A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis
{"title":"Hybrid Games and Interaction Design","authors":"A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis","doi":"10.55612/s-5002-056-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-056-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45325749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training","authors":"R. Hebecker, Kolja Bopp","doi":"10.55612/s-5002-056-001","DOIUrl":"https://doi.org/10.55612/s-5002-056-001","url":null,"abstract":"The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45973106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements
{"title":"Building an augmented reality system for consumption and production of hybrid gaming and storytelling","authors":"R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements","doi":"10.55612/s-5002-056-003","DOIUrl":"https://doi.org/10.55612/s-5002-056-003","url":null,"abstract":"This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43326207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido
{"title":"Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances","authors":"Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido","doi":"10.55612/s-5002-056-004","DOIUrl":"https://doi.org/10.55612/s-5002-056-004","url":null,"abstract":"While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48420443","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamification of design studio in the context of a user-centered design workshop","authors":"Derya Karadağ","doi":"10.55612/s-5002-056-006","DOIUrl":"https://doi.org/10.55612/s-5002-056-006","url":null,"abstract":"In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45544705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Participatory Design and Critical Media Studies: a Convivial Conversation","authors":"R. Cibin, Tiziano Bonini, Maurizio Teli","doi":"10.55612/s-5002-056-008","DOIUrl":"https://doi.org/10.55612/s-5002-056-008","url":null,"abstract":"In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":"1 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41367687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Inducing Flow In Board Games Through Augmented Audio","authors":"André Sousa, Eduardo Magalhães, João Jacob","doi":"10.55612/s-5002-056-005","DOIUrl":"https://doi.org/10.55612/s-5002-056-005","url":null,"abstract":"Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":"1 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71005339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez
{"title":"Usability Heuristics for Applications in the Context of Resilient Cities","authors":"Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez","doi":"10.55612/s-5002-056-009","DOIUrl":"https://doi.org/10.55612/s-5002-056-009","url":null,"abstract":"This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44851104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Similarity in action with an Embodied Conversational Agent; can synchronous speech yield higher levels of rapport? An exploratory eHealth study","authors":"M. Scholten, S. Kelders, J. V. van Gemert-Pijnen","doi":"10.55612/s-5002-056-007","DOIUrl":"https://doi.org/10.55612/s-5002-056-007","url":null,"abstract":"Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49071657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Mattioli, L. Cipriani, A. Manciaracina, A. Taverna
{"title":"Exploring Innovation in the Teaching of Design. A Study on the Experimental Teaching Practices in the Context of a School of Design","authors":"F. Mattioli, L. Cipriani, A. Manciaracina, A. Taverna","doi":"10.55612/s-5002-055-002","DOIUrl":"https://doi.org/10.55612/s-5002-055-002","url":null,"abstract":"Teaching innovation research aims to experiment with new practices and methodologies that relate objectives, activities, tools, and other elements to respond to new educational challenges, such as equipping students with the right skills for increasingly complex and changing work contexts. For higher education institutions, innovation of didactic is an increasingly strategic goal to prepare students for jobs that do not yet exist and to be competitive with emerging players in the educational context. This article outlines a funded research project investigating the perimeter of innovation in design education. The research focuses on the context of the Politecnico di Milano to understand how experimentation in university courses can lead to innovation in design education. The paper presents a survey definition process aiming to map experimentation practices in courses over the past decade and how the results of this mapping can define potential models for codifying and defining teaching practices with innovation potential.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48324132","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}