Good Times?!: 3 Problems and Design Considerations for Playful HCI

Good Times?!: 3 Problems and Design Considerations for Playful HCI

Abdallah El Ali, Frank Nack, Lynda Hardman
Copyright: © 2011 |Volume: 3 |Issue: 3 |Pages: 16
ISSN: 1942-390X|EISSN: 1942-3918|EISBN13: 9781613508497|DOI: 10.4018/jmhci.2011070104
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MLA

El Ali, Abdallah, et al. "Good Times?!: 3 Problems and Design Considerations for Playful HCI." IJMHCI vol.3, no.3 2011: pp.50-65. http://doi.org/10.4018/jmhci.2011070104

APA

El Ali, A., Nack, F., & Hardman, L. (2011). Good Times?!: 3 Problems and Design Considerations for Playful HCI. International Journal of Mobile Human Computer Interaction (IJMHCI), 3(3), 50-65. http://doi.org/10.4018/jmhci.2011070104

Chicago

El Ali, Abdallah, Frank Nack, and Lynda Hardman. "Good Times?!: 3 Problems and Design Considerations for Playful HCI," International Journal of Mobile Human Computer Interaction (IJMHCI) 3, no.3: 50-65. http://doi.org/10.4018/jmhci.2011070104

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Abstract

Using Location-aware Multimedia Messaging (LMM) systems as a research testbed, this paper presents an analysis of how ‘fun or playfulness’ can be studied and designed for under mobile and ubiquitous environments. These LMM systems allow users to leave geo-tagged multimedia messages behind at any location. Drawing on previous efforts with LMM systems and an envisioned scenario illustrating how LMM can be used, the authors discuss what playful experiences are and three problems that arise in realizing the scenario: how playful experiences can be inferred (the inference problem), how the experience of capture can be motivated and maintained (the experience-capture maintenance problem), and how playful experiences can be measured (the measurement problem). In response to each of the problems, three design considerations are drawn for playful Human-Computer Interaction: 1) experiences can be approached as information-rich representations or as arising from human-system interaction 2) incentive mechanisms can be mediators of fun and engagement, and 3) measuring experiences requires a balance in testing methodology choice.

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