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International Journal of Human-Computer Studies
Volume 64, Issue 1, January 2006, Pages 1-14
 
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doi:10.1016/j.ijhcs.2005.05.004    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2005 Elsevier Ltd All rights reserved.

A framework for designing sensor-based interactions to promote exploration and reflection in play

Yvonne Rogersa, Corresponding Author Contact Information, E-mail The Corresponding Author and Henk Mullerb

aSussex University, UK bUniversity of Bristol, UK

Received 8 March 2004; 
revised 21 March 2005; 
accepted 17 May 2005. 
Communicated by E. Motta. 
Available online 15 August 2005.

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Abstract

Sensor-based interactions are increasingly being used in the design of user experiences, ranging from the activation of controls to the delivery of ‘context-aware’ information in the home. The benefits of doing so include the ability to deliver relevant information to people at appropriate times and to enable ‘hands-free’ control. A downside, however, is that sensor control often displaces user control, resulting in the user not knowing how to or being able to control aspects of a system. While this can be frustrating in many situations, it provides new opportunities for enhancing or augmenting various kinds of activities, where uncertainty can be exploited to good effect. We describe how we designed an adventure game for young children that incorporated a number of sensor-based interactions. We also present a preliminary conceptual framework intended to help designers and researchers develop novel user experiences using sensor-based interactions. A set of concepts are provided that characterize salient aspects of the user experience involved in sensing together with a discussion of the core properties of sensor technologies.

Article Outline

1. Introduction
2. A note on frameworks
3. Core dimensions of sensors
3.1. Discrete–continuous
3.2. Level of precision
3.3. Explicit–implicit
4. The sensor-based experience framework
4.1. Transforms
5. Designing sensor-based interactions as part of a novel exploratory environment: the Hunting of the Snark game
6. Sensor-based user studies: informing the design of the hunting of the Snark game
6.1. Location sensing to detect hidden objects in a room: designing the snooping activity
6.2. Sensing the placement of objects: designing the feeding activity
6.3. Wearables to sense real-time gestures: designing the flying activity
6.4. Using pressure sensitive pads to sense body movements: designing the cave explorations
7. The game
8. Framework revisited and conclusions
Acknowledgements
References









 
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