skip to main content
10.1145/2347504.2347518acmotherconferencesArticle/Chapter ViewAbstractPublication PagesdppiConference Proceedingsconference-collections
research-article

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

Published:22 June 2011Publication 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.Google ScholarGoogle Scholar
  2. Norman, Donald A. 2004. Emotional design: why we love (or hate) everyday things. Basic Books, New York.Google ScholarGoogle Scholar
  3. Csikszentmihalyi, M. 1975. Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Jossey-Bass, New Jersey.Google ScholarGoogle Scholar
  4. Csikszentmihalyi, M. and Csikszentmihalyi, I. 1990. Flow: The Psychology of Optimal Experience. Harper and Row, New York.Google ScholarGoogle Scholar
  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 pagesGoogle ScholarGoogle Scholar
  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 Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Gray, D., Brown, S., Macanufo, J. 2010. Game storming. A playbook for innovators, rulebreakers and changemakers. O'Reilly Media Inc., Sebastopol. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Schell, Jesse. 2008. The Art of Game Design: a book of lenses. Elsevier, Burlington. Google ScholarGoogle ScholarDigital LibraryDigital Library
  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 KingdomGoogle ScholarGoogle Scholar

Index Terms

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

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • 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

            Copyright © 2011 ACM

            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]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 22 June 2011

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            Overall Acceptance Rate27of53submissions,51%
          • Article Metrics

            • Downloads (Last 12 months)7
            • Downloads (Last 6 weeks)0

            Other Metrics

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader