Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Bricks: laying the foundations for graspable user interfaces
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Information ecologies: using technology with heart
Information ecologies: using technology with heart
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Effective levels of adaptation to different types of users in interactive museum systems
Journal of the American Society for Information Science - Special topic issue: When museum informatics meets the World Wide Web
Gestural and audio metaphors as a means of control for mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sotto voce: exploring the interplay of conversation and mobile audio spaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Modelling and Adapting to Context
Personal and Ubiquitous Computing
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Multimodal 'eyes-free' interaction techniques for wearable devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HIPS: Hyper-Interaction within Physical Space
ICMCS '99 Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2
Production of pace as collaborative activity
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
Ontology-Based User Modeling in an Augmented Audio Reality System for Museums
User Modeling and User-Adapted Interaction
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Designing and testing a tangible interface prototype
Proceedings of the 6th international conference on Interaction design and children
Designing tangible artefacts for playful interactions and dialogues
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Evolving tuis with smart objects for multi-context interaction
CHI '08 Extended Abstracts on Human Factors in Computing Systems
LISTEN: a user-adaptive audio-augmented museum guide
User Modeling and User-Adapted Interaction
Of pages and paddles: Children's expectations and mistaken interactions with physical-digital tools
Interacting with Computers
Evaluation of tangible user interfaces (TUIs) for and with children: methods and challenges
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Examining proactiveness and choice in a location-aware mobile museum guide
Interacting with Computers
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
The nature of child computer interaction
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
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In this paper we discuss an adaptive museum guide prototype in which playfulness is a key design goal for the interaction experience. The interface for our prototype is a combined tangible user interface and audio display. We discuss how we determined the specific requirements for play through an ethnographic study and analysis based on ecological concepts of Bell and Nardi & O'Day. We found that we could consider play in two main forms in regard to the interface: content and physical play. We also found that play is highly contextual. Designers need to consider the situated nature of play for two reasons: 1) to best serve the overall design purpose; 2) in order to understand the nature and degree of play required. We augmented traditional user experience evaluation methods of questionnaires and interviews with observational analysis based on Djajadiningrat's descriptions of aesthetic interaction.