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From Knowing It to 'Getting It': Envisioning Practices in Computer Games Development

机译:从了解到“得到”:计算机游戏开发中的构想实践

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The development of information systems and software applications increasingly needs to deliver culturally rich and affective experiences for user groups. In this paper, we explore how the collaborative practices across different expert groups can enable this experiential dimension of use to be integrated into the development of a software product. In an empirical study of computer games development-an arena in which the novelty and richness of the user experience is central to competitive success-we identify the challenges of conceptualizing and realizing a desired user experience when it cannot be readily specified in an initial design template, nor represented within the expertise of existing groups. Our study develops a theoretical framework to address these challenges. Through this framework, we are able to show how achieving a desired user experience requires developer groups to not only work across the boundaries that arise from specialized expertise, but also across wider fields centred on cultural production and software development, respectively. We find that their ability to do this is supported by distinctive "envisioning practices" that sustain an emerging shared "vision" for each game. The key research contributions that we then make are (a) grounding envisioning practices as a means of theorizing the collaborative practices centred on conceptualizing the user experience; (b) identifying how these practices are interwoven with the "producing practices" of software development, thus enabling collaboration to span expert groups and disparate fields; and (c) theorizing the role of vision as an emerging conceptual boundary object in these practices.
机译:信息系统和软件应用程序的开发越来越需要为用户群体提供丰富的文化和情感体验。在本文中,我们探索了跨不同专家组的协作实践如何使这种使用经验的维度集成到软件产品的开发中。在计算机游戏开发的实证研究中(竞技场中,用户体验的新颖性和丰富性是竞争成功的关键),我们确定了在初始设计模板中无法轻松指定所需的用户体验时,应进行概念化和实现的挑战,也不代表现有小组的专业知识。我们的研究建立了应对这些挑战的理论框架。通过这个框架,我们能够展示出实现所需的用户体验是如何要求开发人员小组不仅跨越专业知识所产生的界限,而且还要跨越以文化生产和软件开发为中心的更广泛领域。我们发现他们做到这一点的能力得到了独特的“构想实践”的支持,这些构想维持了每个游戏的新兴共享“构想”。我们随后做出的主要研究贡献是(a)构想构想实践,以此作为理论化用户体验概念化协作实践的一种手段; (b)确定这些实践如何与软件开发的“生产实践”相结合,从而使合作跨越专家组和不同领域; (c)将视觉作为这些实践中新兴的概念边界对象的作用理论化。

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