3.1 Reflection & IMPULSE #1

Reflection on the last two semesters
This semester, my focus in Design & Research will be on the pre-research phase of my master’s thesis. During the first semester, I identified the broader research area as the combination of analog and digital technologies. In the second semester, I explored microcontrollers and hands-on prototyping more deeply.

For this semester, I am still interested in the fusion of analog and digital elements, as well as prototyping with microcontrollers. However, there is still one key factor that is missing: a purpose. For this reason, I will roughly use the framework “5Ws and 1H” (What, Who, Why, Where, When, How) as a loose structure to help me define the direction of my thesis more precisely.

Some of the topics I want to explore include:

  • Play & Playfulness, sense of adventure,
  • Gamification, serious games, video games, board games, toys or toy-like
  • Education, learning, inclusivity
  • Memory, nostalgia, archiving, pop culture
  • Tangibility, systems, collections,
  • Microcontrollers, Building, Prototyping

For each impulse, I will use the 5Ws and 1H framework to organize my thoughts and clarify what kind of design direction or insight it offers.

So, for my first impulse, I watched 3 talks about Play, and here are my thoughts about them:

Talk #1: The Role of Play in the Development of Social and Emotional Competence by Peter Gray
In his talk, Peter Gray argues that free, self-directed play is essential for children’s emotional and social development. Drawing from research on hunter-gatherer societies, he shows how children in these communities were trusted and allowed to explore freely, learning vital skills such as empathy, cooperation, and self-regulation through play. In contrast, modern societies often limit children’s autonomy through structured activities and constant supervision, reducing opportunities for natural learning and independence.

My Reflection:
This makes me think about how I could use ideas from hunter-gatherer play, like freedom, choice, cooperation, and learning through challenge, in design. For example, when creating games, interactive experiences, or educational tools, one could consider how users can make their own choices, how activities can encourage working together instead of competing, and how challenges can help people learn and grow in a safe way. Rather than dictating a single path or outcome, the design could invite open-ended exploration where discovery happens naturally through action. That sense of self-direction becomes a key principle for how I want to design, shaping interactions that give users autonomy, space to experiment, and the freedom to define their own experiences, much like the unstructured play of hunter-gatherer communities.

Talk #2: Creating Inclusive Environments with Play by Gary Ware
In this talk, Gary Ware explores how play can build safe, authentic, and inclusive environments in workplaces and collaborative groups. He began his talk with a playful exercise, showing how shared experiences can quickly create connection and trust. Ware emphasized that people often divide their “home self” and “work self,” which prevents genuine belonging: trying to fit in is not the same as belonging. He highlighted how play encourages vulnerability, creativity, and collaboration, ultimately fostering psychological safety and empathy.

My Reflection:
This made me think about how play could inspire designs that foster inclusion and trust. Could an interactive system help people feel accepted and comfortable being themselves? Activities like improv, drawing, or dancing already create natural connections, and I wonder how technology might extend that same sense of shared joy and safety into everyday interactions.Thinking this way helps me see where playful design could have real impact: in shared spaces like classrooms, workplaces, or public areas. These could become places of playful connection, where design cultivates belonging through interaction.

Talk #3: The Power of Play to Heal and Connect by Amy Work
Amy Work explains that play is a child’s natural language, a way to express feelings before words are available. While adults communicate through conversation, children process their inner world through play. Quoting Gary Landreth, “Play is the language of children, and toys are their words,” she highlights how play helps children express emotions, face fears, and make sense of their experiences in a safe, symbolic way. Parents who join in that play build stronger emotional bonds and open lines of communication. Work encourages adults to observe and name emotions during play, helping children develop emotional literacy, while letting them lead and set the pace.

My Reflection:
This talk reminded me that play isn’t just about learning, but also a form of emotional communication. It made me wonder how interaction design might support non-verbal expression, how people could externalize feelings or memories through playful, tangible engagement. Seen this way, play becomes a bridge between inner and outer worlds. That perspective also hints at who my designs might serve: people who communicate or process emotions differently like children, neurodivergent users, or anyone drawn to expression beyond words.

AI was used for corrections, better wording, and enhancements.

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