Using Gameplay, Storytelling and Pastiche Scenarios in Interaction Design to Improve Adolescent Knowledge on Sexual Consent

University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

Abstract: In this paper I evaluate how storytelling and gameplay in interaction design can be used to broaden the view on consent communication among adolescents. There are varying definitions of how sexual consent should be communicated. Among them are the advocacy model, “no means no”, and affirmative consent, “yes means yes”. However research shows that people use non-verbal communication cues more often that verbal ones. Thus, I created the design probe, ‘Nosy Neighbours’ that displays a wider range of communication cues. The design probe does this by using storytelling and gameplay. To incorporate the perspective of adolescents during the design process pastiche scenarios were used. Since the use pf pastiche scenarios in HCI design is relatively unstudied, this paper also examines how pastiche scenarios can be used as a design tool. Additionally, the paper explores how pastiche scenarios can be used in evaluating a design with users. The study found that using gameplay to explore intimate topics like consent can be a good tool to start conversations among adolescents, according to those working youth. ‘Nosy Neighbours’ provided a neutral way to bring up the topic of consent. The storytelling aspect was found to be able to add a realistic element for the uses to become more engaged with the material. When using pastiche scenarios to evaluate a design, participants that are familiar with the work with pastiche is based on will use the entire context of the work in their evaluation, while participants unfamiliar with the original work are restricted to the pastiche scenario. Both cases, however, bring valuable data for design evaluation. Finally, as a designer, using pastiche scenarios that are based on familiar works, is a formidable tool to incorporate user perspectives throughout the process.

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