeneous mash-up of technologies, theories, and professions.
Daimi Pb: Book of Abstracts, 2007, p. 21-24
Main Research Area:
Workshop on Multiple and Ubiquitous Interaction 2007