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Board game brainstorm: pleasurable design solutions originate from pleasurable design process

Published: 22 June 2011 Publication History

Abstract

Developing strategies to create products that can offer recognizable benefits for consumers has always been the core of the consumer electronics industry -- if not the core of most businesses in modern economies. When markets are saturated with similar technically undifferentiated products, competitive advantage comes from the ability to design pleasurable experiences around products and services.
If the Design Research community is aiming at designing more pleasurable products and interfaces, isn't it true that the process of designing such solutions should be more enjoyable too?
With that question in mind our Design Research teams started exploring alternative ways of engaging participants into more pleasurable design methodologies. During these activities we engaged internal Product and Interaction Designers, as well as external participants that who have no affiliation with the Personal Computer industry.
What we found out is that one particular tool engaged equally internal and external participants, and made the process more enjoyable. We also realized that the results obtained from these sessions were more focused on participants' ability to imagine and propose pleasurable design solutions.

References

[1]
Jordan, Patrick W. 2000. Designing Pleasurable Products. CRC Press, Florida.
[2]
Norman, Donald A. 2004. Emotional design: why we love (or hate) everyday things. Basic Books, New York.
[3]
Csikszentmihalyi, M. 1975. Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Jossey-Bass, New Jersey.
[4]
Csikszentmihalyi, M. and Csikszentmihalyi, I. 1990. Flow: The Psychology of Optimal Experience. Harper and Row, New York.
[5]
Jones, M. G. 1998. Creating electronic learning environments: Games, flow, and the user interface. In Proceedings of Selected Research and Development Presentations at the National Convention of the Association for Educational Communications and Technology (AECT) (St. Louis, Montana, February 18-22, 1998), 12 pages
[6]
Cowley, B., Charles, D., Black, M., and Hickey, R. 2008. Toward an understanding of flow in video games. ACM Comput. Entertain. 6, 2, Article 20 (July 2008), 27 Pages. DOI = http://doi.acm.org/10.1145/1371216.1371223
[7]
Gray, D., Brown, S., Macanufo, J. 2010. Game storming. A playbook for innovators, rulebreakers and changemakers. O'Reilly Media Inc., Sebastopol.
[8]
Schell, Jesse. 2008. The Art of Game Design: a book of lenses. Elsevier, Burlington.
[9]
Alenquer, D., Borisch, J., Stone, R. B. Type, motion and emotion: a visual amplification of meaning. 2002. Proceedings of 3rd International Conference on Design and Emotion. Leicestershire, United Kingdom

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Published In

cover image ACM Other conferences
DPPI '11: Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
June 2011
492 pages
ISBN:9781450312806
DOI:10.1145/2347504
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 June 2011

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Author Tags

  1. brainstorming
  2. collaborative design tools
  3. design methodology
  4. engagement
  5. flow
  6. game
  7. immersive
  8. pleasurable
  9. scenario-based

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DPPI '11

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Overall Acceptance Rate 27 of 53 submissions, 51%

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