Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
"LINC-ing" the family: the participatory design of an inkable family calendar
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A new playground experience: going digital?
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Massive flux design for an interactive water installation: water games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A tactile luminous floor for an interactive autonomous space
Robotics and Autonomous Systems
Augmenting amusement rides with telemetry
Proceedings of the international conference on Advances in computer entertainment technology
Temporal trajectories in shared interactive narratives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Key issues for the successful design of an intelligent, interactive playground
IDC '08 Proceedings of the 7th international conference on Interaction design and children
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Out of the box: exploring the richness of children's use of an interactive table
Proceedings of the 8th International Conference on Interaction Design and Children
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Playful interaction in an important topic in HCI research, and there is an ongoing debate about the fundamental principles that underpin playful systems. This paper makes a contribution to this debate by outlining a set of sensitizing concepts which have emerged from an analysis of interaction in the playground; these help explain its appeal to children, and have been selected for their potential to inspire the design of future playful systems. These concepts have emerged from the analysis of material collected during a structured workshop which was organized by the authors, and which was attended by a group of experts. They have also been applied to the design of Breathless, a playful interactive system which has recently been deployed by the authors, and which represents an unusual evolution of the playground swing. The paper concludes with a number of reflections inspired by Breathless. These have been structured through the use of the concepts as an analytical tool.