The aim of the research paper is to present case studies of the introduction of Ludic Foresight t... more The aim of the research paper is to present case studies of the introduction of Ludic Foresight to interdisciplinary groups, where game and role-playing are used to create artifacts from the future that can stimulate ideas for innovation and problem solving. Ultimately, the aim of such exercises is to engage a wide range of actors in foresight thinking by both engaging in simple but immersive simulation via play, and generating concepts via models that make contemplation of possible futures more tangible, engaging, and provocative. The process, value and limitations of this approach in design thinking and foresight practices will be discussed
This paper explicates the design and development of a feminist action research pilot that studied... more This paper explicates the design and development of a feminist action research pilot that studied and supported the launch of a diversity initiative within a major game development studio. Drawing on methods from design research including rapid ethnography and model making, we describe the stages our pilot study followed, including key models and high-level findings, as well as outline the ways in which we collaborated with our research partner in this initial stage. Use of these methods helped us build an integrated model that can be used as a strategic tool to direct the focus of ongoing work by our partner and other developers. By sharing our process, we hope to illustrate one way that researchers might engage design research methods in service of equity work of this nature in partnership with the game industry.
Advances in legal tech are not currently disrupting Canada’s access to justice crisis. In this pr... more Advances in legal tech are not currently disrupting Canada’s access to justice crisis. In this project we sought to understand the barriers and opportunities for disruptive legal technology to address people’s everyday legal problems. The application of the discipline of Strategic Foresight to the justice system allowed us to examine the forces of change in the current environment affecting A2J actors and identify key levers that could be pulled now to support transformative change. The project has resulted in a se of practical tools for A2J actors
Colophon Greg Van Alstyne, creative direction Ghazaleh Etezal, design direction Nelson Ko/Citadel... more Colophon Greg Van Alstyne, creative direction Ghazaleh Etezal, design direction Nelson Ko/Citadel Rock Online Communities Inc., web developer Daniel Kim, design assistant Ryan Lake, scenarios illustrations About sLab Strategic Innovation Lab (sLab) is a centre for research and innovation based in the Faculty of Design at the OCAD University. Located at 205 Richmond Street West in Toronto, sLab operates on a model that integrates academic research, professional engagement, education and skills development for stakeholders in the private, public, and not-for-profit sectors. sLab is a growing community of researchers and practitioners, design and business professionals, teachers and students, who are passionate about envisioning possible futures.
This is the 2104 edition. A creative technique is a tool that may be used by groups of creative p... more This is the 2104 edition. A creative technique is a tool that may be used by groups of creative practitioners to move from a broad concept to a defined idea for implementation. Indeed, they may help a group find or frame a problem to solve and they are intended to give shape and form to the intended solution or offering. This text is divided into two sections for two types of Creative Techniques: Conceptual Techniques and Creative Elicitation exercises.
Assistive Technology as a Complement to the Learning Style of Post-Secondary Students with ADHD: ... more Assistive Technology as a Complement to the Learning Style of Post-Secondary Students with ADHD: Recommendations for Design Opportunities in collaboration with Stephanie Pete Design
Super Ordinary Lab & Changeist 2020 Media Futures is made possible with the support of the Ontari... more Super Ordinary Lab & Changeist 2020 Media Futures is made possible with the support of the Ontario Media Development CorporaDon on behalf of the Ministry of Culture Sponsored by Summary and Acknowledgements 2020 Media Futures is a mul6-‐industry strategic foresight project designed to understand and envision what media may look like in the year 2020; what kind of cross-‐plaAorm Internet environment may shape our media and entertainment in the coming decade; and how Ontario firms take ac6on today toward capturing and maintaining posi6ons of na6onal and interna6onal leadership. The project asks: In the face of sweeping and disrupDve changes driven by the Internet, how can we help companies in the book, film, interacDve, magazine, music and television industries – Ontario's CreaDve and Entertainment Cluster – to beNer idenDfy emerging opportuniDes, create more resilient strategic plans and partnerships, boost innovaDon, and compete in increasingly demanding global markets?
In recent years, much writing in the business and popular press has stressed the need for more in... more In recent years, much writing in the business and popular press has stressed the need for more innovation and creativity within organizations, for various reasons: to develop successful products and services; to deliver more value to stakeholders; or to solve seemingly intractable economic, social, and environmental problems at a global scale. Collaboration is being hailed as a key driver of this desired innovation, as in creativity researcher Keith Sawyer's latest book, Group Genius (Sawyer, 2007) and a recent special issue on Collaboration from the Harvard Business Review (July-August, 2011). This paper will show that play can be conceptualized as a powerful, adaptable human activity that involves creativity and collaboration, and may offer opportunities for organizations to practice and improve both. What can We learn from Play theory? Although play is often characterized as 'frivolous', or defined as the opposite of 'work' (Sutton-Smith,
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction - TEI '12, 2012
Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like d... more Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction - TEI '12, 2012
Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like d... more Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 2019
This paper explicates the design and development of a feminist action research pilot that studied... more This paper explicates the design and development of a feminist action research pilot that studied and supported the launch of a diversity initiative within a major game development studio. Drawing on methods from design research including rapid ethnography and model making, we describe the stages our pilot study followed, including key models and high-level findings, as well as outline the ways in which we collaborated with our research partner in this initial stage. Use of these methods helped us build an integrated model that can be used as a strategic tool to direct the focus of ongoing work by our partner and other developers. By sharing our process, we hope to illustrate one way that researchers might engage design research methods in service of equity work of this nature in partnership with the game industry.
The aim of the research paper is to present case studies of the introduction of Ludic Foresight t... more The aim of the research paper is to present case studies of the introduction of Ludic Foresight to interdisciplinary groups, where game and role-playing are used to create artifacts from the future that can stimulate ideas for innovation and problem solving. Ultimately, the aim of such exercises is to engage a wide range of actors in foresight thinking by both engaging in simple but immersive simulation via play, and generating concepts via models that make contemplation of possible futures more tangible, engaging, and provocative. The process, value and limitations of this approach in design thinking and foresight practices will be discussed
This paper explicates the design and development of a feminist action research pilot that studied... more This paper explicates the design and development of a feminist action research pilot that studied and supported the launch of a diversity initiative within a major game development studio. Drawing on methods from design research including rapid ethnography and model making, we describe the stages our pilot study followed, including key models and high-level findings, as well as outline the ways in which we collaborated with our research partner in this initial stage. Use of these methods helped us build an integrated model that can be used as a strategic tool to direct the focus of ongoing work by our partner and other developers. By sharing our process, we hope to illustrate one way that researchers might engage design research methods in service of equity work of this nature in partnership with the game industry.
Advances in legal tech are not currently disrupting Canada’s access to justice crisis. In this pr... more Advances in legal tech are not currently disrupting Canada’s access to justice crisis. In this project we sought to understand the barriers and opportunities for disruptive legal technology to address people’s everyday legal problems. The application of the discipline of Strategic Foresight to the justice system allowed us to examine the forces of change in the current environment affecting A2J actors and identify key levers that could be pulled now to support transformative change. The project has resulted in a se of practical tools for A2J actors
Colophon Greg Van Alstyne, creative direction Ghazaleh Etezal, design direction Nelson Ko/Citadel... more Colophon Greg Van Alstyne, creative direction Ghazaleh Etezal, design direction Nelson Ko/Citadel Rock Online Communities Inc., web developer Daniel Kim, design assistant Ryan Lake, scenarios illustrations About sLab Strategic Innovation Lab (sLab) is a centre for research and innovation based in the Faculty of Design at the OCAD University. Located at 205 Richmond Street West in Toronto, sLab operates on a model that integrates academic research, professional engagement, education and skills development for stakeholders in the private, public, and not-for-profit sectors. sLab is a growing community of researchers and practitioners, design and business professionals, teachers and students, who are passionate about envisioning possible futures.
This is the 2104 edition. A creative technique is a tool that may be used by groups of creative p... more This is the 2104 edition. A creative technique is a tool that may be used by groups of creative practitioners to move from a broad concept to a defined idea for implementation. Indeed, they may help a group find or frame a problem to solve and they are intended to give shape and form to the intended solution or offering. This text is divided into two sections for two types of Creative Techniques: Conceptual Techniques and Creative Elicitation exercises.
Assistive Technology as a Complement to the Learning Style of Post-Secondary Students with ADHD: ... more Assistive Technology as a Complement to the Learning Style of Post-Secondary Students with ADHD: Recommendations for Design Opportunities in collaboration with Stephanie Pete Design
Super Ordinary Lab & Changeist 2020 Media Futures is made possible with the support of the Ontari... more Super Ordinary Lab & Changeist 2020 Media Futures is made possible with the support of the Ontario Media Development CorporaDon on behalf of the Ministry of Culture Sponsored by Summary and Acknowledgements 2020 Media Futures is a mul6-‐industry strategic foresight project designed to understand and envision what media may look like in the year 2020; what kind of cross-‐plaAorm Internet environment may shape our media and entertainment in the coming decade; and how Ontario firms take ac6on today toward capturing and maintaining posi6ons of na6onal and interna6onal leadership. The project asks: In the face of sweeping and disrupDve changes driven by the Internet, how can we help companies in the book, film, interacDve, magazine, music and television industries – Ontario's CreaDve and Entertainment Cluster – to beNer idenDfy emerging opportuniDes, create more resilient strategic plans and partnerships, boost innovaDon, and compete in increasingly demanding global markets?
In recent years, much writing in the business and popular press has stressed the need for more in... more In recent years, much writing in the business and popular press has stressed the need for more innovation and creativity within organizations, for various reasons: to develop successful products and services; to deliver more value to stakeholders; or to solve seemingly intractable economic, social, and environmental problems at a global scale. Collaboration is being hailed as a key driver of this desired innovation, as in creativity researcher Keith Sawyer's latest book, Group Genius (Sawyer, 2007) and a recent special issue on Collaboration from the Harvard Business Review (July-August, 2011). This paper will show that play can be conceptualized as a powerful, adaptable human activity that involves creativity and collaboration, and may offer opportunities for organizations to practice and improve both. What can We learn from Play theory? Although play is often characterized as 'frivolous', or defined as the opposite of 'work' (Sutton-Smith,
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction - TEI '12, 2012
Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like d... more Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction - TEI '12, 2012
Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like d... more Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 2019
This paper explicates the design and development of a feminist action research pilot that studied... more This paper explicates the design and development of a feminist action research pilot that studied and supported the launch of a diversity initiative within a major game development studio. Drawing on methods from design research including rapid ethnography and model making, we describe the stages our pilot study followed, including key models and high-level findings, as well as outline the ways in which we collaborated with our research partner in this initial stage. Use of these methods helped us build an integrated model that can be used as a strategic tool to direct the focus of ongoing work by our partner and other developers. By sharing our process, we hope to illustrate one way that researchers might engage design research methods in service of equity work of this nature in partnership with the game industry.
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Papers by Suzanne Stein