Chi Sparks 2011
June 23 | Arnhem

HAN University of
Applied Sciences

Games and play

Session 1: 11:30 – 12:30
Location: Auditorium

Code 4: A large scale game for organizational change


ABSTRACT

Promoting organizational change within large government bodies remains an elusive goal. The game Code 4 was developed to create a coherent fully mixed media approach to eliciting organizational change effects by employing employees as the primary actors (players) in a game. The Code 4 game was set in an analogous world but with a clear cause to action in a dystopic financial crisis and with rules that mirrored but also subverted existing bureauc-ratical processes. The gameplay rewarded succesful collaboration without regard for the organizational framework. Results indicate that many players were wholly engaged with both the core game as with the supporting encounters and that the transferral of game effects was succesful. Employing a game for organizational change has proved itself to be a valid approach.

Keywords

Online game, serious games, organizational change, cross media, trade, scenario, agile, pervasive game, metagame

Author

  • Kars Alfrink
  • Alper Cugun
  • Marinka Copier
  • Herman Koster

Presentation

  • Alper Cugun

Involving blind children in the co-design of a Wii game


ABSTRACT

When designing for children with disabilities, user involvement is particularly important, since it is difficult for designers to envision the limitations and possibilities for this target group. However, it is a challenge to reach high levels of participation using the same collaboration techniques used for sighted adults. In this project a Wii game was created for blind children to play on an equal level with sighted children. This paper describes how previously used co-design methods were adapted for involving blind children.

Authors

  • Liliane Kuiper-Hoyng
  • Rob Willems
  • Sven Schultz

Presentation

Eliciting casual activity through playful exploration, communication, personalisation and expression


ABSTRACT

In the PlayFit project, we aim to persuade teenagers to be physically active through playful actions with inherent physical activity. We envision small moments of casual active play throughout the day, matching the target group’s interests and activities, and fitting into their daily life.

Our research shows four core interest and activity areas for the target group: exploring, communicating, personalising and expressing. We have created three design explorations that connect to these areas and persuade teenagers to explore, communicate, personalise and express in a playful way.

The first prototype, Speakers-of-Oz, consists of a series of interactive speakers that respond to passers-by with sound output. Whisper Balls, the second prototype, are interactive balls that allow a person to record and play a spoken message. The Magic Mirror prototype is an interactive video wall that mirrors and repeats the actions of passers-by.

The results of informal evaluations are promising; all three prototypes elicit playful behaviour, incorporating exploration, communication, personalisation and expression.

Keywords

play, playful interaction, persuasive technology, motivation, interaction, experience design, design-research, casual activity

Authors

  • Rob Tieben
  • Tilde Bekker
  • Janienke Sturm
  • Ben Schouten

Presentation