Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Affordance, conventions, and design
interactions
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
Understanding contexts by being there: case studies in bodystorming
Personal and Ubiquitous Computing
From snark to park: lessons learnt moving pervasive experiences from indoors to outdoors
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Facilitating collaboration through design games
PDC 04 Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices - Volume 1
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Make it through with another point of view": landmarks to wayfind in gameworld
Proceedings of the second Australasian conference on Interactive entertainment
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Constructivism, virtual reality and tools to support design
Proceedings of the 7th ACM conference on Designing interactive systems
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
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We reflect upon a novel set of pedagogical methods to innovate a mixed-reality Location-Based-Game (LBG). Undergraduate students in two 2nd and 3rd year IT subjects designed, specified and coded a Battleship LBG. This required them to consider physical and cognitive play experiences in figural and physical design spaces and address emergent properties of ubiquitous contexts. Our methods reconciled physical methods and enacted knowledge with traditional systematized design and development processes. We iteratively, integrated tangible and conceptual activities (e.g. bodystorming, prototyping of different fidelities, game concept abstraction, agile UP). We suggest these, differentially, supported students use of indexical resources and the assimilation of their embodied knowledge into design.