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Designing the Vertigo Experience: Vertigo as a Design Resource for Digital Bodily Play

Published: 14 February 2016 Publication History

Abstract

Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it to be under-explored in the area of digital bodily play. To investigate how vertigo could be considered as a design resource in this context, we conducted a review of relevant literature and held a design workshop with nine students to explore the potential of vertigo as a design resource for digital bodily play. From our exploration we identify five key design themes that designers might consider when designing a Vertigo Experience. Through this work we hope to encourage designers of bodily play experiences to consider vertigo as a design resource in their games.

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Cited By

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  • (2022)Workshops in TEI: Development, Evaluation, Exploration, and ImplementationProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3505562(1-9)Online publication date: 13-Feb-2022
  • (2021)Limited Control Over the Body as Intriguing Play Design ResourceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445744(1-16)Online publication date: 6-May-2021
  • (2021)Restraints as a Mechanic for Bodily PlayProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445622(1-14)Online publication date: 6-May-2021
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    cover image ACM Other conferences
    TEI '16: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
    February 2016
    820 pages
    ISBN:9781450335829
    DOI:10.1145/2839462
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 14 February 2016

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    Author Tags

    1. Vertigo
    2. body
    3. game design
    4. play

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    TEI '16 Paper Acceptance Rate 45 of 178 submissions, 25%;
    Overall Acceptance Rate 393 of 1,367 submissions, 29%

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    Cited By

    View all
    • (2022)Workshops in TEI: Development, Evaluation, Exploration, and ImplementationProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3505562(1-9)Online publication date: 13-Feb-2022
    • (2021)Limited Control Over the Body as Intriguing Play Design ResourceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445744(1-16)Online publication date: 6-May-2021
    • (2021)Restraints as a Mechanic for Bodily PlayProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445622(1-14)Online publication date: 6-May-2021
    • (2020)Playful User-Generated TreatmentProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414222(32-45)Online publication date: 2-Nov-2020
    • (2020)Designing Digital Vertigo ExperiencesACM Transactions on Computer-Human Interaction10.1145/338716727:3(1-30)Online publication date: 31-May-2020
    • (2018)AR FighterProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242689(45-57)Online publication date: 23-Oct-2018
    • (2018)Experiencing the Body as PlayProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3173784(1-13)Online publication date: 21-Apr-2018
    • (2017)The Challenges of Visual-Kinaesthetic ExperienceProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064763(1265-1276)Online publication date: 10-Jun-2017
    • (2017)A Survey of the Trajectories Conceptual FrameworkProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3026022(2091-2105)Online publication date: 2-May-2017
    • (2017)Five Lenses for Designing Exertion ExperiencesProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025746(2473-2487)Online publication date: 2-May-2017
    • Show More Cited By

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