False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Special Issue on Ubiquitous Games
Personal and Ubiquitous Computing
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Designing an augmented reality board game with children: the battleboard 3D experience
Proceedings of the 2004 conference on Interaction design and children: building a community
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Hi-index | 0.00 |
In this paper we present a model that describes how design disciplines interact with each other in mulltidisciplinary game design. We base this model on experience from the design of a computer-augmented card game. myTHeme. Our purpose is to show how hardware, software and game rules interact with and affect each other during the design process of games that are computer augmented. The model revolves around a flexible core of design requirements, suitable for multidisciplinary design projects. This model is an adaptation of the classic iterative design model, helping to explain clashes between design areas and aid focus shifting from one design discipline to another.