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HexDeck: Gamification of Tangibles for Brainstoming

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October 09, 2013

HexDeck: Gamification of Tangibles for Brainstoming

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October 09, 2013
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  1. HexDeck: Gamification of Tangibles for Brainstoming Li-Ju Lo Cheng-Dar Chiang

    Rung-Huei Liang National Taiwan University of Science and Technology Department of Industrial and Commercial Design
  2. BACKGROUND

  3. BACKGROUND

  4. BACKGROUND MIND MAP CARDS STICKY NOTE

  5. Really?

  6. ABOUT PROBLEM

  7. ›  Each participant at the beginning draw five cards and

    start discussing ›  No rules, each person can freely exchange card and put forward their views on the card ›  Moderator observation card usage ›  After the experiment participants were interviewed EXPERIMENTAL PROCESS
  8. ›  Some card design is not good. ›  Some people

    use drawing to stimulate ideas. ›  Cards can make easy to remember for participants. ›  Everyone thinking in different ways (image or text). INTERVIEW FEEDBACK
  9. The bad design cards OBSERVATION RESULT

  10. OBSERVATION RESULT

  11. DESIGN IMPLICATIONS ›  Increase motivation ›  Create pleasure ›  Increase

    the card of information
  12. GAMIFICATION Sebastian Deterding (2011)

  13. GAMIFICATION

  14. GAME ELEMENT ›  three-dimensional environments ›  narrative context ›  feedback

    ›  reputations ›  ranks ›  levels ›  marketplaces ›  economies ›  competition ›  rules ›  teams ›  time pressure
  15. GAME ELEMENT ›  three-dimensional environments ›  narrative context ›  feedback

    ›  reputations ›  ranks ›  levels ›  marketplaces ›  economies ›  competition ›  rules ›  teams ›  time pressure
  16. NON-GAME CONTEXTS

  17. DESIGN

  18. More Information!! Physical cards Digital cards

  19. Physical cards & Digital cards

  20. The process of using digital cards

  21. Digital table surface

  22. Digital table surface

  23. Join game elements Digital cards Block Digital cards

  24. Pototypes of Block

  25. The Hex Deck

  26. The Hex Deck Card Level Color Card 1 Card 2

    Card 3 Card 4 Card 5 Form Blue Metaphor Shape Style Material Deformation Aesthetics Red Color Sense Poetry Kansei Subjective Value Green Achievement Resource User Vision Fun Interaction Yellow Tangible Interface Medium States Random
  27. The Hex Deck O    Level 劍(Swords) 聖杯(Cups) 權杖(Wands) 錢幣(Pentacles)

    I A Method )VNBO'BDUPS $SFBU.FBOJOH "OUISPQPMPHZ 1PUPUZQJOH II 2 Form 4UZMF .FUBQIPS %FGPSNBUJPO 4IBQF III 3 Function &⒏DJFOU *OHFOJPVT "VUPNBUJPO *NQSPWFNFOU IV 4 Sensor 7JTVBMTFOTPS %JSFDUJPO 5BDUJMFTFOTPS 5BHFU V 5 Purpose 4JNQMJGZ 4PDJBM &OWJSPONFOUBMM Z *EFPMPHZ VI 6 communication )VNBOUP 0CKFDU )VNBOUP )VNBO *OUFSOFUPG 5IJOHT 0CKFDUUP0CKFDU VII 7 Interaction 4UBUFT .FEJVN *OUFSGBDF 5BOHJCMF VIII 8 Value 6TBCJMJUZ "DIJFWFNFOU 7JTJPO 1BSB GVODUJPOBMJUZ IX 9 Aesthetics 4FOTF #JPOJDT $PMPS 4VCKFDUJWF X 10 Interesting (BNJpDBUJPO 1PFUSZ 3BOEPN 'VOPMPHZ XI 11 Behavior "DUJPO&MFNFOU4DFOBSJP &WFSZEBZ"DUJPO"⒎PSEBODF XII 12   學校(School) 家(Home) 公司(Company) 醫院(Hospital) XIII 13   妹妹(Girl) 姊姊(Sister) ⺟母親(Mom) 奶奶(Grandma) XIV 14   弟弟(Boy) 哥哥(Brother) ⽗父親(Dad) 爺爺(Grandpa)
  28. The Hex Deck Human & Job Event & Time Place

    & Location
  29. INTERFACE

  30. DEMO

  31. The development process

  32. SUMMARY n  Display card detail is one by one n 

    The metaphor is not change n  Chaotic spatial layout
  33. SUMMARY n  Desing hexagon areas to Improved layout n  Increased

    connectivity and diffusibility n  Creating atmosphere of the game
  34. THANK YOU!

  35. INTERFACE

  36. INTERFACE

  37. INTERFACE

  38. INTERFACE