1,720,964 research outputs found

    Magic interactions? Game design to counterattack gambling irresistible illusions

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    Magic Interaction is an experimental design project aimed to provide a new user perspective on gambling, providing an interactive and emotional experience with a rhetoric value. The objective of the project is to increase awareness about the mechanisms that produce addicting play. The questions leading this experimental project were: how do gamblers perceive the play experience? What makes games of chance so appreciated and compelling? How can digital design cope with this irresistible interaction? In gambling players are immerse in intense perceptive experiences that depend on game features and play contexts: rules and mechanics, graphic features, sounds and rhythms of actions contribute to cognitive errors and illusions that could end up in pathological behaviours (Parke and Griffiths, 2007). These perceptions and cognitive phenomena are explained in terms of play rhetoric (Frasca, 2007): games are designed to produce meaningful experiences affecting players’ thoughts and emotions. Considering three of the main gamblers’ cognitive errors - illusion of control (Langer, 1975), near miss (Reid, 1986) and suspension of judgment (Griffiths, 2007) – the project intends to offer an answer to the questions: is it possible to change gamblers experience of gambling? Is it possible, through game play, to improve users’ awareness about their cognitive errors? Magic Interaction is a set of digital interactive artifacts (Fast Roulette, Invisible Roulette, Slot Machine What if?) providing micro gambling experiences; these meaningful games intend to lead gamblers toward a new consciousness about illusions of gambling. Each game is an adaptation of an existing game of chance, suitably revisited to enlighten a specific cognitive error related to play, through meaningful play experiences

    Sketching interactive experiences: Video scenarios to support imagination and co-design

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    The paper presents the use of video-scenarios to support co-design of smart systems for public spaces. Video-scenarios are commonly employed in the design of innovative services and systems to visualize the main features of the designed solutions; we explored, instead, an early use of videos as a tool to support imagination, to favour the cooperation between the members of the project team from the real beginning of the project process, and to orient the project efforts toward an optimal solution in terms of human satisfaction. We created videos in order to sketch the main emotional and cognitive factors conditioning the user experience, before the actual functionalities were defined and described. The videos, ambiguous from the technology and functional points of view indicate the emotional factors of the users experience, enable co-design between engineers and designers for further research activities and elicit creative inspiration. The paper presents main the phases of the design process and some results achieved

    Exotic orientation systems as gameplay devices

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    Games often employ unusual connections between representation and reality as a tool for creating interesting interactions. Obviously things can happen in games that are impossible in the real world, but for this things to be meaningful there must be some connection with reality. This process of recognition is often the place where novelty takes place, exciting interest. We made a game that experiments with in-game representation and the relationship between perception in reality and simulated reality. The game, called “MirrorMoon”, relies on a spatial paradox in a way similar to Escher's art or Penrose's impossible objects: while the representation does not seem coherent as a whole, it is plausible if considered one part at a time. We believe this happens because representations are not subsets of reality, but they are perceived in a way that is coherent with the properties of the representation itself

    From Analogue to Digital: Emotions and Phenomena Influencing the Acceptance of Near-Field Communication Technology

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    ABSTRACT This work presents an initial analysis of phenomena that influence the acceptance of Near-Field Communication technology (NFC) from an emotional point of view. The objective is to experiment the analysis of emotions as a design method to outline useful insights for designer. Even if the NFC technology is ready to grant safe users experience for payment and access to places, it is facing difficulties reaching user’s acceptability. The paper will compare emotions and cognitive processes characterizing actual analogue experiences to digital ones supported by NFC. As a result a framework of design guidelines for engaging NFC services will be provided. Emphasis is given to the gestures involved in the interactive experience, potential metaphor and NFC dedicated devices

    Foretelling and Shaping the Future of Technology: the Role of Communication Designers in the Design of Innovation

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    his paper explores the role of communication designers in a multidisciplinary project team aimed to the development of smart systems (internet of things and digital solutions for public spaces), and it is based on a two year long experience during which the authors cooperated with researchers from academic and industrial institutions. In this experience, we faced the challenge of designing innovative solutions working with researchers characterized by different backgrounds, different expectations, values, priorities and design methodologies. To cope with this complex design context, and to exploit the potentials of the multicultural contributions, we experimented the early adoption of communication design tools and we demonstrated that the early production of video-scenarios illustrating meaningful aspects of the user experience, can be effectively employed to build a common ground in multicultural design teams, and to orient the development of innovative solutions toward a design driven process even in technology oriented project teams. We believe that, in order to produce desirable innovative solutions, the invention of metaphors, meanings and languages defining the aesthetic attributes of a digital product or system should be afforded before the definitions of the functional characteristics so to inspire and guide the following project steps

    Beyond gambling temptations: an experimental design project to detoxify players from irresistible illusions of gambling

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    Last years have seen an increase diffusion of gambling in Italy: Italian population in 2011 spent around 80 million of euros playing games of chance, in spite of economic crisis. The increasing offer of gambling is partly tied to the increasing number of pathological gamblers. This paper aims to apply a design perspective - usually common in game design researches - on gambling interactive experience, understanding how games of chance are structured and how they are related to cognitive errors and superstitions that occur both in frequent or infrequent gamblers. As a first theoretical result we outlined an initial rhetoric framework of gambling, connecting cognitive errors and superstitions to the design and interactive attributes of games of chance, and supported by former researches in the field. Secondly, we suggest an experimental application of our approach suitable for further researches: a set of digital interactive artifacts, as serious games, providing meaningful gambling experiences and intended to lead players towards a new consciousness about their approach to games of chance

    DESIGNING DERIVES OF EVOLUTION: LEADING FASHION BRAND EXPANSION THROUGH TECHNOLOGY INNOVATION AND SOCIAL BEHAVIOUR

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    : Fashion brands are moving into a new model of expansion processes: from fashion industry to lifestyle system, from fashion trends to new lifestyle tendencies. Starting from an historical research about processes of evolution, we analysed the exploration paths of fashion brands expansion, discovering a point of disruption in late 1990’s: various “leading impulses” have started to promote a diversified model based on what we will define in the paper as “derives impulses” of evolution. We observed two significant driving forces, technology innovation and social behaviour. Analysing design functions and disruptive attitudes, we identified an entropic system that provides new approaches for fashion brands expansion. These approaches are based on seeking new impulses, embracing “anomaly” that grafts new opportunities as drivers of the forthcoming evolutions. In conclusion, we support the ideas that: 1) creative enterprise should manage disruptive attitudes designing entropic systems able to adapt their identity to what we call exogenous impulses; 2) Technology innovation and social behaviour are two possible drivers for creative industries; 3) Fashion brands today could create a unique strategy based on different phases and “derives” impulses instead of following the traditional patterns

    SPELL: Affecting Thermal Comfort Through Perceptive Techniques

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    Thermostats allow people to set the temperature they desire, even if personal thermal comfort perception is tied to a number of external stimuli. Here we investigate dependability of people’s thermal comfort, from the multi-sensory features of environment (light colors). We want to prototype a system that influences people’s thermal comfort through other stimuli instead of temperature changing. The preliminary Spell research envisions a smart system for heating control that proactively compensates temperature variations using light color variations, accomplishing both the objectives: to satisfy user request for thermal comfort, while optimizing energy consumption. Two preliminary experiments were made: one demonstrates that people’s perceived temperature is di↵erent from the actual temperature in a space; the second one shows how lights color a↵ects the temperature perceived by people. As a result we derived preliminary guidelines for the prototyping the Spell system
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