This article describes how to design for ambient playful interactions in public spaces, using interactive technology. Ten explorative design cases are presented, all interactive installations with the goal to elicit playful active behavior from teenagers. Following this, we derive three design values, based on literature, user research and the insights from the design cases. These design values describe our best practices for eliciting intrinsically motivating playful interactions: eliciting and seducing passers-by to become players, designing for emergent play to create personalized and changing play, and resonating with users' values, emotions and activities. In addition, insights gained from the cases and evaluations are discussed, and recommendations for implementing playful interactions in public spaces are given.
|Tijdschrift||Journal of Ambient Intelligence and Smart Environments|
|Nummer van het tijdschrift||4|
|Status||Gepubliceerd - 2014|
Tieben, R., Sturm, J. A., Bekker, M. M., & Schouten, B. A. M. (2014). Playful persuasion : designing for ambient playful interactions in public spaces. Journal of Ambient Intelligence and Smart Environments, 6(4), 341-357. https://doi.org/10.3233/AIS-140265