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The Design Space of Body Games: Technological, Physical, and Social Design
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (HCI)ORCID iD: 0000-0002-3124-2286
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (HCI)
Movinto Fun.
(Mobile Life @ Stockholm University)
2013 (English)In: CHI 2013 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, USA: ACM Digital Library, 2013, 3365-3374 p.Conference paper (Refereed)
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.

Place, publisher, year, edition, pages
New York, USA: ACM Digital Library, 2013. 3365-3374 p.
Keyword [en]
Body Game, Exertion Game, Gesture, Movement, Design, Sensing, Game, Dance, Children, Play, Interactive Toy, BodyBug, Oriboo, Social Play
National Category
Engineering and Technology
Research subject
Human-Computer Interaction
URN: urn:nbn:se:uu:diva-282335DOI: 10.1145/2470654.2466461ISBN: 978-1-4503-1899-0OAI: oai:DiVA.org:uu-282335DiVA: diva2:916880
CHI Conference on Human Factors in Computing Systems
Available from: 2016-04-05 Created: 2016-04-05 Last updated: 2016-05-23
In thesis
1. Embodied Core Mechanics: Designing for movement-based co-located play
Open this publication in new window or tab >>Embodied Core Mechanics: Designing for movement-based co-located play
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Uppsala: Department of Informatics and Media, 2016. 174 p.
Uppsala Studies in Human-Computer Interaction, 3
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
National Category
Interaction Technologies
Research subject
Human-Computer Interaction
urn:nbn:se:uu:diva-284601 (URN)978-91-506-2549-3 (ISBN)
Public defence
2016-06-10, Lecture Hall 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:00 (English)
Available from: 2016-05-20 Created: 2016-04-19 Last updated: 2016-05-23

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Márquez Segura, ElenaWaern, Annika
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