Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces 2013
DOI: 10.1145/2513506.2513530
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The playful experiences (PLEX) framework as a guide for expert evaluation

Abstract: The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet been studied. In this paper, we apply the PLEX framework in the evaluation of two game prototypes that explored novel physical interactions between mobile devices u… Show more

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Cited by 52 publications
(22 citation statements)
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“…Videogames offer comprehensive interactions and have been a popular form of entertainment for more than four decades [5]. Much of the research in the games industry shares different types of playful experience [9]. For example, early research introduces challenges, curiosity and fantasy as some of the essential experiences that induce a playful experience for users [11].…”
Section: Playful Experiencesmentioning
confidence: 99%
“…Videogames offer comprehensive interactions and have been a popular form of entertainment for more than four decades [5]. Much of the research in the games industry shares different types of playful experience [9]. For example, early research introduces challenges, curiosity and fantasy as some of the essential experiences that induce a playful experience for users [11].…”
Section: Playful Experiencesmentioning
confidence: 99%
“…Providing people with a clear goal and providing feedback upon task completion can provides increase performance and offers a more playful, enjoyable experience [116,118]. We introduce missions in which volunteers are asked to audit predefined distance in a neighborhood (Figure 6.8a).…”
Section: Guiding Volunteers In the Accessibility Audit Taskmentioning
confidence: 99%
“…Hornecker transformed her Tangible Interaction Framework into Tangible Interaction Cards [12] to make the concepts better fit into the ideation flow. Lucero and Arrasvuori created PLEX Cards [14,15] to communicate the Playful Experiences (PLEX) framework to designers in a form that is more accessible in design discussions. Bekker and Antle designed DSD Cards [3] to make information about children's cognitive, physical, social, and emotional abilities at different ages accessible to designers of children's products.…”
Section: Cards As Design Toolsmentioning
confidence: 99%
“…The information on the cards provides designers with a common vocabulary to use in design 1 http://www.ideo.com/work/method-cards discussion [8,14]. Cards can also be used to plan and guide evaluation [12,14,15].…”
Section: Cards As Design Toolsmentioning
confidence: 99%