Communications of the ACM
Cooperative inquiry: developing new technologies for children with children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Forming interactivity: a tool for rapid prototyping of physical interactive products
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Values at play: design tradeoffs in socially-oriented game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mission from Mars: a method for exploring user requirements for children in a narrative space
Proceedings of the 2005 conference on Interaction design and children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using prototypes in early pervasive game development
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Using prototypes in early pervasive game development
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
COVER STORY: Designing games: why and how
interactions - Designing games: why and how
HeartBeat: an outdoor pervasive game for children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games
Proceedings of the 8th International Conference on Interaction Design and Children
On developing a platform for mobile outdoor gaming for children
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Prototyping in game design: externalization and internalization of game ideas
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Five key challenges in end-user development for tangible and embodied interaction
Proceedings of the 15th ACM on International conference on multimodal interaction
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This paper reflects on the design process of games that are played by multiple players, involving high pace activity and embodied interaction. More specifically it argues that user testing with low fidelity prototypes, which is recommended in mainstream literature on methodology in the fields of human computer interaction and game design, is not appropriate when designing these kind of games. Designers should instead, as early as possible in the design process, experiment with technology and expose working prototypes to play test with children. A case study, in which we designed several games and tested in three iterations, is also presented. The games were designed for and tested with RaPIDO, a specially designed platform for prototyping mobile and interactive technology. Finally, we argue that our hypothesis regarding technology-rich prototyping is confirmed, since the feedback from the children concerned the realized interaction, and aspects of play and social interaction were experienced in real context, instead of an imagined way as a mock-up would have allowed.