Rachel Donley

dblp:252/6398 · DBLP profile ↗
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4ranked-venue papers
1as first author
3since 2021 · last 2024
0009-0002-2646-1078ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2024 Red [Redacted] Theatre: Queering Puzzle-Based Tangible Interaction Design
abstract
``Red [Redacted] Theatre” is a tangible puzzle-based experience exploring queer history. We used queer methods to design puzzles with archival materials, guiding participants from a more normative “surface” understanding of history into exploring queer histories, breaking familiar language and constructs through play and tangible interaction. Our reflections contribute design considerations for queering tangible interaction through puzzles: (1) designing and deconstructing layers of queer understanding, (2) attending to situatedness in designing tangible puzzle artifacts, and (3) designing puzzles that solve to complexity. We also offer insights on how facilitation and debrief of the experience can prompt reflection on queer history and ways of understanding. Overall, this pictorial contributes to Queer HCI by deepening queer tangible interaction, particularly for exploring queer history.
Alexandra Teixeira Riggs, Rachel Donley, Terra Mae Gasque, Noura Howell, Anne Sullivan
Conference on Designing Interactive Systems2
2024 Session details: Workshop on Queer Play
Rachel Donley, Shano Liang, Ari Gass, Anne Sullivan
FDG1
2023 "It Has to Ignite Their Creativity": Opportunities for Generative Tools for Game Masters
abstract
In this paper, we describe the results of interviews we conducted with experienced game masters (GMs) of tabletop role-playing games. In these interviews they discussed the challenges they face preparing and running game sessions, as well as the tools they use. From these interviews, we used qualitative analysis to discover three guidelines for designing generative tools for GMs: 1. provide inspiration, not answers; 2. allow for customization of the generative possibilities; 3. prioritize ease of use (speed, portability, and online accessibility) in design. While there are some limitations to our approach which we describe in this paper, we found these rules summarized the needs of the GMs we interviewed and provide useful advice for those interested in designing generative tools for GMs.
Kevin Tang, Terra Mae Gasque, Rachel Donley, Anne Sullivan
FDG3
2019 Using Ink and Interactive Fiction to Teach Interactive Design
Kenton Taylor Howard, Rachel Donley
ICIDS2