6 research outputs found
Curiosity and Interaction
We explore the concepts of curiosity and interaction: how can we elicit curiosity in public spaces
through interactive systems? We have developed a model consisting of five curiosity-evoking
principles. In an iterative design research approach, we have explored the design implementations
of these principles. Each principle has been evaluated in a school context, giving us insights about
its use for changing behaviour through curiosity. The results of this exploration can be used to
inform the design of persuasive and playful interactive systems
Playful moments of activity
\u3cp\u3eIn our design-research studies, we aim to persuade teenagers to engage in playful moments of casual activity. In this article, we present one explorative prototype: walk-of-fame, a multimedia installation that creates virtual avatars in a corridor, depending on the walking style of passers-by. We intend to create playful active moments throughout the day, independent of time or location, supported by mobile and ambient technologies.\u3c/p\u3
An active lifestyle for youths through ambient persuasive technology: implementing activating concepts in a school environment.
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design principles and implementing the concepts that help reducing sedentary behavior in schools for vocational educatio