20 research outputs found

    The introduction of IMO, an integrated model for designing for open-­ended play

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    Designing for open-ended play poses specific new challenges to designers. Designing for closed games includes defining rules and goals to balanced the game properly. A design for open-ended play has no predefined rules and goals. The design needs to provide users with more freedom to continually change goals and rules of play, which distinguishes the field from designs of closed games. Gaining knowledge on the design process of creating this freedom is essential. For this purpose, an integrated model for open-ended play is proposed. This model is based on a combination of two existing models: Hunicke’s Mechanics Dynamics and Aesthetics (MDA) model and Grünvogel’s formal models for game design. Both of the above mentioned existing models are generalized to make them applicable for analyzing open-ended play. In the proposed combined model we distinguish between the perspectives of the design, and the perspective of play. It addresses how to handle changing rules and goals, instead of the assumptions that rules and goals do not change. Furthermore, the model was used to improve our understanding on progression and emergence, two key concepts that are commonly used in game design. The integrated model for open-ended play (IMO) was used in a preliminary case study with a digital play application, an interactive environment for open-ended play named the GlowSteps, to evaluate the model and to underline our insights on emergence and progression.Designing for open-ended play poses specific new challenges to designers. Designing for closed games includes defining rules and goals to balanced the game properly. A design for open-ended play has no predefined rules and goals. The design needs to provide users with more freedom to continually change goals and rules of play, which distinguishes the field from designs of closed games. Gaining knowledge on the design process of creating this freedom is essential. For this purpose, an integrated model for open-ended play is proposed. This model is based on a combination of two existing models: Hunicke’s Mechanics Dynamics and Aesthetics (MDA) model and Grünvogel’s formal models for game design. Both of the above mentioned existing models are generalized to make them applicable for analyzing open-ended play. In the proposed combined model we distinguish between the perspectives of the design, and the perspective of play. It addresses how to handle changing rules and goals, instead of the assumptions that rules and goals do not change. Furthermore, the model was used to improve our understanding on progression and emergence, two key concepts that are commonly used in game design. The integrated model for open-ended play (IMO) was used in a preliminary case study with a digital play application, an interactive environment for open-ended play named the GlowSteps, to evaluate the model and to underline our insights on emergence and progression

    A design approach to decentralized interactive environments

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    We are exploring a design approach to the implementation of decentralized intelligent environments. We adopt the research through design process by creating an infrastructure of physical, interactive objects and explore the potential of a decentralized philosophy in four design iterations. Open-ended play serves as a fruitful context for design cases. Iterations of prototyping and user testing facilitate the exploration of emergence. One of the design outcomes is a simple decentralized system for soccer training which proved to be very successful on challenge and motivation, and inspired players to invent a range of games, both competitive and cooperative

    A design approach to decentralized interactive environments

    No full text
    We are exploring a design approach to the implementation of decentralized intelligent environments. We adopt the research through design process by creating an infrastructure of physical, interactive objects and explore the potential of a decentralized philosophy in four design iterations. Open-ended play serves as a fruitful context for design cases. Iterations of prototyping and user testing facilitate the exploration of emergence. One of the design outcomes is a simple decentralized system for soccer training which proved to be very successful on challenge and motivation, and inspired players to invent a range of games, both competitive and cooperative

    2nd international workshop on ambient gaming

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    \u3cp\u3eAmbient games are games and playful activities that offer contextaware and personalized features. Because ambient play and games can be incorporated in everyday objects and routines, they allow players to play throughout the day. Ambient gaming offers promising opportunities for creating novel and unique player experiences. However, there are still many unanswered questions related to this new field of research, for instance related to gamification, personalisation and adaptation, aspects and issues of control and privacy. In this 2nd workshop on Ambient Gaming we intend to further discuss the opportunities and challenges in the field of ambient gaming and play with people from different disciplines (designers, researchers, and developers) who are active in this field.\u3c/p\u3

    The introduction of IMO, an integrated model for designing for open-­ended play

    No full text
    Designing for open-ended play poses specific new challenges to designers. Designing for closed games includes defining rules and goals to balanced the game properly. A design for open-ended play has no predefined rules and goals. The design needs to provide users with more freedom to continually change goals and rules of play, which distinguishes the field from designs of closed games. Gaining knowledge on the design process of creating this freedom is essential. For this purpose, an integrated model for open-ended play is proposed. This model is based on a combination of two existing models: Hunicke’s Mechanics Dynamics and Aesthetics (MDA) model and Grünvogel’s formal models for game design. Both of the above mentioned existing models are generalized to make them applicable for analyzing open-ended play. In the proposed combined model we distinguish between the perspectives of the design, and the perspective of play. It addresses how to handle changing rules and goals, instead of the assumptions that rules and goals do not change. Furthermore, the model was used to improve our understanding on progression and emergence, two key concepts that are commonly used in game design. The integrated model for open-ended play (IMO) was used in a preliminary case study with a digital play application, an interactive environment for open-ended play named the GlowSteps, to evaluate the model and to underline our insights on emergence and progression

    Smartgoals:a hybrid human-agent soccer training system

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    \u3cp\u3e@SmartGoals is an embodied multi-agent system designed for soccer training. A single SmartGoal is an interactive soccer goal. It can be in an active or passive state, detect the passage of a ball, and communicate with other SmartGoals. Challenging and dynamic training situations emerge from the interaction between human players and SmartGoals.\u3c/p\u3

    Shake up the schoolyard

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    Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions

    A design approach to decentralized interactive environments

    No full text
    We are exploring a design approach to the implementation of decentralized intelligent environments. We adopt the research through design process by creating an infrastructure of physical, interactive objects and explore the potential of a decentralized philosophy in four design iterations. Open-ended play serves as a fruitful context for design cases. Iterations of prototyping and user testing facilitate the exploration of emergence. One of the design outcomes is a simple decentralized system for soccer training which proved to be very successful on challenge and motivation, and inspired players to invent a range of games, both competitive and cooperative

    GlowSteps–A Decentralized Interactive Play Environment for Open-Ended Play

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    In this paper we present the interactive play environment GlowSteps. GlowSteps consists of ten flexible tiles that respond with light feedback on player's actions. The play environment is developed to support both social and physical play and is designed with the intention to encourage children to create their own play and games. The tiles can be programmed with different interaction behaviors leading to a variety of play experiences. This showcase illustrates our design approach for such interactive play environments, combining the fields of decentralized systems and open-ended play
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