Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Learning through interactive artifacts : Personal fabrication using electrochromic displays to remember Atari women programmers. / Jensen, Walther; Craft, Brock; Löchtefeld, Markus; Bjørn, Pernille.

In: Entertainment Computing, Vol. 40, 100464, 2022, p. 1-13.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Jensen, W, Craft, B, Löchtefeld, M & Bjørn, P 2022, 'Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers', Entertainment Computing, vol. 40, 100464, pp. 1-13. https://doi.org/10.1016/j.entcom.2021.100464

APA

Jensen, W., Craft, B., Löchtefeld, M., & Bjørn, P. (2022). Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers. Entertainment Computing, 40, 1-13. [100464]. https://doi.org/10.1016/j.entcom.2021.100464

Vancouver

Jensen W, Craft B, Löchtefeld M, Bjørn P. Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers. Entertainment Computing. 2022;40:1-13. 100464. https://doi.org/10.1016/j.entcom.2021.100464

Author

Jensen, Walther ; Craft, Brock ; Löchtefeld, Markus ; Bjørn, Pernille. / Learning through interactive artifacts : Personal fabrication using electrochromic displays to remember Atari women programmers. In: Entertainment Computing. 2022 ; Vol. 40. pp. 1-13.

Bibtex

@article{d2e08f3f2785406188765206b1a96790,
title = "Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers",
abstract = "In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women's role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context.",
keywords = "Electrochromic displays, Learning, Makerspace, Personal fabrication, Workshop",
author = "Walther Jensen and Brock Craft and Markus L{\"o}chtefeld and Pernille Bj{\o}rn",
note = "Publisher Copyright: {\textcopyright} 2021 The Author(s)",
year = "2022",
doi = "10.1016/j.entcom.2021.100464",
language = "English",
volume = "40",
pages = "1--13",
journal = "Entertainment Computing",
issn = "1875-9521",
publisher = "Elsevier",

}

RIS

TY - JOUR

T1 - Learning through interactive artifacts

T2 - Personal fabrication using electrochromic displays to remember Atari women programmers

AU - Jensen, Walther

AU - Craft, Brock

AU - Löchtefeld, Markus

AU - Bjørn, Pernille

N1 - Publisher Copyright: © 2021 The Author(s)

PY - 2022

Y1 - 2022

N2 - In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women's role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context.

AB - In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women's role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context.

KW - Electrochromic displays

KW - Learning

KW - Makerspace

KW - Personal fabrication

KW - Workshop

UR - http://www.scopus.com/inward/record.url?scp=85117607648&partnerID=8YFLogxK

U2 - 10.1016/j.entcom.2021.100464

DO - 10.1016/j.entcom.2021.100464

M3 - Journal article

AN - SCOPUS:85117607648

VL - 40

SP - 1

EP - 13

JO - Entertainment Computing

JF - Entertainment Computing

SN - 1875-9521

M1 - 100464

ER -

ID: 285804379