2010
DOI: 10.1504/ijart.2010.030492
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The play pyramid: a play classification and ideation tool for toy design

Abstract: Toy designers and students may benefit from a universal classification system to communicate and ideate new toy concepts. In this paper, we present two graphical tools that help designers to classify and manipulate toy product concepts. The play pyramid is a three-dimensional map that allows designers to classify a toy concept by placing it in a space between what we believe to be four independent axes of play (sensory, fantasy, construction and challenge). The sliding scales of play are modifiers or adjective… Show more

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Cited by 53 publications
(33 citation statements)
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“…Such stimulations can affect the human senses, through changes in sounds and movement of the toy, but can go to psychological levels, through play activities that are aimed at providing fun and entertainment. Kudrowitz and Wallace (2010) state that an artefact "must intentionally produce affordances for playing" in order to be considered as a toy. Norman (2013) defined a product's affordances as the visual cues that give an indication to its function and use through its perceived and actual properties.…”
Section: Toys and Playmentioning
confidence: 99%
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“…Such stimulations can affect the human senses, through changes in sounds and movement of the toy, but can go to psychological levels, through play activities that are aimed at providing fun and entertainment. Kudrowitz and Wallace (2010) state that an artefact "must intentionally produce affordances for playing" in order to be considered as a toy. Norman (2013) defined a product's affordances as the visual cues that give an indication to its function and use through its perceived and actual properties.…”
Section: Toys and Playmentioning
confidence: 99%
“…Thus, from a designer's perspective, play affordances define how the user will play with the toy product which in turn, play affordances determine the play value of the toy, that is, the probability "that a toy will be played by the user, (or) a measure of the benefit of the play, (or) the amount of, variety or length of play, (or how much a toy) affords play (i.e. it affords activities that are enjoyable, captivating, intrinsically motivated and process focused)" (Kudrowitz and Wallace, 2010).…”
Section: Toys and Playmentioning
confidence: 99%
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“…Sutton-Smith (1986) has observed that toys have meanings in relation to bond and obligation, solitariness, consolation, technology, education, agency and market. Through cultural-semiotic analysis, researchers have found that toys may enshrine views of gender and ethnic-based roles (Kress & Van Leeuwen, 2006;Wright, 2003), or allude to gender, race and ethnic stereotypes (Best, 1998;Kline, 1999;Martens, Southerton & Scott, 2006;Sherman & Zurbriggen, 2014). To have toys and to know what toys one should have are forms of children's cultural knowledge that may be transformed into social capital among peers (Kalliala, 1999;Puroila & Estola, 2012).…”
Section: Children's Toy Preferencesmentioning
confidence: 99%
“…Understanding and using play as a vehicle for progress is the most prominent approach to both the psychological study of and design for play in children (Ackerman, 2004;Sutton-Smith, 1997). Design for play has been to a large extent informed by cognitive (Piagetian) and social constructivist (Vygotskian) theories of development and to a lesser extent by psychoanalytical theories such as Eriksson's stages of development (for example Kudrowitz & Wallace, 2010;Nicolopoulou, 1993;Rogoff, 1990).…”
Section: Social Sciences In Design For Children's Playmentioning
confidence: 99%