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|Title:||Designing physical and social intergenerational family entertainment|
Mixed reality entertainment
|Source:||Khoo, E.T., Merritt, T., Cheok, A.D. (2009-01). Designing physical and social intergenerational family entertainment. Interacting with Computers 21 (1-2) : 76-87. ScholarBank@NUS Repository. https://doi.org/10.1016/j.intcom.2008.10.009|
|Abstract:||Present computer games and digital entertainment do not usually facilitate intergenerational family interactions. According to recent survey results in Japan, there is a high percentage of older people who own and play electronic or computer games, but rarely do they play the games with their family members. It is a positive sign that more older people are participating in the digital games arena, but it would be even more beneficial if they could interact actively with the young family members through gaming activities. This could possibly strengthen family bonding and bridge the gap between older people and youth culture. This paper presents steps for designing an intergenerational family entertainment system which focuses on physical and social interactions using a mixed reality floor system. The main design goals include: facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Detailed implementation of these steps is presented in the design of our intergenerational entertainment system, Age Invaders. Four main prototype iterations for the system is presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aids in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience, which is heavily based in physicality. The use of one portion of the user base which is most proficient with technology before involving the novice users was found to empower novice users to begin to use digital technology. © 2008 Elsevier B.V. All rights reserved.|
|Source Title:||Interacting with Computers|
|Appears in Collections:||Staff Publications|
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