Skip to main content

Artefacts and Representation

  • Chapter
  • First Online:
  • 665 Accesses

Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

In this chapter, we enter the discussion of the design of artefacts, their representational possibilities and approaches connected with our profiles and contexts. We present the representation divided into three main categories—symbolic, enactive and mimetic —from which we then build a discussion on the different impacts they have on interaction. The artefact analysis gets deeper with the analysis of the pleasure motives and stimuli and its correlation with the different types of interaction with representation . All is supported by illustrative examples, made of situations, diagrams and pictures.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   109.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   139.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   139.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    “Elina Brotherus: ‘El arte es la única ocupación que permite al adulto seguir jugando’”, El País, 21 June 2019, Gloria Crespo MacLennan. https://elpais.com/cultura/2019/06/20/babelia/1561029777_123564.html (6 August 2019).

  2. 2.

    “Mods” is the term used for games, or game excerpts, still playable, changed by users. The “mod makers” are the tools offered to make these changes in some games.

  3. 3.

    Fodor put forward a theory called “language of thought hypothesis”, which would work as compositional structure, language-like, capable of ordering thoughts.

  4. 4.

    In the first decade of 2000, the conferences “Virtual Storytelling” and “Technologies for Interactive Digital Storytelling and Entertainment” were organized as intercalated bi-annual series. Then, by the end of the decade, they merged into the “International Conference on Interactive Digital Storytelling”. More recently, the Narrascope has focused more into the narrative design and ELO on the specifics of interactive fiction.

  5. 5.

    Consists of inserting points, badges and leader boards (the PBL) in tasks and activities.

References

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nelson Zagalo .

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Zagalo, N. (2020). Artefacts and Representation. In: Engagement Design. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-37085-5_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-37085-5_5

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37084-8

  • Online ISBN: 978-3-030-37085-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics