小型地方游乐场的三个互动附加组件:对环境敏感的游戏活动的设计

R. V. van Delden, D. Reidsma, Joris P. Weijdom, D. Heylen
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引用次数: 2

摘要

在世界许多地方,户外活动明显减少。虽然互动式操场存在于较大的操场上,但这种近距离的互动式设置还不是无处不在。在这个互动性的贡献中,我们展示了三个用于小型当地游乐场设备的交互式附加原型,它们跨越了一系列的机会。我们在《Dragon School》中加入了基于故事的主题互动,例如像龙一样呼吸并带有回声效果。第二次互动Nuppu是一个更高强度的附加组件,其中必须通过执行适当的动作来“征服”游乐场设备(例如,摇摆使秋千通过各种颜色)。第三种互动是Magic Climb,这是一种基于特定地点的攀爬设备设计,其中以动物为主题的站点以随机顺序点亮,发出动物的声音,在伴随的声音播放后,它们会被与该动物相关的动作激活,比如你的手像蜜蜂一样漂浮在传感器上方,触发下一个声音。特别是对于后一种设置,我们很容易通过改变玩家所保留的规则而创造出不同的游戏变体,但却使用相同的系统互动。然而,这个想法通过其变体体现了一个越来越重要的问题,我们想要讨论的是:在数字时代,如何设计培养这种面向其他会话和玩家的开放式玩法?正如我们所知,开放式游戏是一种很有前途的尝试,其中想出游戏的活动是游戏的一部分。与此同时,我们认为对于儿童来说,新系统应该能够在短时间内以某种形式使用,并为如何立即使用它们提供足够的视角。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities
There is an observed reduction in outdoor play in many parts of the world. Although interactive playgrounds exist that are placed at larger playgrounds, such interactive setups in the close vicinity are not yet omnipresent. In this interactivity contribution we showcase three interactive add-on prototypes for the small local playground equipment, that span a spectrum of opportunities. We include a story-based themed interaction of Dragon School, for instance breathing as a dragon with an echo effect. The second interaction Nuppu is a higher intensity variation of the add-on, where playground equipment have to be ‘conquered’ by performing the appropriate action (i.e. swinging makes the swing go through a variation of colors). The third interaction Magic Climb, is a more location-specific design for climbing equipment where animal-themed stations are lit up in random order making animal sounds, after the accompanying sound is played they be activated by an action related to that animal such as floating your hand as a bee above a sensor triggering the next sound. Especially for the latter setup, it was easy to come up with different game variations by changing the rules kept by the players but using the same system interaction. However, that idea embodies through its variation a question that becomes more and more important and we want to discuss: How to design for cultivating this type of open-ended play towards others sessions and players in a digital age? As we know open-ended play is a promising endeavor where the activity of coming up with games is part of the game. At the same time we think for children new systems should be able to be used in some form within a short amount of time, and provide enough perspective on how to use them immediately.
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