3,762 research outputs found

    Developing ideation cards to support the design of mixed reality games

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    Mixed reality games combine interactive digital content with real world environments, objects, and actors by utilizing a multitude of different sensors. While offering plenty of opportunities for designers, they are also notoriously difficult to design. This is in part due to them still being a relatively new form of gaming with only very few examples of commercially successful games. This means that the majority of aspiring designers lacks knowledge about the design space of these games – something that is crucial in order to create new and exciting experiences. While there exist several authoring tools to facilitate the development of mixed reality games, these tools do not provide guidance on the game design aspects. The design of mixed reality games is likewise bringing together experts from different domains (e.g. game design, technology, locales). In order to support this multifaceted and collaborative design process I have developed the Mixed Reality Game Cards. These are a deck of ideation cards that encapsulate the design space of mixed reality games in the form of physical playing cards. The cards can be used for rapid idea generation (i.e. creating a multitude of ideas from scratch in a short time) and in-depth idea development (i.e. further expanding and refining an idea). The Mixed Reality Game Cards consist of four types of cards to support idea generation as well as idea development. Opportunity Cards are the building blocks of an idea and describe potential elements of a design. Question Cards prompt the design group to consider the experience from different angles to refine the design. Challenge Cards surface typical design issues and problems that might occur. These domain-specific cards are supported by Theme Cards that are taken from the board game Dixit in order to provide additional domain-extrinsic sources of inspiration. I developed the Mixed Reality Game Cards iteratively over the course of seven studies following a Research through Design approach. This provided valuable insight into what makes ideation cards such powerful facilitators of collaborative design sessions. I identify content, appearance, and rules as crucial elements under direct control of an ideation card designer and tangible as well as playful interactions as dynamics that emerge during an ideation session. This thesis describes the development of the Mixed Reality Game Cards and uses the insights gained from this process to reflect on ideation cards as design tools in general, expanding our understanding of them

    Developing ideation cards to support the design of mixed reality games

    Get PDF
    Mixed reality games combine interactive digital content with real world environments, objects, and actors by utilizing a multitude of different sensors. While offering plenty of opportunities for designers, they are also notoriously difficult to design. This is in part due to them still being a relatively new form of gaming with only very few examples of commercially successful games. This means that the majority of aspiring designers lacks knowledge about the design space of these games – something that is crucial in order to create new and exciting experiences. While there exist several authoring tools to facilitate the development of mixed reality games, these tools do not provide guidance on the game design aspects. The design of mixed reality games is likewise bringing together experts from different domains (e.g. game design, technology, locales). In order to support this multifaceted and collaborative design process I have developed the Mixed Reality Game Cards. These are a deck of ideation cards that encapsulate the design space of mixed reality games in the form of physical playing cards. The cards can be used for rapid idea generation (i.e. creating a multitude of ideas from scratch in a short time) and in-depth idea development (i.e. further expanding and refining an idea). The Mixed Reality Game Cards consist of four types of cards to support idea generation as well as idea development. Opportunity Cards are the building blocks of an idea and describe potential elements of a design. Question Cards prompt the design group to consider the experience from different angles to refine the design. Challenge Cards surface typical design issues and problems that might occur. These domain-specific cards are supported by Theme Cards that are taken from the board game Dixit in order to provide additional domain-extrinsic sources of inspiration. I developed the Mixed Reality Game Cards iteratively over the course of seven studies following a Research through Design approach. This provided valuable insight into what makes ideation cards such powerful facilitators of collaborative design sessions. I identify content, appearance, and rules as crucial elements under direct control of an ideation card designer and tangible as well as playful interactions as dynamics that emerge during an ideation session. This thesis describes the development of the Mixed Reality Game Cards and uses the insights gained from this process to reflect on ideation cards as design tools in general, expanding our understanding of them

    Developing ideation cards for mixed reality game design

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    Mixed reality games (MRGs) pose new challenges but also opportunities to designers. In order to make the design space of MRGs easily accessible and enable collaborative design in a playful manner we have developed Mixed Reality Game Cards. These ideation cards synthesize design knowledge about MRGs and are inspired by a variety of other successful ideation cards. We describe six studies, illustrate the iterative development of our cards, and reflect how the structure of our cards might influence future ideation cards

    Creative idea exploration within the structure of a guiding framework : the card brainstorming game

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    I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game

    Design Resources in Movement-based Design Methods:A Practice-based Characterization

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    Movement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice.This research was supported by the EU Erasmus+ project Method Cardsfor Movement-based Interaction Design (2020-1-DK01-KA203-075164) IO4: Gathering movement-frst methods for the design of movement-based experiences. This work was also partially supported by the Madrid Government (Comunidad de Madrid) under the Multiannual Agreement with UC3M in the line of Research Funds for Beatriz Galindo Fellowships (MovIntPlayLab-CM-UC3M 2021/00050/001) in the context of the V PRICIT (Regional Programme of Research and Technological Innovation), and by the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement No 101002711; project BODYinTRANSIT). We would like to collectively acknowledge all the people and institutions that have made possible the individual projects featured in this paper: ACHIEVE, KOMPAN Workshop, Astaire, Super Trouper (Vetenskapsrådet grant number 2017-04880), Magic outFit (Spanish Agencia Estatal de Investigación, PID2019-105579RBI00), Sense2makeSense (SpanishAgencia Estatal de Investigación, PID2019-109388GB-I00), LearnSPORTtech, Tangibles, DigiFys (Sweden Innovation Agency Vinnova grant number 2016-03777), Diverging Squash, GIFT, and Online Course in Embodied Interaction

    Hybrid Museum Experiences

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    "So you’re the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you.” This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation. The book reports on a three-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment

    Hybrid Museum Experiences:Theory and Design

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