Designing for Children’s Physical Play€¦ · experiences by embedding sensors and actuators in...
Transcript of Designing for Children’s Physical Play€¦ · experiences by embedding sensors and actuators in...
Designing for Children’s Physical Play
Abstract
In this paper we describe preliminary results of our work
on designing innovative sport concepts to stimulate
children’s physical play. We are exploring how
embedding sensor and actuator technology in products
can stimulate children to practice sport related skills. It
incorporates ideas from game design, persuasive
technology and sport motivation theories. We illustrate
our approach with two case studies, in the context of
football and basketball and discuss our experiences with
embedding sensor technology to provide a motivating
play experience for children.
Keywords
Physical play, children, sport, computer games,
persuasion, exertion interface, motivation, challenge.
ACM Classification Keywords
H5.2. Information interfaces and presentation (e.g.,
HCI): User Interfaces, User-centered design
Introduction
How children spend their leisure time can be influenced
by the development of new technologies. There is a
trend to develop more computer games and interfaces
that require physical activity. Input devices such as
dance mats, Wii game controllers and eye-toy camera’s
[11,16,18] are examples of input devices that require
physical activity. We are interested in combining the
Copyright is held by the author/owner(s).
CHI 2008, April 5–10, 2008, Florence, Italy.
ACM 978-1-60558-012-8/08/04.
Tilde M. Bekker
TU Eindhoven, Department of
Industrial Design
P.O. Box 513
5600 MB Eindhoven
The Netherlands
Berry H. Eggen
TU Eindhoven, Department of
Industrial Design
P.O. Box 513
5600 MB Eindhoven
The Netherlands
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appeal of computer games with outside play, and have
started research on how to enhance children’s sport
experiences by embedding sensors and actuators in
mobile sport-like games.
Related work has been done by people who have
designed applications that use computer technology to
enhance physical exertion, social interaction, and
entertainment in sport and play. E.g. Ishii and colleagues
have designed an enhanced version of ping pong, called
PingPongPlus [10]. Mueller and colleagues have
designed various applications to play sports at a distance
[15]. These applications are mostly intended for adult
users. Other relevant work is on sensor-based systems
designed specifically for children. For example, Rogers
and Muller [17] have designed an adventure game for
children that requires physical interaction. The game’s
focus is on learning through exploration. Höysniemi has
designed vision-based action games for children [8]. Her
work on the role of physical movement in computer and
tangible games has led to initial requirements for such
applications, such as robustness, responsiveness,
intuitiveness and physical appropriateness [8]. Finally,
Tagaboo, is a children’s game using RFID technology,
combining physical and interpersonal characteristics as
main components of a game [12].
Many physical game designs have some drawbacks. Most
exertion interfaces, such as the Wii are attached to
computers, thus making them less portable. Projection
based solutions and sensor-based floors or walls, such as
the Lightspace Play floor [13] and the DigiWall [14], are
fixed to a specific location and often need extensive
equipment. Mobile GPS-based games, such as Uncle Roy
[5] are less suitable for children, because of safety
issues when children explore an a city on their own.
Design research on physical play
We follow a user-centred design research approach
which combines knowledge about sport and child
development, game design and persuasion.
Playing sports can help children develop many different
skills. Apart from working on their physical development,
e.g. strength, stamina, motor skills, etc.; they also
develop cognitive skills (e.g. learning about rules and
strategies), and social skills (e.g. negotiation and turn-
taking) [9]. Children practice sport because they think it
is fun to do, they enjoy making friends, want to become
fit and develop new skills. Reasons for children to stop
playing a sport are lack of fun, lack of affiliation, lack of
thrills and excitement, lack of exercise and fitness and
insufficient challenges [20]. Enhancing children’s sport
experiences can possibly increase some of the reasons
for children to play sports-like games.
One theme in our work is applying computer game
design heuristics [e.g. in 7] we can create a fun
experience that will make children enjoy practicing sport
more. This may have two effects: some children that are
hesitant to practice certain sport skills may take up a
sport, and some children that are considering quitting a
sport may continue playing the sport for a longer time.
Another theme, sport motivation theories, provides
insights into factors that influence why children start and
stop exercising. For example, the Theory of Planned
Behaviour [1] describes that actual behaviour is
influenced by perceived consequences of behaviour, by
motivations to comply with opinions of others and
perceived limitations of performing the behaviour. The
self efficacy theory [2] describes that people’s behaviour
is influenced by beliefs about their being able to do
certain activities and their outcome expectations. Such
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theories provide ideas about which perceptions to
influence through product use. For example, providing
positive experiences and motivating feedback can
contribute to children’s self efficacy and thus to their
intention to play a sport. Other inspiring theories can be
found in the literature on persuasion [6]. Fogg
describes how technology can be used to influence
people’s behaviour, e.g., how technology can function
as a tool to make keeping track of certain behaviour
easier. A final theme of our work is how sensors and
actuators can extend the physical play experience.
In our work we focus specifically on (non-professional)
sports-related contexts for children to explore the
following questions: How can practicing sport skills be
made more appealing and how can technology
contribute to creating a more fun sporting experience for
children? So far we have run design projects in the
context of playgrounds, football, basketball, skating,
running and hiking [3, 4, 19]. We will illustrate our
design approach with two recent cases conducted by
2nd year Industrial Design students during a 16 week
project. Both cases illustrate how the design of games
and sensor technology can be combined to increase
factors stimulating children to play sports, such as
having fun, having opportunities for social interactions,
experiencing challenges and doing exercises.
Case 1: Pinball Football
The aim of this project was to make football-like games
more fun and motivating to play. The concept designed
is an interactive ball with an embedded accelerometer.
Because of the direct feedback provided by coloured
LED’s (see Figure 1), children playing with it will
become more aware of their abilities and develop their
self-esteem.
The design team had frequent interaction with children
and a football trainer during the project. Early in the
project they explored what children liked and disliked
about football. They held brainstorm sessions using
computer game heuristics such as adaptive challenges,
unexpected behaviors, motivating feedback and
appealing goals, sport skill development and sensor
opportunities as inspiration sources. Based on the
brainstorm sessions they created ideas to practice
diverse soccer skills. Some ideas allowed practicing
scoring a goal, or passing the ball correctly and other
ideas focused on practicing tricks. They chose one of
their design ideas based on the children’s feedback.
The final concept is a ball which provides feedback by
changing colors displayed on the surface of the ball,
according to the quality of the action. This way,
children will be motivated to train and get to the
highest level. To adjust the challenge for different skill
levels, the ball will adjust its range to the level with
which it is being played. Three games were designed.
For example, for the Five Pass Game two teams of two
players each need to score in the same goal. The ball
measures the acceleration when it is kicked; this
enables the ball to count the number of passes. The
ball will light up a little bit more after each pass. After
five passes the ball will be fully lit and both of the
teams can use it to score a goal. After 10 seconds the
ball will turn off. The team which scored the most goals
will be the winner. Because players are both offenders
and defenders individual techniques are emphasized.
The design was tested with a working prototype by
children and a football trainer. This provided input
about whether the children understood how the games
work and whether they were motivating. The results
Figure 1. The football
prototype, that provides
feedback using coloured LED’s.
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inspired a number of changes to the ball and the
games. For example, the feedback should be more
visible, and the time that the ball will be lit to score a
goal can be shorter than originally implemented. The
football trainer liked the design, because children were
much more active in sessions with the sensor-enhanced
football than in the traditional training sessions.
Case 2: Virtual Basketball
The aim of this project was to make basketball-like
games more fun and motivating to play. The concept
designed is a set of gloves with infrared sensors and
receivers for practicing passing a virtual ball and an
accelerometer to track the user’s amount of exercise.
Figure 2. A scenario describing a game to be played with the gloves to practice passing skills.
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The student design team explored how to combine
components of playing basket-ball with creating
interesting games. They asked children what they liked
and disliked about sports in general and basketball in
particular. Some of the findings were that children liked
receiving feedback about their exercise behavior. They
created various concepts using sport, sensors, and
computer games characteristics as inspiration sources.
Based on the children’s input the team selected one
design idea that consisted of two important elements:
practicing basket ball skills and providing motivating
feedback.
The final concept allows children to practice diverse
skills required for playing basket ball using gloves with
infrared LED’s and receivers. One game consists of
passing a virtual ball, by passing an infrared beam from
one team member to the next. The other team’s
members try to intercept the infrared beams with their
gloves. The glove provides feedback about correct
behaviour. Another game allows children to practice
scoring in a virtual basket, by passing the infrared
beam from one member to another and finally passing
the beam to an infrared target which is attached to a
wall or tree. The settings of the infrared technology can
be changed to adapt the challenge of the game, e.g.
the distance the infrared beam can span.
The design was tested with 8 children using a low-fi
prototype. A tennis-ball with a piece of ribbon attached
was used to simulate the behaviour of the infra-red
beam. Two teams of three children played the games to
check whether they understood and enjoyed playing
them. The findings showed that the children liked
having individual objects in the form of gloves. At first
they had some trouble understanding the game rules.
They enjoyed the games, and started developing
diverse strategies for finishing the games. They also
liked the fact that they could practice passing and field-
positioning skills independently of ball control skills,
because no actual ball was required for playing the
games.
Conclusion and discussion
The two cases illustrate our design approach. They
show how measuring behavior with sensors can be
used to provide feedback about local goals with
appropriate challenge. In turn the feedback motivates
children to practice skills and enjoy games. The two
cases illustrate diverse opportunities of sensor
technology: while the football concept has enhanced
the properties of the ball, the basketball concept shows
that some skills can be practiced independently of using
a ball. The strength of the cases lies in the simple use
of sensor technology leading to mobile game solutions.
As a consequence, both concepts would have low start-
up costs for the users. The only example described in
the introduction section similar in this respect is the
Tagaboo game [12] that uses RFID technology: the
other examples provide much more complex solutions.
So far we have we have explored our design approach
through student projects. The next step will be to
develop one of the concepts further into a fully working
prototype. Our initial findings are very promising, but
we intend to use the prototype to do more formal
testing of the added value of the sensor technology and
to extend our knowledge about how to design mobile
physical games for children.
Figure 3. The glove prototype,
that provides feedback using
coloured LED’s.
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Acknowledgements
We thank Jop Japenga, Dripta Roy, Ralph Kooijman,
Stijn Weterings and Jeroen Verhoeven for creating the
football concept and Koen Verbruggen, Ruben Hekkens,
Tommaso Petillo, Rens Brankaert for creating the
basketball concept.
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