Cardboard computers: mocking-it-up or hands-on the future
Design at work
Extreme programming explained: embrace change
Extreme programming explained: embrace change
On the move with a magic thing: role playing in concept design of mobile services and devices
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Agile software development
Usability Engineering
Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development
Personal and Ubiquitous Computing
Traffic encounters and Hocman: associating motorcycle ethnography with design
Personal and Ubiquitous Computing
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Interactive scenarios—building ubiquitous computing concepts in the spirit of participatory design
Personal and Ubiquitous Computing
A case study in pervasive game design: the songs of north
Proceedings of the third Nordic conference on Human-computer interaction
Atomic actions -- molecular experience: theory of pervasive gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Prototypes and Paratypes: Designing Mobile and Ubiquitous Computing Applications
IEEE Pervasive Computing
That cloud game: dreaming (and doing) innovative game design
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Using prototypes in early pervasive game development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Layered elaboration: a new technique for co-design with children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game development documentation and institutional collection development policy
Proceedings of the 11th annual international ACM/IEEE joint conference on Digital libraries
Prototyping in game design: externalization and internalization of game ideas
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Design for Research Results: Experimental Prototyping and Play Testing
Simulation and Gaming
Prototyping in PLACE: a scalable approach to developing location-based apps and games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rapid prototyping of outdoor games for children in an iterative design process
Proceedings of the 12th International Conference on Interaction Design and Children
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In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for validating or developing further design ideas. In this article we give guidelines that help the selection process and give ideas on methods that can be used in different situations. We have play-tested pervasive game prototypes using agile software prototype development methods, forum prototypes, and guided paper prototyping methods. We give examples of five pervasive games where these kinds of prototyping methods are used. In concluding, we compare the results and discuss their benefits and disadvantages in the game development process, that is, when the methods should be used and what should be considered when using them.