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- Convenors:
-
Victor Potier
(Université Gustave Eiffel)
Vinciane Zabban (Experice - Université Sorbonne Paris Nord)
Vincent Cardon (Université Picardie Jules Verne)
Eric Dagiral (Université Paris Cité)
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- Format:
- Combined Format Open Panel
- Location:
- HG-05A16
- Sessions:
- Tuesday 16 July, -
Time zone: Europe/Amsterdam
Short Abstract:
Considering the proliferation of digital tools designed to streamline creative and technical processes in a more and more complex world, this open panel proposes to investigate contemporary knowledge production regimes. How knowing by doing takes shape in practice using prototyping digital tools ?
Long Abstract:
Prototyping is an evolving process of practical experimentation, aiming to bridge knowledge gaps and engage diverse audiences in knowledge creation (Vinck, 2003; Sánchez Criado et al., 2016; Downey & Zuiderent-Jerak, 2016). In digitized contexts, prototyping plays a central role in promoting collaborative innovation, facilitating stakeholders' adaptation of innovative concepts, and connecting creators with end-users (Potier, 2023). The contemporary landscape, characterized by intricate shifts including climate change, economic transitions, geopolitical challenges, and evolving participatory democracy, necessitates a reevaluation of established knowledge production methodologies (Henry et al., 2021; Proctor, 2012). In this context, prototyping holds the potential to move beyond traditional large-scale evaluation and innovation infrastructures, favoring agile, smaller settings for negotiating practical transformative techniques.
Recent developments have seen the proliferation of digital tools (production platforms, AI agents) designed to streamline creative and technical processes. Their role in prototyping deserves further research attention. In sectors such as software production, education, healthcare, agriculture, arts, intermediary design devices have gained prominence. Often appearing as platforms or infrastructures (Srnicek, 2017; Plantin et al., 2018), they often seek a balance between commercial objectives and democratization goals.
Creative industries have enthusiastically embraced production platforms (i.e. Unity, Unreal engine in video games), fostering interdisciplinary knowledge exchange and professional communities. However, they are not immune to critique, particularly regarding their impact on product design and the development of dependencies among stakeholders (Brendan & Keogh, 2019; Salter & Murray, 2014).
Our open panel eagerly welcomes paper proposals focused on prototyping platforms and tools in practice, with a particular emphasis on how digital technologies shape these processes and the associated collectives. Contributions exploring historical aspects or analog prototyping tools, providing a counterpoint to contemporary discussions are also very welcome. Finally, we encourage workshop proposals centered on the experimentation of prototyping platforms and tools.
Accepted papers:
Session 1 Tuesday 16 July, 2024, -Paper short abstract:
We focus on the prototyping of a new kind of decision support tool. We conducted ethnographic observation of conception sessions involving various experts, to question how this heterogenous prototyping configuration shape knowledge production and embed agronomic knowledge into digital infrastructure
Paper long abstract:
This presentation focuses on the prototyping of a new kind of decision support tool (DST) by a French “technical institute”, a para-public structure where engineers and technicians cooperate for applied agronomic research and dissemination within agricultural worlds. This kind of DST relies on a specific mathematic tool, the “directed acyclic graph”, in which each variable for modeling agricultural practices (i.e. “potassium intake”) is linked to parent (causes) and child (consequences) variables through probability tables. Within the Institute, his kind of software is deemed to be a revolution from the local paradigm of randomized experimentation; it aims to model agroecological practices and their consequences on agricultural production. We conducted ethnographic observation of conception sessions involving agronomic experts (on water, soil, plant, disease, etc.), during which all of them had to discuss the variables that may have an effect on the phenomenon being modelled (crop yield, water supply, etc.), and quantify their relations.
How does this heterogenous prototyping configuration shape knowledge production, and attempt to embed agronomic knowledge into digital infrastructure? Our proposal therefore revisits the observations of the first laboratory ethnographies (Latour, Woolgar and Salk, 1979; Knorr-Cetina, 1999), by raising the question of digital technology’s role in the mobilization of experimental practices and arenas of knowledge production. We document prototyping activities not only as forms of knowledge production or design management, but also as a method of interweaving innovation trajectories (agroecology and digital in this case) and forms of organisation or collective action.
Paper short abstract:
This research explores the discreet but transformative impact of digital prototyping on the broader board game production landscape, drawing from extensive qualitative research involving interviews, physical and online observations on the French sector.
Paper long abstract:
Board game prototypes are devices for testing game concepts. They fit into a portable box. Comprising a system of rules, various materials, and the creator's pitch, they function as intermediary and flexible objects (Vinck 2009, Potier 2023). Their circulation among key stakeholders, including publishers, fellow authors, retailers, and potential customers, especially during festivals, actively contributes to shaping the field.
In the last decade, the modern board game sector has experienced significant growth and transformative changes. On his side, the prototyping of board games has undergone remarkable professionalization. This transformation is evident in the increasing emphasis that event organizers are placing on prototyping material demonstrations and contests. However, the digital underpinnings of this evolution - which is facilitated by shared and affordable tools and knowledge for game design through digital social networks and production platforms - remains discreet/silent.
Our research highlights how digitization leverages not only the technical but also the social features of prototyping, especially through the diffusion of dedicated production platforms, AI and other digital tools (e.g. tabletopia, tabletop simulator, Midjourney…). The communication aims to explore the contribution of this intangible dimension of prototyping to the broader structuring of the board game production field.
Our analysis is grounded in extensive empirical qualitative research, incorporating in-depth interviews (n=30) with French authors, observations at physical professional events (7), and gatherings (5). Additionally, online observations of two authors’ collectives on Facebook, Discord, and Twitch over a six-month period provide valuable insights into the activities shaping the board game production landscape.
Paper short abstract:
This presentation aims to explore the tensions in video game projects regarding the use of prototyping tools, comparing digital ones (Unity, Unreal) and analog ones. It will demonstrate how they can complement each other to enhance learning by doing.
Paper long abstract:
This presentation aims to explore the tensions in video game projects regarding the use of digital prototyping tools. Even though the literature tends to favour playable digital prototypes in a game engine (Salen and Zimmerman 2003, Fullerton 2008, Schell 2008), my experience as a creator and educator suggests the need to develop other tools. Drawing on data collected from university students’ game projects since 2017, as well as from my research-creation projects, I aim to demonstrate the necessity of reevaluating the concept of a video game prototype.
Indeed, even though students may not encounter major difficulties when programming an initial version of their game, many regretted commencing work in the game engine too early and devoting excessive time to it. Conversely, some students developed more modest prototypes in an analog manner and had a more rewarding experience.
Adopting a pragmatic approach, it is crucial to reestablish the interplay between facts and ideas at the core of prototyping. The tools must be “symbolic”, as Dewey (1938) suggests, enabling the construction of a “virtual world” (Schön, 1983)—a space in which it is inexpensive to experiment.
In conclusion, I will present two analog tools: the pitch for game designers (as opposed to marketing) and the balanced systemic diagram. These tools aid in clarifying ideas, planning the realization of the playable prototype in the engine, and establishing validation criteria. Most importantly, they enable practitioners to generate new knowledge regarding their own actions, thereby fostering a conscious process of learning by doing.
Paper short abstract:
This communication proposes an in-depth exploration of platform powered software production work. Low-code platforms facilitate fast prototyping and encourage learning by doing. This technical shift invites us to consider the rising socio-material heterogeneity in web development practices.
Paper long abstract:
This communication presents some findings from an ethnographic study of computer work practices within a Parisian agency specializing in low-code software development. Low-code platforms are Software-as-a-Service tools that offer a visual programming framework for rapid design and workflow creation, in the field of web development in particular. Such platforms are often presented as empowering “non-tech” people such as designers to participate in complex technical projects.
Drawing on STS and HCI frames of analysis, we propose a pragmatic approach of ad hoc socio-technical arrangements and an account of web development which embraces John Law’s definition of “heterogeneous engineering”. In some sense, the process of constant negotiation between different entities such as colleagues, customers, platform infrastructures or computer code can be seen as an incessant prototyping. Therefore, we focus particularly on the tinkering practices and forms of collective learning which result in the emergence of the so-called MVP (Minimum Viable Product).
More precisely, this communication will discuss: (1) how the digital inscriptions such as “custom code” articulate the courses of action of different actors; (2) how talking about software development informs and streamlines “doing” software development; (3) how knowledge is distributed between humans and non-humans in the environment populated by no-code/low-code tools.