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Playful and gameful design for the Internet of Things

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Playful and gameful design for the Internet of Things. / Coulton, Paul.
More playful user interfaces: interfaces that invite social and physical interaction. ed. / Anton Nijholt. Singapore: Springer, 2015. p. 151-173 (Gaming Media and Social Effects).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Coulton, P 2015, Playful and gameful design for the Internet of Things. in A Nijholt (ed.), More playful user interfaces: interfaces that invite social and physical interaction. Gaming Media and Social Effects, Springer, Singapore, pp. 151-173. https://doi.org/10.1007/978-981-287-546-4

APA

Coulton, P. (2015). Playful and gameful design for the Internet of Things. In A. Nijholt (Ed.), More playful user interfaces: interfaces that invite social and physical interaction (pp. 151-173). (Gaming Media and Social Effects). Springer. https://doi.org/10.1007/978-981-287-546-4

Vancouver

Coulton P. Playful and gameful design for the Internet of Things. In Nijholt A, editor, More playful user interfaces: interfaces that invite social and physical interaction. Singapore: Springer. 2015. p. 151-173. (Gaming Media and Social Effects). doi: 10.1007/978-981-287-546-4

Author

Coulton, Paul. / Playful and gameful design for the Internet of Things. More playful user interfaces: interfaces that invite social and physical interaction. editor / Anton Nijholt. Singapore : Springer, 2015. pp. 151-173 (Gaming Media and Social Effects).

Bibtex

@inbook{ed603cb9213845068bdfa40403c5f8da,
title = "Playful and gameful design for the Internet of Things",
abstract = "The emerging vision of an Internet of things (IoT) as a global infra- structure of networked physical objects is undoubtedly compelling across a range of potential application areas. While the vast majority of implementations thus far have presented IoT objects in a passive sensing role, or used them to provide some form of remote access/control, there are considerable opportunities for the creation of novel playful or gameful experiences. In particular, the creation of hybrid physical/digital IoT objects presents designers with a number of interesting opportunities as they can (i) blur the boundaries between physical objects and virtual worlds; and (ii) they provide opportunities for embodied physical play outside a virtual environment. However, in order to maximize these opportunities, designers need to develop new approaches to their interaction design that combine understandings from both product design and computer interface design. In this chapter, I consider the nature of IoT objects and how the digital and physical affordances of such objects can be combined using examples of a number of gameful and playful IoT systems.",
keywords = "design theory, playful design, gameful design, phygital design, Internet of Things ",
author = "Paul Coulton",
year = "2015",
month = may,
day = "30",
doi = "10.1007/978-981-287-546-4",
language = "English",
isbn = "9789812875457",
series = "Gaming Media and Social Effects",
publisher = "Springer",
pages = "151--173",
editor = "Anton Nijholt",
booktitle = "More playful user interfaces",

}

RIS

TY - CHAP

T1 - Playful and gameful design for the Internet of Things

AU - Coulton, Paul

PY - 2015/5/30

Y1 - 2015/5/30

N2 - The emerging vision of an Internet of things (IoT) as a global infra- structure of networked physical objects is undoubtedly compelling across a range of potential application areas. While the vast majority of implementations thus far have presented IoT objects in a passive sensing role, or used them to provide some form of remote access/control, there are considerable opportunities for the creation of novel playful or gameful experiences. In particular, the creation of hybrid physical/digital IoT objects presents designers with a number of interesting opportunities as they can (i) blur the boundaries between physical objects and virtual worlds; and (ii) they provide opportunities for embodied physical play outside a virtual environment. However, in order to maximize these opportunities, designers need to develop new approaches to their interaction design that combine understandings from both product design and computer interface design. In this chapter, I consider the nature of IoT objects and how the digital and physical affordances of such objects can be combined using examples of a number of gameful and playful IoT systems.

AB - The emerging vision of an Internet of things (IoT) as a global infra- structure of networked physical objects is undoubtedly compelling across a range of potential application areas. While the vast majority of implementations thus far have presented IoT objects in a passive sensing role, or used them to provide some form of remote access/control, there are considerable opportunities for the creation of novel playful or gameful experiences. In particular, the creation of hybrid physical/digital IoT objects presents designers with a number of interesting opportunities as they can (i) blur the boundaries between physical objects and virtual worlds; and (ii) they provide opportunities for embodied physical play outside a virtual environment. However, in order to maximize these opportunities, designers need to develop new approaches to their interaction design that combine understandings from both product design and computer interface design. In this chapter, I consider the nature of IoT objects and how the digital and physical affordances of such objects can be combined using examples of a number of gameful and playful IoT systems.

KW - design theory

KW - playful design

KW - gameful design

KW - phygital design

KW - Internet of Things

U2 - 10.1007/978-981-287-546-4

DO - 10.1007/978-981-287-546-4

M3 - Chapter

SN - 9789812875457

T3 - Gaming Media and Social Effects

SP - 151

EP - 173

BT - More playful user interfaces

A2 - Nijholt, Anton

PB - Springer

CY - Singapore

ER -