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Playification: The PhyseEar case
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)
Fonserrana SCA Interes Social, Tocina, Sevilla, Spain.
Royal Inst Technol, Mobile Life Ctr, Stockholm, Sweden. (Mobile Life @ KTH)
2016 (Engelska)Ingår i: Chi Play 2016: Proceedings Of The 2016 Annual Symposium On Computer-Human Interaction In Play, 2016, s. 376-388Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.

Ort, förlag, år, upplaga, sidor
2016. s. 376-388
Nyckelord [en]
Gamification, Playification, Physiotherapy, Physical training, Rehabilitative therapy, NAO, Robot, Technology-supported design
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Människa-dator interaktion
Identifikatorer
URN: urn:nbn:se:uu:diva-284599DOI: 10.1145/2967934.2968099ISI: 000387871100037ISBN: 9781450344562 (tryckt)OAI: oai:DiVA.org:uu-284599DiVA, id: diva2:920692
Konferens
Annual Symposium on Computer-Human Interaction in Play, Austin, TX, OCT 16-19, 2016
Tillgänglig från: 2016-04-19 Skapad: 2016-04-19 Senast uppdaterad: 2017-05-08
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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