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