42 research outputs found

    Head Up Games : on the design, creation and evaluation of interactive outdoor games for children

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    This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5

    Collocated interactive outdoor games for children:A systematic literature review

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    Outdoor play is an important component in the development of children and adolescents. Nevertheless, there is a growing trend towards replacing outdoor play with sedentary indoors activity, related to media consumption and computer games. Researchers in child computer interaction and related fields have been developing games that can be played outside, encouraging physical activity and social interaction. This article reviews this niche but substantial body of work, aiming to provide an overview of these games, the evidence provided regarding the benefits they claim to provide and related methodological issues. The paper takes a critical reflection on the role of technology in outdoor play and suggests areas for future research, including the learning and developmental benefits that these games can provide to children in the long term

    Collocated interactive outdoor games for children:A systematic literature review

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    Outdoor play is an important component in the development of children and adolescents. Nevertheless, there is a growing trend towards replacing outdoor play with sedentary indoors activity, related to media consumption and computer games. Researchers in child computer interaction and related fields have been developing games that can be played outside, encouraging physical activity and social interaction. This article reviews this niche but substantial body of work, aiming to provide an overview of these games, the evidence provided regarding the benefits they claim to provide and related methodological issues. The paper takes a critical reflection on the role of technology in outdoor play and suggests areas for future research, including the learning and developmental benefits that these games can provide to children in the long term

    Toolkits for the Development of Hybrid Games: from Tangible Tabletops to Interactive Spaces

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    Durante los últimos años, los dispositivos tabletop han sido considerados el entorno ideal para los juegos híbridos, los cuales combinan técnicas de juego tradicional, como el uso de objetos físicos para interactuar con el juego de una forma natural, con las nuevas posibilidades que los tabletops ofrecen de aumentar el espacio de juego con imágenes digitales y audio.Sin embargo, los juegos híbridos no se restringen simplemente a tabletops, pudiéndose jugar también en entornos más amplios en los que convergen otros paradigmas de interacción. Por esta razón, el uso de juegos híbridos en Espacios Interactivos está ganando fuerza, pero el número y heterogeneidad de dispositivos y estilos de interacción que se encuentran en estos entornos hace que el diseño y prototipado de juegos sea una tarea difícil. Por lo tanto, el gran reto se encuentra en ofrecer a diseñadores y desarrolladores herramientas apropiadas para la creación de estas aplicaciones.En esta línea de trabajo, el grupo Affective Lab lanzó el proyecto JUGUEMOS (TIN2015-67149-C3-1R), un proyecto nacional centrado en el desarrollo de juegos híbridos en entornos interactivos. Esta Tesis Doctoral se enmarca en este proyecto.El primer paso de la realización de esta tesis fue establecer los dos objetivos principales (Capítulo 1):1) El primer objetivo que se estableció fue profundizar en el uso de tabletops tangibles en terapia con niños con necesidades especiales. Durante los últimos años el grupo Affective Lab había visto la potencialidad de los tabletops tangibles para el trabajo con niños pequeños, pero todavía era necesario llevar a cabo más experiencias y evaluaciones en el ámbito terapéutico, así como explorar si otros grupos de usuarios (adultos con problemas cognitivos) podían beneficiarse de las características de los tabletops.2) El segundo objetivo consistió en diseñar e implementar un toolkit para el desarrollo de juegos híbridos para espacios interactivos. Se decidió que el toolkit estuviera dirigido a desarrolladores para facilitar su trabajo a la hora de crear este tipo de aplicaciones.Una vez establecidos los objetivos, se realizó un estado del arte a su vez dividido en dos partes (Capítulo 2):1) Se realizó una categorización de juegos híbridos para entender y extraer sus principales características, así como los principales retos que surgen al desarrollar este tipo de juegos. También se estudiaron toolkits cuyo objetivo era el desarrollo de juegos híbridos.2) Se estudiaron juegos híbridos desarrollados para niños con necesidades especiales y adultos con problemas cognitivos que hacían uso de la Interacción Tangible y tabletops, así como toolkits dirigidos a terapeutas o educadores para ayudarles en la creación de actividades para sus pacientes.Para llevar a cabo las experiencias y evaluaciones relacionadas con el primer objetivo, se hizo uso del tabletop tangible NIKVision, desarrollado previamente por el grupo Affective Lab, y el toolkit KitVision, una herramienta dirigida a profesionales sin conocimientos de programación para la creación de actividades tangibles y que fue desarrollado durante el Proyecto Final de Carrera de la autora. En el Capítulo 3 de esta Tesis se comenta brevemente el tabletop NIKVision y la arquitectura de KitVision, se describen las evaluaciones que se llevaron a cabo con terapeutas con el objetivo de mejorar y probar la utilidad del toolkit, y se explica una experiencia de un año durante la cual una terapeuta ocupacional de ASAPME, una asociaciónque trabaja con adultos con problemas cognitivos, estuvo usando el tabletop y el toolkit sin supervisión.En el Capítulo 4 se describen diferentes experiencias con KitVision que se llevaron a cabo:- Gracias a una colaboración con la Residencia Romareda, NIKVision y KitVision fueron instalados provisionalmente en la residencia y, tras una evaluación inicial, se desarrollaron tres nuevas actividades para los usuarios de la residencia.- Gracias a la colaboración con ENMOvimienTO y con uno de los centros de Atención Temprana del Instituto Aragonés de Servicios Sociales (IASS), ambos enfocados a trabajar con niños con problemas de aprendizaje, se pudieron realizar evaluaciones que nos permitieron mejorar KitVision y crear nuevas actividades específicamente diseñadas para ellos.- Finalmente, gracias a una colaboración con Atenciona, pudimos evaluar actividades con niños con Trastorno por Déficit de Atención e Hiperactividad (TDAH) y extraer una serie de directrices para diseñar actividades para este tipo de niños. También pudimos llevar a cabo una experiencia de Diseño Participativo con estos niños.El completo desarrollo del toolkit JUGUEMOS, para la creación de juegos híbridos en espacios interactivos, se explica en el Capítulo 5. En este apartado primero se describe el Espacio Interactivo JUGUEMOS que sirvió de base para desarrollar el toolkit. Después se explican con detalle las decisiones de diseño que se tomaron, el modelo de abstracción que se usó para diseñar los juegos, y la arquitectura del toolkit. También se detallan las distintas fases de implementación que se llevaron a cabo, basadas en los tres retos que se extrajeron en el estado del arte: (1) integrar diferentes dispositivos, (2) gestionar salidas gráficas diversas y (3) facilitar la codificación del juego. Finalmente, se presentan dos prototipos de juegos que se desarrollaron durante las dos estancias de investigación que la autora realizó.Finalmente, en el Capítulo 6 se describen los tres casos de uso que se realizaron para tener una primera valoración de la usabilidad del toolkit JUGUEMOS: (1) una evaluación con estudiantes de Máster en la que se implementó un juego completamente funcional para el Espacio Interactivo JUGUEMOS, (2) un juego que fue completamente desarrollado usando el toolkit JUGUEMOS una vez que éste se acabó de implementar, (3) una experiencia que involucró a dos grupos multidisciplinares compuestos por diseñadores y desarrolladores, en la que tuvieron que colaborar para diseñar e implementar dos prototipos de juegos híbridos para el espacio interactivo.<br /

    IoT4Fun Rapid Prototyping Toolkit for Smart Toys

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    Rapid prototyping tools turn the design of smart toys faster and easier for creative teams. Appropriate tools for smart toys should meet a list of requirements, which include distributed data collection and adaptability for assorted toy shapes and size. The IoT4Fun toolkit innovates by mixing the embedded, modular, and plug-and-play approaches. It supports motion tracking data, wireless communication, and contactless identification. IoT4Fun demonstrates its effectiveness to design a variety of smart toy solutions by fitting into a hula-hoop toy until spherical, cubic, and wearable shapes. Solutions connect with either mobile applications or other toys and play rules range from open-ended to closed behaviors. End-users exhaustively tested developed solutions, and technical assessment evaluates their integrity after playtesting sessions. Results show comparative data on battery consumption and vulnerabilities threats for data security and privacy of each design. Future versions of IoT4Fun can benefit from miniaturization, robustness, and reliability improvements

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    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Animating user interface prototypes with formal models

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    Dissertação de mestrado integrado em Informatics EngineeringThe User Interface (UI) provides the first impression of an interactive system and should, thus, be intuitive, in order to guide users effectively and efficiently in performing their tasks. User interface prototyping is a common activity in UI development, as it supports early exploration of the UI design by potential users. UI quality plays a crucial role in safety-critical contexts, where design errors can poten tially lead to catastrophic events. Model-based analysis approaches aim to detect usability and performance issues early in the design process by leveraging formal analysis. They complement prototyping, which supports user involvement, but not an exhaustive analysis of the designs. The IVY Workbench emerges as a model-based analysis tool intended for non-expert usage. The tool was originally focused on supporting modelling and verification, but more recently an effort began to combine the formal model capabilities with UI mock-ups, to produce more interactive prototypes than traditional mock-up editors support. This work addresses the enhancement of the prototyping features of the IVY Workbench. The improvements of such features include the creation of a dynamic widget library that can vastly improve the quality of prototypes. Such a library, however, should be compatible with several mock-up editors to attract a broader design community. The results of this work include an analysis of alternative prototyping tools, identifying potential features that can enhance the IVY Workbench, the creation of a dynamic widget library that is compatible with several mock-up editors, and several improvements to IVY’s prototyping plugin, including the addition of code exporting functionalities. Usability tests were conducted to validate the new features of the tool, with positive results. Two mobile applications were also created, allowing users to test prototypes in their mobile devices.A UI proporciona o primeiro contacto entre um utilizador e um sistema interativo. Assim, a UI deverá ser capaz de guiar o utilizador na execução das suas tarefas, de um modo eficiente e eficaz. A prototipagem de interfaces é uma atividade comum no processo de desenvolvimento de UIs, já que permite a exploração antecipada do design de uma UI com potenciais utilizadores. A UI tem um papel bastante relevante no contexto de sistemas críticos, onde falhas no design podem gerar eventos catastróficos. As metodologias de análise baseadas em modelos procuram detetar potenciais falhas de usabilidade e desempenho, em fases iniciais do processo de desenvolvimento, através de análise formal. Estas metodologias complementam o processo de prototipagem, que suporta o envolvimento dos utilizadores mas não oferece uma análise exaustiva do design. A IVY Workbench surge como uma ferramenta de análise baseada em modelos que visa suportar utilizadores sem grandes conhecimentos de análise formal. Embora originalmente focada na modelação e verificação, surgiu recentemente um esforço para combinar as capacidades da análise formal com mock-ups da UI. O objetivo é produzir protótipos com maior nível de interação do que os produzidos pelos tradicionais editores de mock-ups. O presente trabalho apresenta melhorias das capacidades de prototipagem da ferramenta IVY Workbench. Estas melhorias incluem a criação de uma biblioteca de widgets dinâmicos, que aperfeiçoa a qualidade dos protótipos desta ferramenta. Esta biblioteca deverá ser compatível com múltiplos editores de mock-ups, de modo a atrair uma vasta comunidade de designers. Os resultados deste trabalho incluem uma análise de alternativas de ferramentas de prototipagem, onde são identificadas funcionalidades que podem aprimorar a ferramenta IVY Workbench; a criação de uma biblioteca de widgets dinâmicos, compatível com inúmeros editores de mock-ups; assim como várias melhorias efetuadas no plugin de prototipagem desta ferramenta, incluindo a adição de funcionalidades de exportação de código fonte. Foram realizados testes de usabilidade para validar as novas funcionalidades da ferramenta com utilizadores, onde foram obtidos resultados positivos. Finalmente, foram criadas duas aplicações móveis que permitem que os utilizadores testem os protótipos nos seus dispositivos móveis

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo
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