Meta-Designing Interactive Outdoor Games for Children: A Case Study. Susanne Lagerström1,2, Iris Soute2, Yves Florack2, Panos Markopoulos2 1 2 Department of Communications and Networking, Aalto University, School of Electrical Engineering, Otakaari 5A, 02150 Espoo, Finland Department of Industrial Design Eindhoven University of Technology Den Dolech 2, 5612AZ Eindhoven, The Netherlands [email protected], [email protected], [email protected], [email protected] systems. Typically, these systems have a learning goal: to teach children how to program. Furthermore, these systems are generally designed for indoor use, and are usually not suitable for outdoor play - which is our particular research interest. ABSTRACT The growth of tangible and embodied interfaces has lead them to expand from research labs to everyday life. This has raised the question of end-user development and the user requirements for an environment supporting development. This paper researches the user requirements for a toolkit to create interactive outdoor games for children, by adults with no programming skills. We present a case study in which adults designed such games and tested them with children. For the design and testing of the games, RaPIDO, a platform specially designed for prototyping interactive technology, was used. Based on this experience we identify requirements for a toolkit to support the creation of interactive outdoor games. The continuing miniaturization of technology has enabled designers and engineers to create interactive technology that can easily be taken outdoors and create novel user experiences. In particular, pervasive (outdoor) gaming is receiving growing interest in research [2,6,10,13]. Still, the trend for supporting adaptation and personalization is less common for tangible and/or mobile interactive technology [14]. We argue that, especially where outdoor gaming is concerned, there is a need for supporting non-technical schooled people to create and/or adapt games. Caretakers of children, such as scout leaders and teachers are natural designers of games for children. Scout leaders currently already design and create non-digital games for the children to play. For instance, they create different versions of Capture the Flag, such as a soccer version, in which famous soccer players replace all original military roles. Scout leaders have a unique understanding in what kind of games children prefer to play. Also, the ability to constantly adapt and change games, allows for games to 'grow' with the children, matching their interests as these evolve over time. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces – evaluation/methodology, user-centered design, prototyping. General Terms Design, Human Factors Keywords Interactive technology brings novel and enjoyable play experiences to outdoor games [13]. Currently, however, the development process of such games requires a considerable amount of time and software skills; time and skills that, e.g., scout leaders typically do not possess. This research examines how interactive applications could support adults, with little or no programming skills, to create interactive outdoor games for children. End-user development; meta-design; children; interactive outdoor games 1. INTRODUCTION Adaptation and personalization of interactive devices is a growing trend in the field of Human Computer Interaction [5]. It has consequently been proposed that end-users themselves should be enabled to create and adapt systems to their personal needs and likes [8]. A well known example of a system that lets children create their own content, is Scratch [9]. Similarly, offerings such as LEGO Mindstorms [3] allow children to create interactive In this paper we first discuss related work in end-user development of interactive systems. We propose arguments for why current practices in end-user development may not be suitable in the design of games in the class of interest. Next, we present a case study where two interactive, outdoor games for children are iteratively designed and evaluated by adults using RaPIDO [12], a platform that enables the easy prototyping of interactive outdoor games. Finally, we discuss our main findings on user requirements for a toolkit for creating interactive outdoor games, and conclude with a reflection on how this work might also be valuable for other research areas. 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 the author(s) 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]. IDC'14, June 17–20, 2014, Aarhus, Denmark. Copyright 2014 ACM 978-1-4503-2272-0/14/06…$15.00. http://dx.doi.org/10.1145/2593968.2610483 325 2. END-USER CUSTOMIZATION OF TANGIBLE INTERACTIVE TECHNOLOGY 3.1 Participants The participants in this study were five scout leaders, aged 20-24 of a scouting organization in the Netherlands. During the process of designing the games, children (7-10 years old) have participated as testers. We obtained consent from the parents of the children for their children participating in the sessions, and also for gathering video and photo material. As interactive systems continue to evolve, they become easier to use for end-users who are typically not schooled in computer programming. Research in end-user development (EUD) [8] focuses on how to best support these users to adapt computer tools to integrate in their everyday life, the main focus being on users that are information workers [7], i.e. users that use computers and software in their professional context, but are not trained software engineers. A typical example of such a user is a financial expert, who uses spreadsheet software on a daily basis. Though such a user is not trained in programming, he/she might write scripts to ease his/her routine tasks. Research in end-user development (at earlier times under the label of end-user programming) has often considered the need of the domain expert who is a non programmer, e.g., see [4] The scout leaders had previous experience designing non-digital games for children, such as tailor-made versions of Capture-theFlag. However, they had no experience with programming. 3.2 Procedure In total, four sessions were organized with the scout leaders, in which they iteratively designed two games. In the first two sessions the scout leaders (re-) designed the games, in the third and the fourth session these games were tested by the children. As the scout leaders had no programming experience, they designed the game rules, which we subsequently programmed for the RaPIDO platform. We chose for this approach as we were less interested in the actual programmed result, but more in the process surrounding the creation of games – and how an eventual tool would best support that. Less emphasis has been put on researching the challenges and opportunities that end-user adaption of tangible interactive systems brings for non-information workers, such as physiotherapists, and teachers. A notable exception is offered by Tetteroo et al. [14], who identify five key challenges that endusers face when adopting tangible interfaces in their daily routine. Challenges include: integrating the virtual with the physical; supporting end-users in designing interactivity; and EUD in a social-technical context. Tetteroo et al. also argue that due to the needed engineering skills and the effort it takes to design interactive applications, end-users do not have the time, nor do they have a fundamental interest in mastering the skills needed to do so. Therefore they argue that there is a need for toolkits that make it even easier to engage in end-user development. 3.3 Design sessions Four scout leaders, 2 women and 2 men, participated in the first game designing session. From these scout leaders 3 out of 4 participated in a previous study and were therefore familiar with the devices and the games. In the second design session two scout leaders, 1 woman and 1 man, participated. In the first session (Figure 1) we interviewed the scout leaders about their normal way of creating games for the children. Furthermore, the scout leaders were (re) acquainted with RaPIDO by playing an existing game. Then, the design process started, in which we kept our own interference to a minimum. First, we asked the scout leaders to individually write down as many games as they could come up with. Next, ideas were discussed and merged in to two game designs, which we implemented on RaPIDO after the session. In the second design session the scout leaders played these games and brainstormed on improvements. In the last 10 years, several toolkits have been developed targeting the simplified world of engineering, e.g. the Arduino platform [1] makes it relatively easy for novices to create interactive systems. Modular hardware is offered with a programming environment and software libraries, and a range of extensible hardware is available to further adapt the system. Furthermore, it is supported with an active online community promoting tutorials and examples of how to build interactive applications. For non programmers and especially for people engaging in discretionary end-user programming (i.e. not as part of work), the disadvantage of most of the mentioned platforms, is the need to learn coding and basic engineering. We examine related challenges in a case study that follows end-users in their design process of an interactive game for children. 3. CASE STUDY SETUP This case study examines how non discretionary end-user developers engage with designing games, and in doing so it aims to establish the user requirements for a toolkit for end-user development of interactive outdoor games. This tool would be targeted at adults, with no programming experience, to design games for children using the RaPIDO platform. The RaPIDO platform [12] consists of a set of devices that support various interaction styles that are useful in outdoor interactive games, such as tactile and auditory feedback, sensors for detecting motion and distance. Currently, the RaPIDO platform offers a software API to program games, but it requires advanced software skills to use it. Figure 1. First designing session with scout leaders We noted that when designing the games the scout leaders were thinking about the added value of technology. They tried to focus on games that needed the technology and ruled out some game ideas that would not have a need for technology. They were also reasoning about how the children would experience the game. 326 We observed that the scout leaders know how to come up with conceptually good game ideas. Often they did not consider the interaction between the device and the player. For example, they did not always think about how the user would get feedback in different situations, e.g. advancing from one level to the next. However they did think about some details in the game e.g. using vibration to show a player that a tag has been read, when not wanting to show it to other players. Unsurprisingly, they had difficulty envisioning the use of some of the technology. This relates to the fact that, though the scout leaders were aware of what the devices could do, they were not aware of how it was technically implemented, and how best to use the technology to support the game design. For example, they were aware that the devices could show RGB colors using four RGB LEDs. However, due to technical limitations, only one color can be selected at a time. In their game design, the scout leaders envisioned each led showing a different color. Once they realized this was not possible, they could not think of alternatives, and eventually it had to be us suggesting to them to switch the LEDs consecutively on and off, so that each could show its designated color, which left the game design relatively intact. We observed that it was easy for the scout leaders to handle the devices in terms of initiating games. However, explaining the games to the children proved more difficult than normally. Aside from explaining the game rules, now they had to explain the interaction with devices and the game flow as well, which they were not yet familiar enough with. 4. DISCUSSION The main goal of this study was to study the process of designing games in order to establish the user requirements for a toolkit targeted at adults, with no programming experience, to design outdoor games for children. 4.1 Findings for User Requirements In the sessions with the scout leaders, the main focus was to look at how the target-user can create games from the ground up, conceptualizing the game interactions, possible storyline and, in this case, what technologies would be used. Concerning the user requirements for a toolkit to create interactive outdoor games, the design, reflection and testing sessions provided some insights for a potential list of requirements. 3.4 Game test sessions First of all, there was definitely a need for helping them understand what is possible with technology. For example, during the designing sessions, the scout leaders found it challenging to include the technology in their designs, not knowing the opportunities they had, nor having any practical examples to compare to. They could implement technological aspects they had seen put into practice before, but coming up with new ideas, seemed challenging for them. Peer support, online resources are ways to provide this awareness, or perhaps an explicit account of different possibilities. In the next two sessions the games designed by the scout leaders (and implemented by us) were tested by children (Figure 2). In the first test session, 5 scout leaders, 3 men and 2 women, attended to the meeting. 9 children (8 boys, 1 girl, 7-10 years) also attended the scout meeting. In the second session 3 scout leaders, 1 man 2 women, attended to the meeting. 6 children, all boys, attended to this meeting, one of them had not attended in the previous session nor the evaluation made earlier [13]. In the game testing sessions the scout leaders would play the games with the children. We would only act as observers and in case of problems help them with the devices. We gave them instructions on how to handle the devices and a recap of how the games work before the children arrived. Second, scout leaders have no background in interaction design, so it is not surprising that they had trouble designing detailed interactivity aspects, such as user feedback. For example, in the first game design session, the scout leaders incorporated scanning an RFID tag in one game. From a users’ perspective it is easier if a successful scanning action is confirmed by, say, an auditory cue. However, such cues were not taken into account in the design. Upon testing in the second session, the scout leaders clearly missed such feedback and wanted it to be implemented. After playing with the children, the scout leaders had some ideas on how to change the games, both regarding the interaction with the game and new game rules. For instance when they found that the children were learning the correct order of tags that needed to be found in one of the games, they wanted to randomize the order of tags. They also asked for color collecting assignments, which previously had been shown on paper cards, to be shown on the devices themselves. Tetteroo et al. [14] also state that, in general, end-users are not used to designing interactivity and there for they need support in this. At the moment there is a lack of design guidelines for endusers who want to create their own solutions. Therefore, Tetteroo argues that meta-designers should not only provide a toolkit for end-users, but they should also be provided guidance in how to meaningfully design interactivity, or even add detailed interactivity aspects automatically (e.g., automatically inserting an audio cue for every scanned tag) Third, during the testing sessions, it seemed to be difficult for the scout leaders to explain the games and the interactions to the children. By adding a possibility within a toolkit to demonstrate aspects of a game, it would probably help the scout leaders explain the game. One of the scout leaders also remarked that usually with games without technology, they show the children how it is done beforehand. Taking this into consideration throughout the design process of a game, we hypothesise that this will provide the scout leader with the capability to better communicate and translate the game to the children. In principle, Figure 2. Designing and testing session with scout leaders and children 327 this aspect can also be used during the design phase, to test and evaluate the design with. 6. ACKNOWLEDGEMENTS We would like to thank the children and scout leaders of Scouting Steensel, the Netherlands for excellent cooperation. Finally, there was a need for being able to set up a game with e.g. number of players, teams, time-limit, etc. or the need to change parameters between games. Also, during play it could be handy for the scout leaders to monitor the game, i.e. see some game parameters in real-time (e.g. scores, time left to play etc.) During one of the testing sessions there was definitely a need to adjust settings for one game, as it was becoming boring for the children. 7. REFERENCES [1] Arduino. Arduino website. 2014. www.arduino.cc. [2] Benford, S., Crabtree, A., Flintham, M., et al. Can you see me now? ACM Trans. Comput.-Hum. Interact. 13, 1 (2006), 100–133. [3] Blikstein, P. Gears of Our Childhood: Constructionist Toolkits, Robotics, and Physical Computing, Past and Future. Proceedings of the 12th International Conference on Interaction Design and Children, ACM (2013), 173–182. 4.2 Reflections on the Method Used In general we think that the method used in this study worked well with our target group, the scout leaders. The scout leaders designed two games that both they and the children liked to play. As the scout leaders did not have experience programming the RaPIDO devices, we have done this for them. We did implement some details of games that were not specifically designed by the scout leaders – in particular details that, when not implemented, would make a game totally unplayable. However, we kept this ‘interference’ to a minimum; the general design of the game originated from the scout leaders. As such, this process gave us a good insight in how the scout leaders would engage in the design process and what kind of designs they are capable of. [4] Bonnie A. Nardi. A small matter of programming: perspectives on end user computing. MIT press, 1993. [5] Fischer, G. User Modeling in Human-Computer Interaction. User Modeling and User-Adapted Interaction 11, 1-2 (2001), 65–86. [6] Fujiki, Y., Kazakos, K., Puri, C., Pavlidis, I., Starren, J., and Levine, J. NEAT-o-games: ubiquitous activity-based gaming. CHI ’07 extended abstracts on Human factors in computing systems, ACM (2007), 2369–2374. Compared to using co-design, where the user is given the position of ‘expert of his/her experience’ by providing tools for ideation and expression” [11], as a method for this research, we believe that our approach was more suitable for this specific study. If we had co-designed the games with the scout leaders, we could have assumed the role as technology and game design experts and would have had more influence on the game design, which would have given a distorted image of how scout leaders would have designed games without our presence. [7] Ko, A.J., Abraham, R., Beckwith, L., et al. The state of the art in end-user software engineering. ACM Comput. Surv. 43, 3 (2011), 21:1–21:44. [8] Lieberman, H., Paternò, F., Klann, M., and Wulf, V. EndUser Development: An Emerging Paradigm. In H. Lieberman, F. Paternò and V. Wulf, eds., End User Development. Springer Netherlands, Dordrecht, 2006, 1–8. [9] Maloney, J., Resnick, M., Rusk, N., Silverman, B., and Eastmond, E. The Scratch Programming Language and Environment. Trans. Comput. Educ. 10, 4 (2010), 16:1– 16:15. 5. CONCLUSION Adults, such as scout leaders, often have a good insight on what kind of games the children like and may therefore be good, and perhaps even better than interaction designers, at designing the game concepts for these kind of games. However, these people rarely have experience in interaction design or programming, which we argue is needed for being able to design interactive games with a good game flow and which match with the game concept. Therefore we strongly believe that there is a need for a toolkit that supports and structures the creation of interactive outdoor games. The main idea of such a toolkit would be to give non-programmers and people who do not have experience in interaction design a chance to design and/or tweak interactive outdoor games. [10] Rogers, Y., Price, S., Fitzpatrick, G., et al. Ambient wood: designing new forms of digital augmentation for learning outdoors. Proc. of IDC ’04, ACM (2004), 3–10. [11] Sanders, E. and Stappers, P.J. (2008). Co-creation and the new landscape of design. CoDesign. Vol. 4, No. 1. 5-18. [12] Soute, I., Aartsen, H., and Bangaru, C. On Developing a Platform for Mobile Outdoor Gaming for Children. In D.V. Keyson, M.L. Maher, N. Streitz, et al., eds., Ambient Intelligence. Springer Berlin Heidelberg, Berlin, Heidelberg, 2011, 200–204. [13] Soute, I., Lagerstrom, S., and Markopoulos, P. Rapid prototyping of outdoor games for children in an iterative design process. Proceedings of the 12th International Conference on Interaction Design and Children, ACM (2013), 74–83. Even though the target group in this research was very specific, we believe that the findings in this research could also be transferred to other Tangible and Embodied Interfaces. As (embedded) technology is becoming more and more established in everyday life, it becomes important that users are able to adapt functionality to their preferences, to encourage adoption of said technology. Especially professionals, who are not educated in technology, taking up technology in their work context, could benefit from tools to adapt technology. For example, a toolkit, tailored to the capabilities of a teacher, would enable the teacher to use technology in a meaningful way. This research is a first step in showing how the development of such toolkits could be executed. [14] Tetteroo, D., Soute, I., and Markopoulos, P. Five Key Challenges in End-user Development for Tangible and Embodied Interaction. Proceedings of the 15th ACM on International Conference on Multimodal Interaction, ACM (2013), 247–254. 328
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