2,323 research outputs found

    Game design in an Internet of Things

    Get PDF
    Whilst no consensus yet exists on how the Internet of Things will be realised, a global infrastructure of networked physical objects that are readable, recognizable, locatable, addressable and controllable is undoubtedly a compelling vision. Although many implementations of the Internet of Things have presented these objects in a largely ambient sensing role, or providing some form of remote access/control, in this paper we consider the emerging convergence between games and the Internet of Things. This can be seen in a growing number of games that use objects as physical game pieces to enhance the players’ interaction with virtual games. These hybrid physical/digital objects present game designers with number of interesting challenges as they i) blur the boundaries between toys and games; ii) provide opportunities for freeform physical play outside the virtual game; and iii) create new requirements for interaction design, in that they utilise design techniques from both product design and computer interface design. Whilst in the past the manufacturing costs of such game objects would preclude their use within games from small independent games developers, the advent of low cost 3D printing and open software and hardware platforms, which are the enablers of the Internet of Things, means this is no longer the case. However, in order to maximise this opportunity game designers will need to develop new approaches to the design of their games and in this paper we highlight the design sensibilities required if they are to combine the digital and physical affordances within the design of such objects to produce good player experiences

    Game design in an Internet of Things

    Get PDF
    Whilst no consensus yet exists on how the Internet of Things will be realised, a global infrastructure of networked physical objects that are readable, recognizable, locatable, addressable and controllable is undoubtedly a compelling vision. Although many implementations of the Internet of Things have presented these objects in a largely ambient sensing role, or providing some form of remote access/control, in this paper we consider the emerging convergence between games and the Internet of Things. This can be seen in a growing number of games that use objects as physical game pieces to enhance the players’ interaction with virtual games. These hybrid physical/digital objects present game designers with number of interesting challenges as they i) blur the boundaries between toys and games; ii) provide opportunities for freeform physical play outside the virtual game; and iii) create new requirements for interaction design, in that they utilise design techniques from both product design and computer interface design. Whilst in the past the manufacturing costs of such game objects would preclude their use within games from small independent games developers, the advent of low cost 3D printing and open software and hardware platforms, which are the enablers of the Internet of Things, means this is no longer the case. However, in order to maximise this opportunity game designers will need to develop new approaches to the design of their games and in this paper we highlight the design sensibilities required if they are to combine the digital and physical affordances within the design of such objects to produce good player experiences

    Designing information feedback within hybrid physical/digital interactions

    Get PDF
    Whilst digital and physical interactions were once treated as separate design challenges, there is a growing need for them to be considered together to allow the creation of hybrid digital/physical experiences. For example, digital games can now include physical objects (with digital properties) or digital objects (with physical properties), both of which may be used to provide input, output, or in-game information in various combinations. In this paper we consider how users perceive and understand interactions that include physical/digital objects through the design of a novel game which allows us to consider: i) the character of the space/spaces in which we interact; ii) how users perceive their operation; and iii) how we can design such objects to extend the bandwidth of information we provide to the user/player. The prototype is used as the focus of a participatory design workshop in which players experimented with, and discussed physical ways of representing the virtual in-game information. The results have been used to provide a framing for designers approaching information feedback in this domain, and highlight the requirement for further design research

    Hybrid board game: Possibilities and implications from an interaction design perspective

    Get PDF
    In a context of continuous miniaturization and technological advancement, the combination of digital and analog media is becoming an element of increasing importance. The so called “IoT revolution” represents one of the major technological breakthroughs of our times that re-framed the way we interact with our surroundings, now becoming data-rich and sensor-infused environments. The boardgames field, however, appears untouched by this revolution, even though an object- based system such as a tabletop offers an interesting scenario for smart interactions. The research in the field and the development of a prototype lead to a series of ground rules, best practices and problematics related to operations of hybridisation of digital means in an analog play experience

    Designing digital and physical interactions for the Digital Public Space

    Get PDF
    Over the course of the last decade there has been a perceivable shift in the way interactions occur with digital systems with a clear preference towards touchscreen based interactions. This move can be attributed in part to the Apple’s iPhone, first introduced in 2007, and whilst not the first touchscreen product, it was the first to lead to widespread adoption and use. This thesis seeks to develop new design interaction methods that recognise that we are moving away from a dominance of digital interactions with screens to one where interactions are supported by everyday things. These devices allow greater perspectives to be gained than when purely interacting by touchscreen. This is presented as an exploration of interaction methods surrounding intermediary objects that are both physical and digital in nature - phygital. Affordances are an important part of how people interact with devices in their everyday life; it is these affordances that let us understand how to use things around us. Affordances are also present in the digital world and are an important part of how the work presented in this thesis analysed the design of the phygital objects and interactions they enabled. This thesis draws on six case studies from a diverse range of projects undertaken as part of The Creative Exchange research project. Beginning with an exploration of current touchscreen interaction methods then moving towards identifying and suggesting new interaction models. Throughout this research, key ideas will be extracted, rationalised and presented individually for each Creative Exchange project, in such a way that allows conclusions to be drawn about physical and digital interactions in the Digital Public Space. Finally, this body of work concludes with a design manifesto which, provides a route away from strict screen interactions to one where more physical Natural User Interfaces that interact with the world. The manifesto will also serve prospective phygital interaction designers in the production of new interactions by identifying key findings such as matching affordances to the phygital objects

    Reinventing the book: exploring the affordances of digital media to (re)tell stories and expand storyworlds

    Get PDF
    A thesis submitted to the University of Bedfordshire, in fulfilment of the requirements for the degree of Professional Doctorate in Journalism, Media, Television and CinemaThe focus of this thesis is on analysing the affordances of new technologies of the book. It looks at the transition between the affordances of the material book and the digital, focusing on the formal aspects of the book and its digital production and consumption. The research uses a coreperiphery model to locate innovation, looking first at a range of practices and then at selected producers and artefacts to identify relevant uses of the affordances of digital media, namely participation, co-creation, online reading communities, and the potential for cross-media extension of stories into other forms. The analyses of selected digital artefacts evaluate their strengths and weaknesses and ask: how have the affordances of the digital medium been used? What do these affordances offer to producers and consumers? And how have certain affordances changed the use value, the pleasures and the suitability of texts for their intended functions? This evaluation takes into account professional publishing contexts and a range of practices, looking at the ways in which producers make, classify and present their works. Affordances theory is used throughout, and ultimately shows that good design practices reinvent the medium, push the boundaries of the book, whilst considering the habits, needs and expectations of readers/users. A practice-led project is subject to analysis and reflection on practice in order to draw further insights and recommend approaches and tools for designers, publishers and other producers. This project experimented with reader engagement and co-creation to adapt the Nature Mage fantasy book series (Duncan Pile, 2011, 2013, 2014, 2016) onto enhanced digital book and digital game texts. Media-specificity is used as a framework to look at the ways in which stories can be translated and expanded onto new forms that explore the affordances of digital media. The adaptations are located at the intersection of media, shaped by a range of intertexts from both analogue and digital media, and offering not simply another way of enjoying the narrative but texts that explore the digital affordances also to design features that relate to ludic, creative and social motivations and pleasures. Ultimately the thesis revisits the very definition of the book, its functions, its value and the ways in which emerging digital artefacts are doing the work of books and — thanks to new affordances and their hybrid nature — are not only changing the experience of reading, but also mixing it with the work of other media forms and genres. In doing so, this thesis contributes to furthering professional practice by highlighting a range of uses of the affordances of the digital medium to reinvent the book in the next chapter of its evolution

    Growing up in Technoculture: The ontological and perceptual significance of media in the lives of infants and toddlers

    Get PDF
    It is well documented that young children understand media differently to older children and adults, yet despite years of debate surrounding the psycho-social impact that media may have on children and youth, very little remains known about how they intercede into infants’ and toddlers’ lived experiences. We cannot assume that media have no significance in the lives of infants and toddlers simply because they may not understand the content. The particularities of very young children’s experiences of, engagement with and understanding of media cannot be expected to necessarily relate solely, or even primarily, to the media content. As an alternative this thesis focuses on the relations between very young children and media in terms of their material and corporeal effects and in this respect how media interfaces, as part of infants’ and toddlers’ environments literally mediate very young children’s possibilities for perception and action within 21st century media saturated environments. By focusing on children from birth to three years of age and their contingent material, physical environments, this thesis presents a chronology of child-technology relations as mediated relations which is necessary to understand the effect of media (conventionally understood) on their lived experience. In adopting an interdisciplinary ecological approach which relies on Maurice Merleau-Ponty’s phenomenology (1962), Donald W. Winnicott’s psychoanalysis (1957, 1960) and Don Ihde’s post-phenomenology (1995), this thesis revolves around four central concepts: embodiment, transitional objects, holding spaces and both James Gibson’s (1982) and Donald Norman’s (1990) affordances to offer a complex understanding of the significance of media as material objects in the lives of infants and toddlers. In doing so, it argues that media effect infants and toddlers in ways that are specific to the media themselves, the particular time and place in which they emerge and are used, and to babies’ and toddlers’ situatedness and capacity to act within the world

    Hybrid Playful Experiences : Playing between Material and Digital - Hybridex Project, Final Report

    Get PDF
    Some of the future’s most important product innovations will be made at the borderline of physical and immaterial realities. New technologies enable development where immaterial products become materialized in novel ways, while material products and environment will be augmented with digital services. In this evolution immaterial, digital services will form multifaceted value networks with material products. The creative and playful design solutions and user cultures will form the basis for the utilization of these novel potentials in design of innovative and engaging experiences
    • …
    corecore