skip to main content
10.1145/2851581.2892332acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

An Exploration of Designing for Playfulness in a Business Context

Published: 07 May 2016 Publication History

Abstract

The Playful Experiences (PLEX) framework is a categorization of 22 experiences that has been used to design for and evaluate aspects of playfulness. The design activities performed using PLEX have been conducted mostly within an academic research context. This paper investigates through three studies how to design for and evaluate playful user experiences in business at three stages of the design process: idea generation, conceptualization, and evaluation. Based on the findings, opportunities and challenges of designing for playfulness within business are discussed.

References

[1]
Juha Arrasvuori, Marion Boberg, Jussi Holopainen, Hannu Korhonen, Andrés Lucero, and Markus Montola. 2011. Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (DPPI '11), Article 24, 8 pages. http://dx.doi.org/10.1145/2347504.2347531
[2]
Marion Boberg, Evangelos Karapanos, Jussi Holopainen, and Andrés Lucero. 2015. PLEXQ: Towards a Playful Experiences Questionnaire. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15), 381--391. http://dx.doi.org/10.1145/2793107.2793124
[3]
Roger Caillois. 1961. Man, play, and games. University of Illinois Press.
[4]
Marierose M.M. van Dooren, Renske Spijkerman, Richard H.M. Goossens, Vincent M. Hendriks, and Valentijn T. Visch. 2014. PLEX as input and evaluation tool in persuasive game design: pilot study. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14), 449--450. http://dx.doi.org/10.1145/2658537.2661314
[5]
Tracy Fullerton, Chris Swain, and Steven Hoffman. 2004. Game Design Workshop: Designing, Prototyping, and Playtesting Games. CRC Press.
[6]
Holopainen, J. and Ollila, E. Collecting Faces Augmented Reality Playful Application for Mobile Phones. Video Submission Presented at Pervasive 2010.
[7]
Hannu Korhonen, Markus Montola, and Juha Arrasvuori. Understanding Playful Experiences Through Digital Games. In Proceedings of the 2009 Conference on Designing Pleasurable Products and Interfaces (DPPI '09), 274--285.
[8]
Kai Kuikkaniemi, Andrés Lucero, Valeria Orso, Giulio Jacucci, and Marko Turpeinen. 2014. Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14), Article 1, 10 pages. http://dx.doi.org/10.1145/2663806.2663844
[9]
Andrés Lucero and Tuuli Mattelmäki. 2011. Good to see you again: engaging users in design. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces (DPPI '11), Article 11, 8 pages. http://dx.doi.org/10.1145/2347504.2347517
[10]
Andrés Lucero, and Juha Arrasvuori. 2013. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. IJART 6, 1, 22--43. http://dx.doi.org/10.1504/IJART.2013.050688
[11]
Andrés Lucero, Jussi Holopainen, Elina Ollila, Riku Suomela, and Evangelos Karapanos. 2013. The playful experiences (PLEX) framework as a guide for expert evaluation. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (DPPI '13), 221--230. http://dx.doi.org/10.1145/2513506.2513530
[12]
Andrés Lucero, Evangelos Karapanos, Juha Arrasvuori, and Hannu Korhonen. 2014. Playful or Gameful?: creating delightful user experiences. interactions 21, 3 (May 2014), 34--39. http://dx.doi.org/10.1145/2590973
[13]
Andrés Lucero and Akos Vetek. 2014. NotifEye: using interactive glasses to deal with notifications while walking in public. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14), Article 17, 10 pages. http://dx.doi.org/10.1145/2663806.2663824
[14]
Sara Said Mosleh, Nele Schmidt, Tudor Teisanu, and Andrés Lucero. 2015. EgoFlecto: stimulating being calm and in control through self-reflection in the context of driving. In Proceedings of the 19th International Academic Mindtrek Conference (AcademicMindTrek '15), 92--97. http://dx.doi.org/10.1145/2818187.2818276
[15]
Jarno Ojala, Hannu Korhonen, Jari Laaksonen, Ville Mäkelä, Toni Pakkanen, Antti Järvi, Kaisa Väänänen, and Roope Raisamo. 2015. Developing Novel Services for the Railway Station Area through Experience-Driven Design. IxD&A 25, 73--84.
[16]
Thomas Olsson, Kaisa Väänänen-Vainio-Mattila, Timo Saari, Andrés Lucero, and Juha Arrasvuori. 2013. Reflections on experience-driven design: a case study on designing for playful experiences. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (DPPI '13), 165174. http://dx.doi.org/10.1145/2513506.2513524
[17]
Janne Paavilainen, Elina Koskinen, Hannu Korhonen, and Kati Alha. 2015. Exploring Playful Experiences in Social Network Games. In Proceedings of the 2015 Digital Games Research Association International Conference (DiGRA '15).
[18]
Minna Pakanen, Anna Maria Polli, Stella Lee, Joseph Lindley, and Jorge Goncalves. 2013. Tending a virtual garden: exploring connectivity between cities. In Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication (UbiComp '13 Adjunct), 761--764. http://dx.doi.org/10.1145/2494091.2496004
[19]
Erika Reponen and Jaakko Keränen. 2010. Mobile interaction with real-time geospatial data by pointing through transparent Earth. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (NordiCHI '10), 403--412. http://doi.acm.org/10.1145/1868914.1868961
[20]
Leena Ventä-Olkkonen, Marianne Kinnula, Graham Dean, Tobias Stockinger, and Claudia Zúñiga. 2013. Who's there?: experience-driven design of urban interaction using a tangible user interface. In Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia (MUM '13), Article 49, 2 pages. http://dx.doi.org/10.1145/2541831.2541878

Cited By

View all
  • (2024)Thermo-Play: Exploring the Playful Qualities of Thermochromic MaterialsProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633376(1-16)Online publication date: 11-Feb-2024
  • (2020)Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382913(1-8)Online publication date: 25-Apr-2020
  • (2019)Designing for Play that Permeates Everyday Life: Towards New Methods for Situated Play DesignProceedings of the Halfway to the Future Symposium 201910.1145/3363384.3363400(1-4)Online publication date: 19-Nov-2019

Index Terms

  1. An Exploration of Designing for Playfulness in a Business Context

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

    Check for updates

    Author Tags

    1. design process
    2. play
    3. playful experiences
    4. plex cards

    Qualifiers

    • Abstract

    Conference

    CHI'16
    Sponsor:
    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)11
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 07 Mar 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Thermo-Play: Exploring the Playful Qualities of Thermochromic MaterialsProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633376(1-16)Online publication date: 11-Feb-2024
    • (2020)Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382913(1-8)Online publication date: 25-Apr-2020
    • (2019)Designing for Play that Permeates Everyday Life: Towards New Methods for Situated Play DesignProceedings of the Halfway to the Future Symposium 201910.1145/3363384.3363400(1-4)Online publication date: 19-Nov-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media