Design by Play
Note from Author
Preface
Declaration
Acknowledgements
Abstract
Dedication
Quote
I Introduction
1
An Unorthodox Introduction
1.1
A starting point
1.1.1
Fish out of water
1.1.2
Surrounded by technology
1.2
Of Pasts and Presents
1.2.1
Growing up around play
1.2.2
Art, Design, and Philosophy
1.3
In closing
II Foundations
2
Scaffolding
2.1
Introduction
2.2
Steppingstones into post-modern humanities
2.2.1
Transdisciplinary Design Research
2.2.2
Crafting Trandisciplinary Assemblages
2.2.3
Transcending method through Design
2.3
How to use this Thesis
3
Seeing Things of the Internet
3.1
A case for (and against) an Internet of Things
3.1.1
Defining IoT
3.1.2
Interacting with IoT
3.1.3
The disillusionment of living in IoT
3.2
Approaching an alternative perspective for Design in IoT
3.2.1
Changing perspectives
3.2.2
Metaphorically speaking
3.3
Conclusion
4
Being Things of the Internet
4.1
Introduction
4.1.1
A Philosophical Interlude
4.2
Understanding
Things
on (and not on) the Internet
4.2.1
Phenomenologically speaking
4.2.2
Towards an Object-Oriented Ontology
4.3
Object-Oriented Ontology
4.4
Concluding on a post-anthropocentric perspective for Design
Methodologies
5
Design Research
5.1
Introduction
5.2
Doing Design Research
5.2.1
Defining Design
5.2.2
Defining Research
5.2.3
The Object of Design
5.3
Research through Design
5.3.1
Approaching Research through Design
5.3.2
Practice-based Research
5.3.3
Ideology or Methodology?
5.4
Conclusions
6
Playfully Designing for Things
6.1
Introduction
6.2
Defining Play
6.2.1
What is Play?
6.2.2
Playgrounds for Play
6.3
Design and Playfulness
6.3.1
Returning to Playfulness
6.3.2
Ludic Design
6.4
Designing Curious Philosophical Artefacts
6.4.1
Speculating over definitions
6.5
Carpentry
6.5.1
Getting your hands dirty with philosophy
6.6
A combined methodological framework
6.7
Conclusions
III Doing Carpentry
7
A Model for a Philosophical View of IoT
7.1
Introduction
7.2
IoT as a spatial phenomenon
7.2.1
The division of space
7.2.2
Reconfiguring Insides and Outsides as Heterotopia
7.3
Crafting a Model for a Philosophical View of IoT
7.4
Discussion and Conclusion
8
Playing with the IoT
8.1
Introduction
8.2
Creating a foundation for approaching Game Design
8.2.1
Play and Rhetoric
8.3
Carpentering the Internet of Things Board Game
8.3.1
Exploration Phase
8.3.2
Reflection Phase
8.3.3
Redux
8.4
Discussion
8.5
Wrapping Up
9
Predicting futures in the IoT
9.1
Introduction
9.2
Philosophical Foundations
9.2.1
The Perception of Technology and Post-Phenomenology
9.2.2
Human-Technology Relations as Perceptual Illusions
9.2.3
Quantum Causation for IoT
9.3
Carpentering the Supernatural IoT
9.3.1
Designing the Deck
9.3.2
Scanning the Stars with Software
9.3.3
A Tarot of Things
9.3.4
Madame Bitsy’s Emporium
9.4
Feedback
9.5
Discussion and Conclusion
IV Moving Forwards
10
Discussions and Conclusions
10.1
The Living Internet of Things
10.1.1
Is this discussion about privacy and security in IoT?
10.1.2
Going beyond Human-Centred Design
10.1.3
Is this a transhumanist argument?
10.2
The Mantra of Playfulness
10.2.1
Being a playful philosopher-designer
10.3
In closing
Appendix
A
Appendix
A.1
Game Design Definitions and Terminologies
B
Appendix
B.1
The Internet of Things Board Game Explored
B.2
Backstory
B.3
Game Objective
B.4
Play Setup
B.5
Phases of Play
B.6
Understanding the Tiles
B.7
Avatars
B.8
Rolling Dice
B.8.1
Doing an Attack Roll
B.8.2
Randomisation
B.9
Understanding and Reading Cards
B.9.1
Items Deck
B.9.2
Risks Deck
B.9.3
Privacy Deck
B.9.4
Daemons Deck
B.10
Making Connections
B.11
Conducting Risk Checks
B.12
Tokens
B.13
Resolves and Other Actions
B.14
Being Delayed
B.15
Resting
B.16
Databoxes
B.17
Threat Tracker
B.18
End of the Game
C
Appendix C
C.1
The Tarot of Things Deck
Bibliography
Published with bookdown
Design by Play
Dedication
For you Ma,
you are never forgotten