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IDC 2008 - Papers July 11-13, 2008 - Chicago, IL, USA

Key issues for the successful design of an intelligent,


interactive playground
Janienke Sturm1, Tilde Bekker1, Bas Groenendaal2, Rik Wesselink2, Berry Eggen1
1 2
Department of Industrial Design Creative Conversion Factory
Technische Universiteit Eindhoven P.O.Box 775, 5600AT Eindhoven
P.O.Box 513, 5600MB Eindhoven The Netherlands
The Netherlands {Bas.Groenendaal, Rik.Wesselink}
{J.Sturm, M.M.Bekker, J.H.Eggen}@tue.nl @creativeconversionfactory.com

ABSTRACT Companies like Sony and Nintendo respond to the health


An Intelligent Playground is an environment with issue by developing game controllers that require physical
interactive objects that, using advanced technology such as movement (for example, the Nintendo Wii and the Sony
sensors and actuators, react to the interaction with the Playstation2 dance pad and eye-toy). However, this type of
children and actively encourage children to play. Thus, an products does not take the children away from their
intelligent playground stimulates children to move and play computer.
together. In this way, it provides for a healthy alternative One way to address both health and social issues is by
for popular pastimes such as computer games and enriching outdoor play in a way that appeals to children,
television. thus making the outdoor playground a more attractive
We propose a design research agenda for Intelligent alternative to computer and television. A playground
Playgrounds, identifying key issues regarding the design of provides children with opportunities for free play and
these playgrounds: social interaction, simplicity, challenge, enables them to play together and be physically active. In
goals and feedback. We illustrate these issues by referring this way, playgrounds contribute significantly to the
extensively to related work in this area. In addition, we physical development of children, but also improve their
present our design approach, initial findings and future social, emotional and cognitive skills. Together with
plans on the basis of two case studies of new intelligent industrial partners, we are exploring opportunities to
playground concepts. enhance childrens playground experience by incorporating
digital technology, such as sensors and actuators. To this
Author Keywords
end, we are developing various Intelligent Playground
Intelligent playground, play, interactive systems, digital
concepts: environments with one or more interactive objects
augmentation, design research
that use(s) advanced technology to react to the interaction
ACM Classification Keywords with the children and actively encourage children to play.
H.5.2 [User Interfaces]: Interaction styles, User-centered This type of object can, for instance, measure the behaviour
design. of the children and use this information to provide direct,
motivating feedback or to adapt the games to the level of
INTRODUCTION
the children. Intelligent playground objects enable children
With the growth of the Internet, the availability of
to play games individually, but especially in groups. In this
increasingly advanced computer games and an abundance
way interactive playground objects stimulate and motivate
of television channels, children spend a large amount of
the children to move and play together. The Intelligent
time behind the computer screen and in front of the
Playground is designed as part of a public space, such as
television, at the expense of physical and outdoor play.
playgrounds, parks and recreation areas. These
Several studies have identified this as a possible
environments are freely accessible by a child or a group of
explanation for the growing number of children with
children on their own initiative, which is essential in order
obesity [e.g. 18, 26]. Moreover, social interaction in the
to make for an alternative leisure activity.
physical everyday environment must nowadays make way
for communication in the virtual (i.e. digital) world. In our work on Intelligent Playgrounds we follow a design
Permission to make digital or hard copies of all or part of this work for personal or research approach. The aim of our research is to find out
classroom use is granted without fee provided that copies are not made or distributed how the playground experience can be enhanced by using
for profit or commercial advantage and that copies bear this notice and the full citation
on the first page. To copy otherwise, to republish, to post on servers or to redistribute advanced technologies. The findings will be translated into
to lists, requires prior specific permission and/or a fee. heuristics that guide the design of intelligent, interactive
IDC '08, June 11-13, 2008 Chicago, IL, USA
playground objects. The concept of an Intelligent
Copyright 2008 ACM 978-1-59593-994-4... $5.00 Playground has much in common with other types of

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IDC 2008 - Papers July 11-13, 2008 - Chicago, IL, USA

entertainment, such as computer games and pervasive


games. Pervasive (or location-aware or augmented reality)
games are a new type of game that brings the gaming
experience from the world of computers and the internet
towards the physical environment of the game player, by
wireless and location-based technologies [3, 14]. For
example, in the Ambient Wood project a pervasive
educational game was developed where children could
explore a technology-enhanced wood [20]. Another
example is Can You See Me Now, a chase game for adults,
which is played both online in a virtual city and on the
streets of an actual city [3]. While both pervasive games
and Intelligent Playgrounds use advanced technology, the
main difference is that Intelligent Playgrounds are often
restricted to a specific location, whereas pervasive games
can be played anywhere. Previous research has proposed
numerous sets of heuristics for computer games and
pervasive games as well as for traditional playgrounds [e.g.
6, 8, 15, 17]. Although these sets of heuristics cannot be
directly applied to Intelligent Playgrounds because of the
differences between the various fields, they serve as a
source of inspiration for our research. Figure 1 SmartUs. (Photograph reproduced by permission
So far, we have conducted a wide range of design research of Yalp)
projects on related topics such as the balance between
eating and exercise [25], intelligent playground objects [1], The Interactive Pathway [21] is another example of an
and innovative sports concepts for children [2]. Based on interactive playground installation. It is a responsive
our work so far, and existing work in related fields, we playground element consisting of two separate path
propose a design research agenda for Intelligent sections. Each path section is composed of two wooden
Playgrounds, identifying key factors influencing the design beams with five pressure-sensitive mats attached to the
of these playgrounds. We illustrate these factors by wood. When a child steps on a mat, a motor that is attached
referring extensively to related work in this area. In to the wood next to it will start spinning. Thus, when a child
addition, we present our design approach and future plans walks or runs through the pathway, it is accompanied by the
on the basis of two case studies of new intelligent motors spinning one-by-one. The interactive pathway does
playground concepts. not have any predetermined activities; instead the simple
RELATED WORK design enables open-ended play patterns. As a result,
This section provides a non-exhaustive overview of related children may use the pathway for all kinds of self-made
work concerning interactive playgrounds. The products and games. Water Games [16] is a large-scale interactive
projects listed were selected on the basis of their relevance installation for children. It combines interactivity with a
to our topic and the availability of detailed background game in a natural and non invasive manner. The installation
information. was conceived for the Universal Forum of Cultures
Barcelona 2004 and designed to transmit the three main
A first category of products that are relevant for an
ideas of the Forum of Cultures: respect towards cultural and
intelligent playground concerns interactive playground
ethnical diversity, conditions for peace and sustainability.
installations. For instance, in the SmartUs project [24] an
Water Games can be activated by people forming rings and
interactive installation was developed where children take
spinning around the installation. A water fountain at the
part in a live computer game and help determine the
centre of the ring and sequences of jets of water are
course of the game through the technology. A SmartUs
activated while, and only as long as, the ring remains
environment (see Figure 1) consists of a set of basic
completely closed and in motion.
elements: a central unit that controls all actions (iStation),
poles with built-in sensors (iPosts), an interactive grid A second category of objects that could inhabit an
(iGrid), and identification labels (iTags) that interact with intelligent playground is formed by playground props:
the iStation through sensors on the iPosts. In addition, the movable objects that children bring to the playground to
installation provides a software package that enables the enhance their play. For instance, a Morel [10] is a soft
users to create their own games. cylindrical object, approximately the size of a basketball or
a soccer ball. It can be kicked and thrown like a ball (see
Figure 2 on the next page).

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IDC 2008 - Papers July 11-13, 2008 - Chicago, IL, USA

Collisions with users increase the speed of the ball, while


successfully jumping onto the ball results in a victory
reward; winners are surrounded by a halo of light that
grows and fades away. Tangible tiles [13] are an example
of a building block concept for creating playware
technology (i.e. the use of intelligent technology to create
the kinds of leisure activity that are normally labelled play).
Tangible tiles are components for a new kind of playground
on which children can experience immediate feedback on
their motions. Various games were implemented on the
tiles. In one of the games, the colour race, children compete
against each other (more children can play in groups) by
first choosing one of six colours and then jumping quickly
on the tiles so that they turn into their colour. A specific
Figure 2 Morels. (Photograph reproduced by permission sound, associated with a specific colour, is played when a
of Kenji Iguchi) child jumps on the tile that lights up in the associated
colour.
Wireless communication enables the Morels to be 'aware' of Finally, a similar concept to the interactive floors, though
each other. When a Morel senses the existence of another on the vertical axis, is the interactive wall. DigiWall [12] is
Morel close by, it will emit a sound to notify the player. It a combination of a standard, artificial rock climbing wall
will also make a sound when another Morel has left the and a computer game. The interface has no computer
vicinity. While other Morels are nearby, a player can screen; instead the climbing grips on the wall act as a very
'charge them up' by squeezing his or her Morel. If the low resolution, mono-chrome display. It provides children
charging player lets go and squeezes the Morel once again, with feedback in the form of sounds and music, thereby
charged Morels will launch themselves. Like the Interactive making climbing more fun and encouraging physical
Pathway, the behaviour of Morels does not contain rules for activity. DigiWall comes with several games, which require
specific games, and players are encouraged to either play the player/climber to respond to sound cues by touching
known games with it or improvise their own. Another grips or positioning themselves on the wall. The games are
example of a playground prop is the Space Explorer [22, based on competition and speed, co-operation and
23], an animated digital playground roller that moves on the thoughtfulness or creative challenges. Sound provides most
ground and interacts with children. Children encounter the of the necessary information to play a game.
roller during outdoor play, where it is activated by their KEY ISSUES
presence. This will trigger the roller to respond to engage Inspired by work that has been done in the related areas of
the children in reciprocal play. The roller may behave computer games and traditional, non-interactive
expectedly as well as unexpectedly, for example: the ball playgrounds as well as by closely related work as presented
may initially roll down a hill as expected and then turn in the previous section, we identified five dimensions that
around and return towards the child. It must be noted that we consider to be of key importance for the design of an
the Space Explorer described in the paper was still in the intelligent playground. We are aware that there are many
prototype phase. important issues that playground designers have to take into
The third category of products for our intelligent account, such as safety, material properties and
playground is interactive floors. For example, Lightspace maintenance. However, we focus on issues that are related
Play [11] is an interactive floor surface consisting of tiles to the intelligence of the playground.
that can display any colour, pattern or image. The surface is As was already mentioned in the introduction, supporting
able to detect location, movement and density of players. social interaction is one of the main aims of the Intelligent
Reactions to player movements are displayed on the surface Playground. Children should be able to walk-up and use the
and accompanied by sound effects. The system can store playground equipment without the help of a parent or
and run a potentially limitless variety of games and teacher. Therefore, simplicity is an important factor as well.
interactive programs. The Ada Floor [5] is another example Challenge is well-known to be a crucial factor for a game to
of an interactive floor. It can sense the presence of persons be fun. In the context of designing an Intelligent Playground
and provide output in the form of different colours of light. it requires special attention, since it provides an opportunity
The Ada floor comes with several games. In the most for designing for a combination of physical, cognitive and
commonly used game, Football, users chase and try to social challenges. Goals and feedback are closely related to
jump on a virtual ball that is indicated by a brightly lit white the issue of challenge, as will be explained below [15].
tile. The virtual ball moves around, bouncing off the walls Since an intelligent playground combines the overall open-
and the users while producing appropriate sound effects. ended play opportunities of traditional playgrounds and the

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explicit goals of (computer) games, design research on Simplicity


goals should examine how to design for an optimal Another important design dimension for intelligent
combination of these two approaches. Finally, feedback playgrounds is simplicity. Not only because easy to use
plays an important role in providing motivation and fun. and hard to master is an important computer game design
For intelligent playgrounds design of feedback has to find a rule [17], but also because intelligent playgrounds are in a
balance in providing motivation, not being too intrusive for sense walk-up and use systems: children need to be able to
the environment and being suitable to open-ended and goal- start using them straight away. Simplicity does not
directed play. necessarily mean that the games that can be played with the
For each of these issues, we provide a general description objects will be too easy; it is possible to create simple
of the concept in relation to intelligent playgrounds, games that still have appropriate challenge. Moreover,
followed by an overview of how the issue has been simplicity in a game leaves room for children to make up
addressed in the projects mentioned in the previous section. their own rules.
We also provide an anecdote from one of our own projects Several of the interactive playground projects have paid
to illustrate some related design considerations. attention to the issue of simplicity. In the SmartUs project,
for example, the interface has been specifically designed in
Social interaction
such a way that can be quickly and easily learned by various
Since playgrounds are intended to be used by multiple
target groups, such as children, disabled, etc. Also in Water
users, social interaction is one of the key components of
Games the choice to have children form rings to activate the
playground design. When designing playgrounds the
fountain was explicitly made because they would know how
emphasis should not only be on physical development, but
to do this without explanation. This would lead to a natural
also on social interaction [9]. Designing for multiple users,
interaction and minimize the learning curve. Finally, the
instead of single users leads to specific design
evaluation of the Ada floor illustrates the power of
considerations, such as support for turn-taking and division
simplicity: it was found that the complex games that were
of roles. Moreover, Malone and Lepper mention that
designed for the floor were much less effective in engaging
interpersonal issues, such as collaboration and competition
the public than simple games that can be learned by
are important factors for motivation [15].
watching for a few seconds [5].
Many of the projects mentioned in the Related work
User tests that we carried out with an intelligent product to
section support social interaction in the sense that they
provide children with information about the balance
allow the children to collaborate in teams and/or play
between eating and exercising [25] showed that a very
against each other. For instance, in one of the games for the
simple bracelet with three leds could be used by children
Ada floor (Boogie) collaboration is an essential aspect.
with hardly any explanation. The three leds could be used
Boogie is a collective dance game or prototype automatic
for various games, such as playing tag, where the leds
disco. Groups of users should collaborate and dance to
represented the childrens roles in the game: tagger, savior
drive the rhythm and volume of the dance mix. Inactive
or runner.
participants who simply stand or walk about are ignored, so
a few active dancers can easily dominate the rhythm of the Challenge
entire space. The DigiWall and Tangible Tiles offer a range Challenge is a factor that is mentioned in almost any list of
of games that are mainly competitive in nature, although a design guidelines for (computer) games [e.g. 7, 15]; proper
couple of them do require users to collaborate in a team. challenge is neither too easy, nor too difficult, and creates a
The Water Games installation is unique in the sense that it sense of achievement and enjoyment. Challenges can be
explicitly supports only collaboration: children have to related to different skills; playgrounds can offer physical,
collaborate by forming rings and spin around an object in but also social and cognitive challenges. Often the
order to make the water fountains appear. challenge relates to the physical performance of the child,
Since both collaboration and competition are important such as speed or agility, but improving performance can
reasons why children enjoy playing sports [15, 27], it is also be related to (cognitive) tactics. Since playgrounds are
good to combine both approaches in a design. We designed often used by multiple users, the challenge can also be
various games for an intelligent product to practice soccer influenced by decisions about competition and
skills [2]; some games required both collaboration and collaboration opportunities. Finally, the way in which
competition to reach the intended goal. For example, for the challenge is implemented in the playground has to be
Last Team Standing game, a team competed with another adaptive to the situation and the players, since users can
team to ensure that they would be the last team having become more skillful and improve their performance. This
points in a count down, depending on whether you kept the guarantees that the game remains interesting and fun in the
ball out of your own play space. The results of a user test long run.
confirmed that children liked the combination of All products mentioned in the Related work section offer
collaboration and competition. the possibility to play on different levels of difficulty, either

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predefined by the developers, or made up by the players allows for open-ended play: the children are free to
themselves. One exception is the Water Games installation improvise their own games based on the interaction with the
which, in its current form, supports only one activity at only playing objects. The evaluation of the Interactive Pathway
one level of difficulty. Another exception is Tangible Tiles indicated that children develop many diverse play patterns
which does not have different levels of difficulty yet, while playing. At least four styles were observed: active
though the developers recognize the need for the tiles to be play, fantasy play, exploring how things work, and game-
able to automatically detect interaction patterns and adapt building. As stated in [20], this type of open-ended play
the play to challenge users at different levels. Besides benefits children significantly in many aspects of their
offering different levels of difficulty, several products development and is extremely important to successful
require specific skills which may be improved to become playgrounds.
better at the game. For example, for the Morels speed is the In our project on designing intelligent products for
most important challenge, whereas for the Digiwall both practicing soccer skills [2], we found that children enjoyed
climbing and creativity are important skills, as well as both games with explicit goals and those with emerging
strength, body coordination and control, endurance and goals. We provided them with a few games with explicit
flexibility. In the Lightspace product the different types of goals. Their initial hesitation to use the novel product
games involve different skills, such as dancing, speed and disappeared as its use became apparent in the example
endurance. games: they quickly became motivated to create alternative
In our project on designing intelligent products to practice games. This provided us with initial ideas about the
basketball skills [2], we discovered that when the product importance of combining functionality and feedback that
would provide diverse physical challenges, such as allow both open-ended and explicit goals.
practicing speed and agility, children would combine those.
Feedback
In this way, they would create alternative social and
Finally, feedback is another central topic related to play and
cognitive challenges by devising new rules for the provided
motivation. In general, interactive systems are systems that
games. They would vary the rules for collaboration and
allow the user to influence and react to the behaviour of the
competition.
system. Thus, an important aspect of interactivity is
Goals feedback. Feedback enables the user to check whether the
Goals have been shown to be very important for the design input he/she provided has been received, whether the
of (computer) games. Goals are closely related to challenge. system is still working, etc. However, in the design of
Providing goals contributes to the appeal of games, and to games and playgrounds feedback is especially important to
the intrinsic motivation of users [15]. However, an the appeal of the game. For example, the feedback provides
interesting design choice is whether to provide predefined information about whether progress has been made towards
goals or to allow more open-ended behaviour in which a goal, and thus to the interpretation of whether a challenge
players can create their own (emerging) goals [15, 23]. An is perceived to be acceptable. The information provided can
intelligent playground does not necessarily have a be constructive and encouraging and should be related to
predefined goal; it may leave room for exploration. It may the short and long term (emergent) goals. Feedback may be
let the child discover what the effect of a certain action is given in many different ways by using sound, light and or
and let him or her develop their own games with their own physical change of objects.
targets. By programming simple rules, interesting and All floors and the DigiWall provide local feedback about
complex behaviour may emerge. Another important the users actions using light and sound, e.g. a tile (or a grip
distinction is between short-term and long-term goals. The on the wall) lighting up in a specific colour when a child
proper combination of short-term and longer-term goals can steps on it, or a music fragment being played when a child
enable players to have both initial but also longer term fun. reaches a particular grip. Because the floors and the wall
Water Games is an installation with one clear goal, which is come with pre-defined games, they also use light and sound
the same for all types of users. The floors - Ada floor, to provide feedback related to the goal of the games, e.g.
Tangible tiles and Lightspace play - and the Digiwall are a when a child wins a game, he/she is surrounded by a halo of
bit more flexible, in the sense that they allow users to select light (Ada floor). For the Lightspace Play and the Tangible
from a set of games with predefined rules and a goal, which Tiles it is unclear what type of goal-related feedback is
usually have different complexity levels and may involve provided. The Water Games installation only provides
different numbers of players. The floors and the wall do not feedback when the goal of the game has been reached: the
support children devising their own games. Smartus is fountains are activated. The Smartus environment too
different in this respect, because although the product offers provides only feedback about long term goals (who won the
a pre-defined range of games, the playing objects may also game, what was his or her score) on the iStation. However,
inspire children to make up their own games. The Morels the system does not provide local feedback about the
and the Interactive Pathway are on the other end of the actions of the children. For example, the iPosts do not
spectrum: they dont provide any pre-defined games, but provide any feedback on whether an iTag has been

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successfully read. The other concepts do not have explicit own games, for example one group tries to get all poles to
goals and rules. Therefore these only provide feedback on light up in one colour, while the other group tries to get
actions, e.g. by sounds and physical changes (Morels) or them to light up in a different colour. The group that
spinning motors (Interactive Pathway). manages to light up all poles in the groups colour first,
In our project on designing intelligent products to practice wins. The Flash Poles concept facilitates social interaction
soccer skills [2] we experienced the motivating function of between children by allowing them to play in teams and
providing feedback for intermediate goals. For example, compete against each other. Depending on the games that
when children practiced passing a soccer ball, they really are created by the children, Flash Poles offers challenges
enjoyed receiving visual feedback for correct passes, and relating to physical skills such as running as well as
the added functionality that they would receive bonus- cognitive skills such as tactics.
points for scoring after five correct passes. A first user test indicated that the Flash Poles concept was
successful in stimulating children to play together and to
DESIGN CASES
compete against each other [4]. The children were eager to
In this section we illustrate how the key issues that were
play and came up with several possibilities for competitive
discussed in the previous section will be addressed in the
games. Also, they didnt have any problems finding out
design and evaluation of two new playground concepts that
about the functionality of the coloured rings. However,
we are developing.
children appeared to have problems in interpreting the
Case study 1: Flash Poles feedback that was provided by the system, for example, it
The Flash Poles [1, 4] are interactive poles which are wasnt clear that the flashing rate of the timer indicates how
distributed on a field and can be used by children to play much time is left. This points to a more general issue: the
various physical games. Each pole has three coloured rings fact that the output possibilities of the playing objects are
that can be pressed and rotated. Also, each pole has an limited; in the case of Flash Poles only light is used, in
integrated lamp that can light up in the colour of the button other concepts light is sometimes combined with sound. In
that is pressed or rotated. See Figure 3 for an artist our research we will further explore to what extent sensible
impression of the Flash Poles. and useful feedback can be provided given the limited
output possibilities of the playground objects. For example
by looking at the different ways to communicate using light
(e.g. increasing or dimming the light, blinking, changing its
colour) and investigating how these options are perceived
by children.
A related issue concerns the flexibility of the interface. In
order for the feedback to be clear and meaningful, it should
be specific to a particular situation. However, this could
well be in contradiction with the aim of building a flexible,
open-ended system. After all, the more specific the
behaviour of the objects to particular situations, the fewer
games it can be used for. Thus, we will address the issue of
how playground objects can provide meaningful and
motivating feedback related to (progress towards) the end
goal of the game without reducing its flexibility and
Figure 3 Flash Poles possibilities. For example, feedback issues will be
examined by comparing the effectiveness, understandability
The design principle of this concept is to provide children and learnability of cumulative feedback (e.g. a light
with as much freedom as possible to create their own growing stronger) with feedback that changes in each
games, in order to stimulate their creativity and motivation. situation (a red light in the beginning of the game and a
For that reason, game play with the Flash Poles was kept flashing light when the end goal has almost been achieved).
very open-ended, i.e. no pre-defined games were Case study 2: Ledball
implemented. Moreover, the game controls were kept very The Ledball is a mobile object that can light up in various
simple (pressing one of the three rings lights up the lamp, colours when it is shaken or rotated. It contains several leds,
while rotating a ring lights the lamp and switches on a timer a tilt sensor and microcontroller. Different behaviours can
depending on how much the ring was rotated) and only a be programmed on the Ledball, for instance: it changes
few rules were implemented to control the behaviour of the colour each time it is shaken or it takes a colour depending
poles, e.g. when three lights in a row have the same colour, on the angle it is held. The Ledball can be used in various
they will flash three times and then return to their original games involving, for example, running and throwing (see
colour. This leaves the children ample room to create their Figure 4 on the next page).

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IDC 2008 - Papers July 11-13, 2008 - Chicago, IL, USA

design research agenda by showing how several of these


key issues will be addressed in future research. For example
by investigating whether children prefer open-ended play or
games with pre-defined goals and how to design motivating
feedback. Ultimately, the results of our research will be
translated into heuristics that guide the design of intelligent,
interactive playground objects.
ACKNOWLEDGMENTS
The authors would like to thank Kim Bhre, Joran
Damsteegt, Erik van Erp, Jabe Piter Faber and Frank de
Jong, students of Industrial Design at the Technische
Universiteit Eindhoven, and their coach Peter Peters for
developing and evaluating the Flash Poles.
Figure 4 Ledball REFERENCES
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