In this paper we consider the FabLab as an experimental facility for research, intervention and learning. By providing a space that affords close proximity between users, producers, technologies and materials, the FabLab affords a 'hybrid hub' for weaving relations between these. Borrowing the metaphor of 'the bazaar' from Raymond (2001), we argue that FabLabs, due to their open and nonregulated character, can be seen as offering what we call a 'bizarre bazaar' for exchange, fabrication and knowledge creation. Based on the background of our own experiences with establishing and running FabLab RUC as an experimental learning, innovation and research environment, we discuss how 'working through materials' enables new forms of learning and research. We do this firstly by considering lab-based learning in design in general, and design and anthropological theory around "Making" in particular. We then, secondly, move on to consider three cases for knowledge creation in a Fablab context, drawn from current work at FabLab RUC and demonstrating what we see as key potentials. Finally, and thirdly, we conclude emphasizing in particular the role of proximity between researchers, students and professionals in art, technology and entrepreneurship. Introduction: FabLab RUC, its origin and principles FabLab RUC (https://ruc.dk/fablab) originally developed as an idea for bringing art, technology and hands-on 'Maker' approaches into academia not as an optional element in the academic program, but as a vital part of the skills and competences of future academics, whether training for a degree in technical science, natural science, the arts or social science. The Lab was formally established in autumn 2013 but draws on earlier experiences with integrating digital fabrication in research and learning. Since 2008
This paper presents restraints -directly imposed restrictions on players' bodily movements, as a mechanic for bodily play in HCI.While this is a familiar mechanic in non-digital movement-based games, its potential in designing bodily play experiences in HCI has been scarcely explored. Three types of restraints observed in non-digital movement-based games, are explored here: fixating body parts, excluding body parts and depriving/manipulating bodily senses. Then, we investigate the experiential dynamics of restraints as a bodily play mechanic bridging a phenomenological perspective on bodily movement with theories on play. These investigations form the theoretical framework for the subsequent analysis of five digital body game examples. Building on this analysis and theoretical framework, we formulate five design strategies for implementing restraints as a mechanic for bodily play in HCI. We propose restraints as a generative resource for researchers and designers interested in understanding and designing bodily play experiences in HCI.CCS CONCEPTS • Human-centered computing~Interaction design theory, concepts and paradigms • Humancentered computing~HCI design and evaluation methods
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