This paper reflects on the design process of games that are played by multiple players, involving high pace activity and embodied interaction. More specifically it argues that user testing with low fidelity prototypes, which is recommended in mainstream literature on methodology in the fields of human computer interaction and game design, is not appropriate when designing these kind of games. Designers should instead, as early as possible in the design process, experiment with technology and expose working prototypes to play test with children. A case study, in which we designed several games and tested in three iterations, is also presented. The games were designed for and tested with RaPIDO, a specially designed platform for prototyping mobile and interactive technology. Finally, we argue that our hypothesis regarding technology-rich prototyping is confirmed, since the feedback from the children concerned the realized interaction, and aspects of play and social interaction were experienced in real context, instead of an imagined way as a mockup would have allowed. General Terms Design KeywordsChildren, prototyping INTRODUCTIONMethodological research in the field of Interaction and Children (IDC) has focused mostly on how to involve children in design processes, and on ways that children can provide input to interaction design. Prominent examples of the former include participatory approaches to design [5], early design methods (e.g., KidReporter[2], Mission from Mars [4]), or methods for involving children in evaluating interactive products [16]. IDC as a research community has paid much less attention to prototyping tools and methods, and on how these impact the design process, which are core topics in methodological research for the parent discipline of Human Computer Interaction (HCI).This paper considers the role of prototyping in the design of games for children that support embodied interaction, especially those that can be played outdoors by many children together. The paper summarizes related methodological research in the broader HCI field, discusses how game design literature approaches this topic, and points at some limitations of current design approaches when designing the type of games described above.The core argument made is that especially for games using innovative and non-standard embodied interactions, technology should be included from early stages of prototyping and paper prototyping can be a digression. The main contribution of this paper is twofold: first, we present a detailed case study of an iterative design process using hi-fi prototypes that involved children, and we reflect on the suitability of this process. Simultaneously, we explore the design space of appropriate technology to support the design of outdoor games for children.The remainder of this paper first discusses how methodology in the fields of HCI and Game Design largely favor formative user tests with paper or other low fidelity prototypes as a means to explore a design space. We argue why this may not be suitable for t...
The growth of tangible and embodied interfaces has lead them to expand from research labs to everyday life. This has raised the question of end-user development and the user requirements for an environment supporting development. This paper researches the user requirements for a toolkit to create interactive outdoor games for children, by adults with no programming skills. We present a case study in which adults designed such games and tested them with children. For the design and testing of the games, RaPIDO, a platform specially designed for prototyping interactive technology, was used. Based on this experience we identify requirements for a toolkit to support the creation of interactive outdoor games.
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