![](https://images-na.ssl-images-amazon.com/images/I/51BIZO4bBCL._SX330_BO1,204,203,200_.jpg)
By Anton Nijholt
The ebook is ready consumer interfaces to functions which were designed for social and actual interplay. The interfaces are ‘playful’, that's, clients believe challenged to have interaction in social and actual interplay simply because that may be enjoyable. the themes that might be found in this ebook are interactive playgrounds, city video games utilizing mobiles, sensor-equipped environments for enjoying, child-computer interplay, tangible online game interfaces, interactive tabletop expertise and functions, full-body interplay, exertion video games, persuasion, engagement, review and person adventure. Readers of the publication won't purely get a survey of cutting-edge learn in those components, however the chapters during this ebook also will offer a imaginative and prescient of the long run the place playful interfaces might be ubiquitous, that's, current and built-in in domestic, workplace, leisure, activities and concrete environments, emphasizing that during the long run in those environments online game parts should be built-in and welcomed.
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Extra resources for Playful User Interfaces: Interfaces that Invite Social and Physical Interaction
Example text
If people choose to use the bus instead of the car, the system informs users, through their mobile phones, about the consequences of their choices. Educational games like SmartBins try to educate users to correctly recycle waste at a predefined place and with all the objects to be recycled at hand. When we designed Gaea, we believed that the idea of physically walking around a spatial (green) area, along with other users, while picking up several virtual objects (litter) could immerse participants in an educational and enjoyable activity.
All players stated that they liked the game and that they enjoyed playing it. More than 100 people used words like ‘‘fantastic,’’ ‘‘great,’’ ‘‘very good,’’ or another synonym. As a means of collecting qualitative data about the game and its impact, a 20-item online questionnaire was created. 25 people answered it (18 female, 7 male) with ages ranging from 18 to 60. Among the things that respondents mentioned were that they liked: the responsiveness of the game; the (easy) way it was controlled; its high quality; its originality; the fun they got out of it; the fact that their whole family could play it; the music.
The enthusiasm of the users was apparent during their interaction with TimeViewer when using body tracking, as only one user stated his preference to interact with the system using more traditional modes. Users were captivated by the remote handling of the system achieved without the use of any wearable component. 40 D. Grammenos et al. Hand-related interaction was regarded as very natural, as indicated by the comments during the evaluation and the completed questionnaires. All users found the gestures representative of their functions and the only concern of a small percentage of them (4/16) was that they might result in fatigue after prolonged interaction.