PSS concepts were used as vehicles of research, further developing our design philosophy for social and active play. Different play designs have been developed which support various forms of play, for example fantasy play and social and physical play. Furthermore, the design approach has been applied to other application domains, such as way-finding in an amusement park or a hospital.What questions are being answered?
Teams from 2 universities and Industry partners were working together to answer the questions:
How can we describe the user experience in order to understand how people experience PSS? How do people react to scientific research outside laboratory test conditions – in the real world? How to design playful persuasive experience; tailoring them to meet stakeholder requirements?
How can we measure PSS user experience dynamically and unobtrusively? How can we develop interactive experience assessment tools to explore children’s experiences? Which models are available?
How can designers successfully prototype PSS at an early stage, iteratively improve them and monitor user experience? How can we deal with assessing group-social interactions? How can sensor-actuator networks contribute to adaptive solutions and how can we model human-agent systems to describe emergent behaviour?
What have the teams achieved?
We have developed an ‘inspirational testbed’ to develop fundamental knowledge, insights and guidelines for the design of intelligent playful environments to stimulate social and physical play in different user groups
Timeframe and communication:
i-PE started in 2011 and finished in 2015. Throughout the project, we have developed and published on intelligent playful solutions, presenting these at conferences and workshops. Theoretical design knowledge generated by this project was dispersed via workshops and education programmes, resulting in business propositions. Progress was published via this website.
Who was involved?
Scientific partners: Eindhoven University of Technology, Delft University of Technology.
Industry partners: Kompan, Almende, NYOYN, Patching Zone, Eindhoven InnoSportlab, Sportcomplex Eindhoven Noord, Sports & Technology
Prof. Dr. ir. Berry Eggen, Eindhoven University of Technology
Dr. ir. Tilde Bekker, Eindhoven University of Technology
- Play is an important aspect of a child’s life through which a child develops physical, social, emotional and cognitive skills. This should therefore be a central aspect within the development of a child. Lusio is an open-ended. interactive, decentralized play design designed for children between the ages of four till twelve. The idea behind Lusio was to design a play object which would support children within different development stages supporting the differences in development. The interaction rules implemented in the play objects provide the opportunity to play alone, supporting parallel play, as the communication aspect provokes towards more social play. These objects seduce children to be creative, social and physical active.
- Two INteractive Experience Apps (INEA) were developed to assess player experiences in different ways. With the first app, called the INEA photo-app, visitors could take pictures of interesting moments while experiencing the playing and report on their experiences by using text. With the second app, called the INEA mirror app, players were asked to match their play experiences with a set of predefined experiences that were visualized in the app using animations (i.e. mirror their experience through the app).
- Open-ended play concept for the Prinses Maxima Centrum voor Kinderoncologie
- Wobble is an open-ended, interactive play environment, intended for children in the ages of 4 to 6 years old. The environment consists of multiple interactive objects in the shape of balls on a flexible stem. Children can interact with the balls and push them around.
The play objects aim to trigger the children’s curiosity and fascination (invitation stage). When exploring the play objects, the children may wonder about what can happen (exploration stage). Subsequently, children are stimulated to develop their own worlds of fantasy while engaged in dramatic play (immersion stage).
- The Glowsteps are a large set of interactive stepping stones designed for the development of open-ended play. Every stepping stone is autonomous and capable of detecting interaction, producing light patterns and sounds, and to communicate with other stepping stones. Technically, it is a decentralized platform for the development of play.
Various types of play acticvities have been explored, such as action play, expressive play and interaction with a sound scape through the stepping stones