Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
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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 -