Towards a socially adaptive digital playground dr consortium
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Transcript of Towards a socially adaptive digital playground dr consortium
Towards a Socially Adaptive Digital Playground
Robby van DeldenUniversity of TwenteHMI
Outline
• Example of “Digital Playgrounds”• A quick intro to synchrony of body movement• One of our interactive playgrounds• Results of observational study• Design methodology• Future Plans
Digital PlaygroundsBased on Sturm et al. (2008)
1) floors 2) walls
3) props 4) installations
Floor: STUMP Wyeth, Adkins and Summerville (2011)
Crop from Figure 8
Wall: SUTUYalp & KiTT
Props: FeetupRosales et al. (2011)
Crop from Figure 2
Installation: interactive slideSoler-Adillon and N. Parés (2009)
social interaction & synchrony measurement
Synchrony measure
Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008)
Synchrony measure
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window size
lag
Pearson correlation
Figure is part of Fig 1, p337 Ramseyer&Tschacher(2008)
Design MethodologyTetteroo et al (2009)
GOALSe.g. physical, social
_____________________
DIMENSIONS OF PLAYe.g. time limit, item possesion
_________________________________INTERACTIONS
e.g. switch a colour surrounding a personwhen users are close to each other
Design MethodologyRoozendaal et al. (2009)
Transformation (goals)e.g. Increase social interaction
measured by conversations______________________________
Experience (psychological needs)e.g. need for discovery
or competition ______________________________
Interaction (motor-sensory)e.g. Jump to seea piece of puzzle
______________________________
Systeme.g. dancing on a musical staircase
Crop from Table 1
Design Methodology[L] Tetteroo et al (2009), [R] Roozendaal et al. (2009)
Transformatione.g. Increase social interaction
measured by conversations_________________________
Experience (psychological needse.g. need for discovery
or competition __________________________
Interaction (motor-sensory)e.g. jump to seea piece of puzzle
_________________________
Systeme.g. dancing on a musical staircase
HIGHER END GOALSe.g. increase social interaction
__________________________
RATIONALEe.g. gives opportunity for
competitive behaviour__________________________
INTERACTIONuser action – system response
e.g. when users come closechange item possession
__________________________
IMPLEMENTATIONe.g. change colour of shape
surrounding the players when they are within 2m
GOALSe.g. physical, social
__________________
DIMENSIONS OF PLAY
e.g. time limit, item possesion
_____________________________
INTERACTIONS
e.g. switch colour when close to each other
Interactive PlaygroundTetteroo et al (2009)
Interactive PlaygroundTetteroo et al (2009)
ObservationsMoreno et al. (2012, in press)
Agreement: = .27 to .37 κ“Item agreement”: = .67 - .92κ
Future plans: play analyses
Future plans: digital playgrounds
HIGHER END GOALS
e.g. increase social interaction
__________________________
RATIONALE
e.g. gives opportunity for
competitive behaviour
__________________________
INTERACTION
user action – system response
e.g. when users come close
change item possession
__________________________
IMPLEMENTATION
e.g. change colour of shape
surrounding the players when
they are within 2m?
design methodology“destructive” elements
Synchrony (measurement)
adaptive play mechanics
A socially adaptive playground
Two questions
1) How does one select a suitable metaphor for a design/installation for children in a structured, efficient and effective way?
2) Should we make use of existing fantasy contexts (from trends and hypes) like the Smurfs and Disney movies?