Activitity as the Ultimate Particular of Interaction Design
summary
Argues that research should treat designed activities as ultimate particulars rather than artifacts, because the same object produces different interactions and the same activity can occur through different objects. Demonstrates with game design (second‑order design / faith model applied to Monopoly), scripts vs. unscripted play, A/B testing and perpetual beta, and curated video clips (Beatles rooftop, kids with a toy “bomb”) to capture ephemeral interaction. Proposes activity‑centric concepts and annotated portfolios (selected, annotated video/photo moments) for documenting and sharing this knowledge.
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chapters (6)
- 0:00Introduction and background
- 2:15Ultimate particulars in design
- 4:06Second order design concept
- 6:34Activity design in industry
- 9:13Documenting activities
- 12:24Documentation challenges and Q&A








