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The Design Space of Body Games: Technological, Physical, and Social Design
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media. (HCI)ORCID-id: 0000-0002-3124-2286
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media. (HCI)
Movinto Fun.
(Mobile Life @ Stockholm University)
2013 (Engelska)Ingår i: CHI 2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, USA: ACM Digital Library, 2013, s. 3365-3374Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome device limitations. One of the games was subsequently incorporated in its commercial release.

Ort, förlag, år, upplaga, sidor
New York, USA: ACM Digital Library, 2013. s. 3365-3374
Nyckelord [en]
Body Game, Exertion Game, Gesture, Movement, Design, Sensing, Game, Dance, Children, Play, Interactive Toy, BodyBug, Oriboo, Social Play
Nationell ämneskategori
Teknik och teknologier
Forskningsämne
Människa-dator interaktion
Identifikatorer
URN: urn:nbn:se:uu:diva-282335DOI: 10.1145/2470654.2466461ISBN: 978-1-4503-1899-0 (tryckt)OAI: oai:DiVA.org:uu-282335DiVA, id: diva2:916880
Konferens
CHI Conference on Human Factors in Computing Systems
Tillgänglig från: 2016-04-05 Skapad: 2016-04-05 Senast uppdaterad: 2016-05-23
Ingår i avhandling
1. Embodied Core Mechanics: Designing for movement-based co-located play
Öppna denna publikation i ny flik eller fönster >>Embodied Core Mechanics: Designing for movement-based co-located play
2016 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD).

A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers.

Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.

Ort, förlag, år, upplaga, sidor
Uppsala: Department of Informatics and Media, 2016. s. 174
Serie
Uppsala Studies in Human-Computer Interaction ; 3
Nyckelord
Embodied core mechanics, embodied sketching, movement-based interaction, phenomenology, embodied interaction, play, play design, research through design, social play, co-located, movement, technology-supported, interactive toy, robot, playification
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Människa-dator interaktion
Identifikatorer
urn:nbn:se:uu:diva-284601 (URN)978-91-506-2549-3 (ISBN)
Disputation
2016-06-10, Lecture Hall 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:00 (Engelska)
Opponent
Handledare
Tillgänglig från: 2016-05-20 Skapad: 2016-04-19 Senast uppdaterad: 2016-05-23

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