Extracting Design Guidelines For Wearables and Movement in Tabletop Role-Playing Games Via A Research Through Design Process
Extracting Design Guidelines For Wearables and Movement in Tabletop Role-Playing Games Via A Research Through Design Process
system, (e) user testing of the working prototype to this project in different states. In this paper, (1) we
understand its effect on immersion and player/character articulated our design process in detail for other designers
relationship and forming design themes drawing upon our and researcher to incorporate it for similar problem
experience in this research process. In the following parts of framings as this is one of the requirements of the research
this introduction, we will go into more detail about each through design [48]. Moreover, the amount of work
part of our process. invested in developing this system, artifacts and the
feedback from our users led us to form (2) design
Our first study, participatory design workshop (Phase 1),
guidelines about the integration of wearables and
included 25 participants from 5 different audiences which
movement into the narrative-oriented long-term augmented
are TTRPG players, game masters, cosplayers, jewelry
tabletop games. Our guidelines can be fruitful for the
designers and interaction designers. In this study, we
designers of such tabletop games and other types of long-
wanted to (1) see users’ reactions on positive and hindering
term digital games which are narrative-weighed. We also
parts of the wearable idea, (2) learn their preferences about
need to emphasize that this paper does not focus on the
the game actions to perform with this device, (3) understand
detailed outcomes of research phases but how each phase is
their desires about the interaction techniques which refers to
related to each other and how the outcomes affected the
input and output methods (4) see their visual design
design decisions in the process.
decisions and (5) understand Game Master’s role in
controlling these devices. Although this phase did not
BACKGROUND
include the exploration of movement-based gameplay, we
saw that gestures and movement can be adopted by players Related Work
as two projects in the workshop speculated using them in Studies done on computer augmented games (CAG) relate
the gameplay. Upon this phase, we obtained design to our work even if they do not include wearable devices.
implications which can lead us in the design process of a CAG refers to physical games which are supported by
new game system and the wearable devices. electronic devices or gadgets. STARS Platform [30] is one
of the first examples which examines the integration of
We evaluated the design implications which are related to computers into non-digital table top games. STARS
game design and designed a new game system, namely Platform, similar to our idea, designed to be adaptable for
WEARPG, which can incorporate movement-based different kinds of games and include many types of
gameplay and arm-worn devices in TTRPG (Phase 2). We interactive devices. However, it did not involve users in the
designed a quick start guide which introduces the basic design process and did not mention guidelines for design
rules along with an experience prototypes [9] which would and implementation. A study by Bergström and Björk
let us to test the new system by using WoZ method [21]. pointed out 6 different CAG cases and extracted 8
We executed preliminary tests (Phase 3) in this phase by dimensions which defines the game design space for CAG
including 15 participants in the process. This part resulted [3]. These dimensions form constructive insights and define
in new design implications which are related to game the design space of CAG in a convenient way, however
research. It also gave us clues about how to improve the they are not design guidelines. A similar study also defines
system before beginning to implement a working prototype. a design space with broader terms as a result of design
After this phase, considering the design implications workshops with users [36]. Apart from these design
obtained from our first and second studies, we designed and oriented research, a project called Undercurrents aims to
implemented an arm-worn device called Elemental Gantlet create a digital tool for table top role playing games [4].
(Phase 4). We also designed another tangible device which This study shows similarities to our work, since it aims at
is called Luck Stone which can replace the dice in TTRPG implementing digitalized tools to tabletop games and it is
since our previous studies indicated that dice constitutes a shaped on intensive user feedbacks. Moreover, even though
very important part of the TTRPG experience. they are not design guidelines, design requirements for the
project are explained systematically providing insights for
At last, we tested our artifacts with 16 players (Phase 5). In the implementation of such systems. However, it
these tests, players played the game, half without wearables differentiates from our work since it is not based on
and movement-based gameplay system and half with wearable gadgets and the specifications do not propose
wearables and movement-based gameplay system. They clear paths to follow as guidelines.
filled questionnaires aiming at measuring their immersion
and player/character relationship level after each condition. Several studies have considered integration of arm-worn
Moreover, we made an in-depth semi-structured interview wearable devices to role playing games. Thumin Glove [43]
with each player to understand their opinions and is an example designed for Live Action Role Playing
experience about the game with open-ended questions. Games (LARP) and its purpose is informing the player
when they get close to the hidden objects around. Lightning
Our research encapsulated formative and summative user Bug and Human Pacman use wearable gadgets as active
inclusion for the production and the test of a new game quest objects which connect players to the games’ fictional
system and artifacts. In total, 53 participants contributed to
world and investigates relation of wearables with games WEARPG: NEW GAME ENVIRONMENT DESIGN
[15,22]. Although these projects form remarkable examples WEARPG is a RPG system, which relies on wearable and
for usage of wearable devices in physical games, Thumin tangible props that provide movement-based gameplay.
Glove is specifically designed for LARP which does not put Although, there are many popular RPG systems that
players around a table and is played outdoors or in wide emphasize different aspects [19,29,38,42,46,49], we
areas. Other examples serve only specific game scenarios. designed a new game system to have a controllable
LARP already immerses players kinesthetically, therefore environment for further modifications and break the bias of
these studies do not propose additional control methods for players towards their previous game knowledge in our user
embodied interaction. Different from these studies, our tests. WEARPG is based on a tesla and steampunk hybrid
study aims at developing a device specifically for TTRPG fantasy world where five elements of air, water, fire, earth
that facilities movement in gameplay and be adaptable to and electric dominates the life (download the quick-start
different game scenarios, story lines and events. guide here). Characters in this word can use these elements
to gain powers. Each character can choose two of these
Previous studies also suggest that wearables can strengthen elements as the primary and the secondary. Based on this
the bond between player and the imaginary world which is setting, WEARPG is constructed on four pillars. These
an essential quality for TTRPG. Hotaru [1] examines pillars are: (1) Movement-Based mini games (2) Elemental
wearables as costumes and question how they can foster the Gauntlet, (3) Luck Stone, (4) Game Master Console.
connectedness to imaginary worlds. Moreover, Isbister
coined the term interdependent wearables and defined it as Movement-Based mini games encapsulate seven different
a strong concept for play [23]. Tanenbaum et al. also games which refer to basic movements in the game which
claimed that wearable devices can mediate one to feel as are power, reflex, precision and concentration. Power
another character [41]. In this direction, they also developed games are required when the fictional character perform a
a game called Magia Transformo [25,39] where players physically demanding task like swinging a sword. It has
wear costumes and perform bodily play for generating two different versions. First one requires swinging the arm
spells. Supported by these projects we believe that as strong as possible while the second one works by
connectedness to fictional world and characters in TTRPG squeezing the Luck Stone, which is the augmented die, as
can be bolstered by wearables. hard as possible. Reflex games are to be played in situations
where the pace is essential. Dodging from an attack or
Other than these, there are many work which examines the catching something thrown can be the examples. First
role of the movement in games. Previous research indicates reflex game is about moving the Elemental Gauntlet in the
that movement can increase the engagement with the game right timing just after a haptic feedback. Other one requires
[5,24]. Other than that, many other work researched how to grabbing the Luck Stone as soon as it turns into the players’
integrate movement into the pervasive games such as main element color. Precision moves were designed for
Pirates! [6], Pass the Bomb [35], i-Dentity [18] JS Joust situations like shooting an arrow or lock picking where
[45]. The aim of these experiments is to transfer the game hefty hands are essential. First version of precision games is
boards of digital media to the real world [6,15] and make aiming by using the LEDs on Elemental Gauntlet, while the
the physical existence of players affect the game world or other is rotating the hand really slow to find the right spot.
build game rules upon it.. Moreover, Mueller and Isbister The last game type, Concentration game, is for where focus
put forth design guidelines for movement-based games, yet is needed. Examples can be casting a spell or focusing on
the games they examined were mostly casual and did not something for remembering it. This type has only one game
include long-term gameplay times or were not narrative and it requires rolling the Luck Stone in hands in a certain
based [34]. Nevertheless, none of these projects focused on speed and maintaining that speed. Each game has 5
a tabletop setting. Furthermore, they do not consider difficulty levels from easiest to hardest. GM decides which
integration of wearables and movement-based play in difficulty level will be played depending on the character
progressive games with a dynamic story telling. skills and condition (injured, crimpled etc.)
Overall, although ample amount of research has been done Elemental Gauntlet (EG) is the arm-worn device (Figure 1).
on computer augmentation for role-playing games and It is comprised of three modules which are Interface
movement-based games, the ones which focuses on Module, Processor Module, and two Haptic Modules. It
wearable devices are only a few and the ones which include accounts for automatization of calculations and character
wearable devices did not administer user oriented views and creation. With EG, one can perform the elemental ritual by
is not focused on deriving design guidelines. Moreover, attaching elemental stones to device to define their
movement-based games mostly focused on short-term and character properties. Moreover, it also measures the motion
action-based play. Therefore, design knowledge about and facilitate the movement-based play. It is also the main
integrating movement-based gameplay to narrative-based, interface which leads players during mini-games and shows
long-term play lacks in the field. information such as mana level. GM also can use it by
lighting it in different colors or sending haptic feedback.
Luck Stone (LS) is an assistive device for randomization worked on the visual design by building non-working
(Figure 1). Previous work in this area puts forth the prototypes and detailed the interface and the interaction
importance of such auxiliary objects [14,37] and one styles by role-playing a game session with these prototypes.
another work claims that designers of augmented TTRPG They also prepared Video Sketches [47] to easily
should consider how to incorporate valuable items such as communicate their concepts and their usage during the
dice in relation with the interactive devices [13]. Therefore, gameplay. After the hands-on work, we also initiated a brief
we introduce the LS into the game which has a role in some discussion about their opinions about the system which we
of the mini games and in the randomization. Still, different like to design. Our expectations from the workshop were to
from a conventional die, LS has a dynamic chance (1) see users’ reactions on positive and hindering parts of
adjustment system. Your success in the movement-based the wearable idea, (2) learn their preferences about the
mini games affect the outcome of the LS. For instance, if a game actions to perform with this device, (3) understand
player is successful at playing a power game, then the Luck their desires about the interaction techniques which refers to
Stone will have more green (standing for “success”) sides. input and output methods (4) see their visual design
decisions and (5) understand GM’s role in controlling these
devices.
25 participants which are TTRPG players, game masters,
cosplayers, interaction designers and jewelry designers
took part in the workshop. TTRPG players and GMs were
our main users. Cosplayers have practical knowledge in
making costumes of fictional characters. Interaction
designers were to assist projects in terms of interaction
techniques while the jewelry designers helped in the visual
design. We included jewelry designers since the wearable
device design were mostly related also with smart jewelry.
RESEARCH PHASES
One of the expected outcomes of a research through design
process is the articulation of the research process so that it
can be replicated by other researchers for similar problem
framings [48]. Therefore, in this section we explained the
methods used in our research process (Figure 2) and how
the outcomes of these studies affected our design decisions.
(PD2) Interactive Auxiliary Props: Players loaded many They also defined finishing moves to defined states such as
functions to devices, still they did not give up using other moments when an enemy is about to die. This approach
kinds of props such as boards, figures and dice. Especially inspired us to design different types of games that can be
dice came out as an important element and even one group adaptable to different context and actions.
kept dices although wearable devices also had dice-rolling
These six points helped us to shape our game system and
ability. Two other groups augmented the dice or assigned
prototypes. Following, we explained the design of the game
dice rolling gestures for the devices. Therefore, in our final
system and how it is affected from these implications.
design we also implemented a randomizer. This was not a
mere addition which looks like an eclectic element, but
Design of the Game System
wearable devices and the augmented dice has several
Game system represents the set of rules and mechanics in
different interactions which complement each other.
which the other components become meaningful. Game
(PD3) Removal of Uncaptivating Processes: Actions system determines the relationship between components,
which interrupt the flow of the game story such as long how they are connected to game rules and the meanings of
times that are passed for dice calculation are considered as the actions in the imaginary world of the game. Drawing
uncaptivating processes [16]. Therefore, calculations, such upon the implications in PDW, we designed WEARPG
as determining the effects of skill modifiers on the value of game system. WEARPG aims to provide a more narrative-
the dice, were all assigned to devices by players. We also oriented experience by leaving calculation side to
sped up these processes in our final design. computers and encouraging players to enact their characters
with their bodies. Details about how to play WEARPG and
(PD4) Becoming the Character: Many of the groups the information about different elements can be found at the
introduced device concepts that are customizable and WEARPG: New Game Environment Design section.
upgradable according to the character properties. Devices
had different forms depending on the character features We can divide our game system (excluding Elemental
(more bulky and glorious for strong/barbarian characters, Gauntlet and Luck Stone as they are explained in the
more sleek and tiny for fast/rogue characters). Two groups Implementation of the Prototypes section) into two as the
also proposed that devices can be upgraded visually and character creation system, action system which
functionally as the character gains experience and levels up. encapsulates the movement-based games.
(PD5) Introduction of New Mechanics: With the Character Creation System: Character Creation was
integration of the computational power, it is expected to basically based on elemental powers. Our initial intent was
introduce new game mechanics to analog games [7]. to create a system where we can easily create a visual and
Participants also proposed new mechanics transferred from physical connection to the imaginary world through
movement-based games and computer RPGs. elemental stone props which will be attached to Elemental
Gauntlet (arm-worn device) (PD4). Contrary to more
(PD6) Scalable Actions: One of the groups in the abstract concepts such as the race (elf, dwarf, orc etc.) or
workshop introduced movement-based game mechanics. the class (fighter, assassin, ranger etc.) we created a system
They only assigned gestures to main actions such as melee which affects the appearance and the physical abilities of
attack (i.e. hitting with a sword), ranged attack (i.e. the fictional character at the same time. In this system,
shooting a bow) or creating spells (sending a fire ball).
Figure 5: Five Wearable Device Concepts Proposed by Participants of Participatory Design Workshop
players choose a primary and a secondary element stone character and make it harder to be successful, for example
which determines the physical abilities. Moreover, the in a power game, if the player role plays a weak character.
primary element also determines the overall look of the
(PP3) Device Belongs to the Fictional World: During our
character as described in the quick-start guide.
tests, we observed that placing the device as a narrative
Movement Based Games: Another important aspect of the element increased it believability by players. Therefore, in
game system is the introduction of the movement-based our final design we fictionalized interactions that reference
games. These games are the most distinctive elements to the events in the imaginary world.
which differentiate the WEARPG from other role-playing
game systems. We were encouraged to implement this Implementation of the Prototypes
concept due to the implication from suggesting that players Preliminary play tests showed that players’ reactions to the
are open to exploration new gameplay styles (PD5). While concept was quite positive. Thus, we developed a working
designing these games, we inspired from a genre what is prototype that can be tested with players. In this section, we
called dexterity games. Dexterity games are physical games explain the design decisions behind Elemental Gauntlet
which rely on the physical abilities of the players. However, (arm-worn device) and the Luck Stone (augmented die).
as can be understood from the name, they rely on only
Elemental Gauntlet: The first feature of the Elemental
specific skills which can be counted as precision and reflex.
Gauntlet is the elemental socket (Figure 6) where the
However, role-playing games can yield many different
elemental stone ritual is executed. This part can detect
scenarios as the only restriction is imagination. Therefore,
different elemental stones and react to them by illuminating
our aim was to create a game set which can be applicable to
in the color of the attached element stone. Elemental socket
many different scenarios. To satisfy this condition, we
is the tangible reflection of the character creation method in
designed 7 different mini games which can adapt to
the game system. Players attach elemental stones to the
different types of scenarios (PD6) which would require
socket to create their fictional characters. This ritual is the
power, concentration, precision and reflex.
part of the game story (PP3), dramatically speeds up
character creation calculations (PD3) and forms a visual
connection with the fictional character (PD4).
with the device is limited and only possible when game even if players who role play a strong character are not
master allows player to do so. We gave all these design strong enough, they will not perform bad in power game as
decisions to maintain the interest of the player in the game it will be considerably easy for them.
and prevent them to be distracted
Summative User Tests
Luck Stone: Luck Stone is a randomizer which replaces We tested the last version of the game system with the
the dice in the conventional role-playing games. At the working prototype to understand how it affects the player
beginning of this study, we did not speculate a tangible experience and get detailed feedback about the working and
device which is a companion to the arm-worn devices. the hindering parts. As a result of our studies, 11 out of 16
However, our implication (PD2) indicated that players tend participants reported a perceived increase in
to keep tangible objects such as figures or boards in the player/character relationship (PCR) and 12 of them reported
game system. Among all tangibles, dice is the most crucial an increase in immersiveness due to the wearable devices.
one as it is also considered as a collection item. Upon these 13 and 11 players articulated a boost in PCR and
observations, we decided to add a supportive device which immersiveness respectively due to the movement-based
will provide randomization in a tangible way. Luck Stone is games. Our questionnaire results also indicated a boost
a hybrid randomizer which takes advantage of both tangible between the first and the second phases of gameplay in
aspects of a die and the computational power provided by terms of PCR and immersion. Therefore, this study showed
the augmentation. Moreover, since the design implication that our alterations in the game worked in the intended way.
indicated that the relation between the interactive system Due to the detailed feedback of users generated from the
and the auxiliary device should be formed, we designed 13-question semi-structured interviews at the end of each
several different interactions between the wearables and the play session, we extracted design themes which indicate the
Luck Stone such as communication during the movement- parts that can affect the gameplay in positive and negative
based games or chance manipulation according to the result way. These themes are indicated below:
of the movement-based game. In the design process of the
Luck Stone, we tried to provide a close experience the dice Materialization: We saw that the wearable device and the
which is a bouncy object. Therefore, in the last version both movement-base gameplay can work in a way which
for gaining it bouncy properties and protecting electronic materialize the imaginary world in the real life. Players
parts we designed a silicone cover (Figure 8). reported that the Elemental Gauntlet felt like a part of their
imaginary characters. One of the players said, “I felt as if
Updates to Movement-Based Games: After the my arm was in another world!”. Same was applicable for
preliminary play tests, we got implications which led us to the movement-based gameplay. 8 players indicated that
alter the features of the movement based games. How they movement-based games helped them to literally felt what
are played remained mostly the same, but we added new their fictional characters was feeling.
features per feedback of users. First, we explored ways for
making the games adaptable to different types of Being in Control: Integration of the computational power
movements and feel less repetitive (PP1). As seen in Figure helped us to add a chance manipulation mechanic to the
9, concentration game can be played in several different game, which the results of the movement-based games
ways. Other addition was a difficulty system. Difficulty affect the outcome of the dice. 11 players explicitly
system does not allow players’ physical skills to overwhelm appreciated this feature as they felt more in control on the
the characters’ skills and therefore assign different fate of their characters compared to the conventional RPGs,
difficulties to each player, adaptable to their fictional which are mostly dependent on pure chance.
characters (PP2). For example, with this system, power
Movement-Based Gameplay Placement: Although
games will be much easier for players with a powerful
movement-based games were favored by players, their
character compared to players with a weak character. Thus,
placement in the game flow reveals to be an important
Figure 8: Evolution of the Luck Stone, (A) Luck Globe with Sphero, (B) Luck Stone without the silicone cover, (C) Luck Stone
with the silicone cover
element about their effect on the game. In our sessions, augmented games, designers should check what they got
Game Master did not dictate players to play movement- from the analog and what they got from the digital.
based games before each action and let the result of mini
Limit the Interaction with Peripherals. Either it is in
games affect the outcome of the Luck Stone for several
console games or in tabletop games, the real game does not
turns. Therefore, placement of mini games affected their
take place in the peripheral devices. For example, Cairns
impact on the game and if they were dictated before each
et.al. indicate that the engrossment to the game is provided
move, they could have turned into uncaptivating processes.
when players forget that they are using a controller [8].
Shift Between Genres: Six players mentioned the However, other studies also indicate that wearables can
similarity between WEARPG and Live-Action Role- form a bridge between the real world and the imaginary
Playing games. Moreover, the new mechanic which world and increase the connectedness to these worlds [41].
provides players more control is a standard for computer In our game, we limit the interaction with wearables to
RPGs. Therefore, our studies revealed that integration of maintain the attention of players to the real game
computational power can introduce mechanics from other environment which is constructed by the Game Master and
types of genres and create a bridge between them. the other players. They were allowed to use the devices
only when it is their turn. With this decision, wearables
These design themes highlighted the common points that
were still effective in the gameplay but did not distract
players raised. By adding this knowledge to the outcomes
players. Similar “limited interaction” rules can be applied to
of the previous phases, we formed design guidelines which
different peripherals to create the ideal experience.
can help designers and researchers in the field.
Lead to Worth-Watching Moments. In group play, it is
DESIGN GUIDELINES important to maintain the interaction between players.
As a result of our extensive research through design method Limiting the interaction with the devices was one decision
which included 53 participants in the process and yielded to administer this. Other than that, players concentrated on
many different design implications and themes along the the other players’ actions since movement-based play leads
way, we extracted generalizable design guidelines. These to much more bigger body movements rather than just
design guidelines can help designers and researchers in rolling the dice. Therefore, several players explicitly
integrating (1) movement-based gameplay into narrative- articulated that they shared the excitement of players who
oriented games which require long-term engagement, (2) plays the movement-based games at that moment.
designing computer augmented tabletop game mechanics
and (3) designing peripheral devices in a way that can Form imaginary performances. One of the design themes
increase the player experience. was materialization. We designed moments which will led
to performances that makes players to relate their actions to
Create Hybrid Game Mechanics. Integration of the events in the imaginary world. For example, in the
computational power is expected to introduce new game elemental stone ritual, we want them to feel that these
mechanics to analog games [7,30]. Our approach which led stones granted the power to their wearable devices. Other
us to design the Luck Stone shows that these new game than that, this also can be observable in the movement-
mechanics should also be “hybrids” meaning that they based games. One of the players said, “I literally felt that as
should benefit the properties of the digital and analog. Luck if I am casting a spell”. This feeling provided only by the
Stone was appreciated by players since it gave them the movements we designed but also by the feedback of the
taste of the tangible feelings from the analog RPGs with an devices (in this game, Luck Stone keeps getting brighter if
innovative twist that allows them to control their chances. the player can play the game in a successful way).
Therefore, while designing mechanics for computer
Form tangible connections to game mechanics. Although displays to the players’ body [40]. As a design case
our work focused on wearables and movement-based example, an arm-worn device can glow in blue when a
gameplay, another important part of our game is the Luck power-up of a player is available. When the player holds
Stone. Luck Stone is a tangible device which works as a the activation button in the “game controller”, the blue light
mediator between the imaginary world of the game and the of the wearable starts to dim and vibrates continuously as
game mechanics. Therefore, while wearable devices were the player consumes the power-up. This specific case shows
mostly the tangible representation of the imaginary world, how tangible connections to game mechanics can be
Luck Stone stands as the physical abstraction which formed through game controllers by supporting the
represents the game mechanics and render the Elemental imaginary performances of the players via wearables.
Gauntlet meaningful in the game by connecting it to
These artifacts and results are our interpretation of the
mechanics and rules. Besides, while tangible interfaces are
obtained data and limited to our focu-s on increasing
mostly the physical representations of the digital in the real
immersion and player/character relationship. Therefore,
world, Luck Stone is a physical object which is meaningful
game system and props and thereby the lessons learnt could
both for its digital and physical properties. In hybrid games,
have been different, if we choose another path by focusing
how tangible game props are related to other peripherals
on different aspects such as customizability or new
and the game mechanics should be well analyzed.
functionalities for TTRPG. Our aim with this paper is to
Do Not Add New Uncaptivating Processes. Our study demonstrate our design process in detail so that other
shows that playing of movement-based games before every researchers can replicate the process or draw upon the
action may render them uncaptivating. Also, integration of different information (i.e different approaches in PDW) to
computational devices may create other processes such as reach different outcomes.
calibration of motion sensors. Designers should make sure
that the new devices added to the game do not create new CONCLUSION
uncaptivating processes while removing the others. With this project, we propose the first example of the
articulation of a research through design process for
DISCUSSION designing wearables and movement-based gameplay for
Although our design process focuses on TTRPG, we TTRPG. For doing so, we undertook an extensive research
believe that our setting can address different areas of HCI design process involving 53 participants in the process and
which involves wearables and movement, tangible user communicate the methods and the outcomes of our study in
interfaces and interaction with devices in group dynamics. different phases. We also explained how these outcomes
Following, we exemplified design cases in which our affected our design decisions while designing the
guidelines can be useful for (a) other HCI fields, (b) other WEARPG game system and our artifacts which are the
gaming settings and discussed (c) the limitations. We need Elemental Gauntlets and the Luck Stone. As a result of our
to point out that these cases are not for limiting the study, players indicated that the wearables and movement-
guidelines to specific contexts. Instead, we wanted to give based gameplay increased their player/character
an overview of the applicability of them to other fields and relationship and immersion experiences. Therefore, we
exemplify how some of them can inspire designers. believe that researchers can replicate our design process to
Moreover, they are more about designing interaction introduce new game systems or peripheral devices to
aesthetics, rather than defining new functionalities. computer augmented games and to other narrative-based
games which require long term engagement.
Sports training cases in HCI are relevant examples as many
examples involve wearables and movement. For example, Other than that, as a result of our research process, we
[27] presents a foot-worn device which is designed to keep produced generalizable design guidelines that can be
the walkers' motivation at an ideal level. When looked incorporated in the game design process. These guidelines
through the lens of forming imaginary performances, our can help designers in integrating new modalities to games,
feedback design for movement-based games can provide a designing peripheral devices which will be used as
new playful approach to designers of this project where supportive controllers and designing game mechanics for
they can motivate the walker by transforming him into an computer-augmented analog games.
imaginary “fast walker." Similarly, limiting the interactions
with peripherals can be useful for defining interactions with ACKNOWLEDGEMENTS
wearables and tangibles in a meeting setting [32] where in- We are very thankful to John Zimmerman, Staffan Björk,
group dynamics are important. In our case, GM is in Tilbe Göksun and Aykut Coşkun who guided this work
control, while in a meeting, GM may be substituted by a through all phases. Moreover, we also want to thank all
moderator or a presenter to explore possible interactions. volunteer participants who contributed to this project.
Our guidelines can also be useful for integrating wearables
and movement into other game settings. For example,
wearables are also speculated to extend the interfaces in the
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