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A study in play, pleasure and interaction design

Published: 22 August 2007 Publication History

Abstract

This paper focuses on the design of pleasurably playful interfaces within an interactive art context. It describes the development of a framework of thirteen pleasures of play and outlines the application of this framework during the design process of three interactive artworks. These processes included both initial conceptual development stages and later user evaluation studies. The paper compares the artist's view of the pleasures that might be experienced in each work with the actual pleasures experienced by users during evaluation sessions. The results suggest that the pleasure framework is a useful tool to aid in the design of playful interfaces.

References

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Blythe, M., Hassenzahl, M.: The Semantics of Fun: Differentiating Enjoyable Experiences. Blythe, M. A., Overbeeke, K., Monk, A. F. and Wright, P. C. (eds.): Funology: From Usability to Enjoyment, Kluwer Academic, London (2003) 91--100
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Caillois, R.: Man, Play, and Games. Thames and Hudson, Great Britain (1962)
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Throop, L. C.: Field of Play: Sensual Interface. Proceedings of Designing Pleasurable Products And Interfaces, Pittsburgh, USA., ACM, (2003) 82--86
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      cover image ACM Other conferences
      DPPI '07: Proceedings of the 2007 conference on Designing pleasurable products and interfaces
      August 2007
      532 pages
      ISBN:9781595939425
      DOI:10.1145/1314161
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 22 August 2007

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      1. play
      2. pleasure
      3. user experience

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      • (2023)What Is It Like to Make a Prototype? Practitioner Reflections on the Intersection of User Experience and Digital Humanities/Social Sciences during the Design and Delivery of the “Getting to Mount Resilience” PrototypeInformatics10.3390/informatics1003007010:3(70)Online publication date: 28-Aug-2023
      • (2023)A Design Framework for Ingestible PlayACM Transactions on Computer-Human Interaction10.1145/358995430:4(1-39)Online publication date: 11-Sep-2023
      • (2023)How well do contemporary knowledge tracing algorithms predict the knowledge carried out of a digital learning game?Educational technology research and development10.1007/s11423-023-10218-z71:3(901-918)Online publication date: 29-Mar-2023
      • (2023)Configurator: A Platform for Multifamily Residential Design and CustomisationArchitecture and Design for Industry 4.010.1007/978-3-031-36922-3_40(769-805)Online publication date: 7-Oct-2023
      • (2022)Case Studies of Generating Poetic Metaphor and Epiphany through Audience Participation in Interactive ArtworkJournal of Digital Contents Society10.9728/dcs.2022.23.6.103123:6(1031-1040)Online publication date: 30-Jun-2022
      • (2022)Playful Education and Innovative Gamified Learning ApproachesResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch009(171-191)Online publication date: 2022
      • (2022)What Makes Interactive Art Engaging?Frontiers in Computer Science10.3389/fcomp.2022.8594964Online publication date: 26-Apr-2022
      • (2022)More than just Software Surprises: Purposes, Processes, and Directions for Software Application Easter EggsProceedings of the ACM on Human-Computer Interaction10.1145/35129496:CSCW1(1-26)Online publication date: 7-Apr-2022
      • (2022)Experience-Based Constructionism as a Basis for HCI Education: A Case StudyInternational Journal of Human–Computer Interaction10.1080/10447318.2022.212178340:3(680-700)Online publication date: 14-Sep-2022
      • (2021)How Was It for You? Qualitative Observational Methods to Assess the Experiential Value of Two Immersive Augmented Reality Stories: A Case StudyPRESENCE: Virtual and Augmented Reality10.1162/pres_a_0036830(125-148)Online publication date: 1-Dec-2021
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