PLAY DESIGN 📱

A course about designing playful services and experiences

ANTenna

Assignment: design a playful digital service

One of the most recurrent problems we stumbled across as students at the IT University of Copenhagen was navigation. As the structure of the building can be confusing, especially due to its specular hallways on both sides, we addressed the orientation problem by designing ANTenna, an app that helps the user reach a specific location by providing directions through a helper.

Another way in which the app improves the orienteering skills of its user is by allowing him or her to leave messages or read existing ones by scanning the nearest QR code – the users often remember where in the building they left a message or had read one.

I have contributed to the design of the app (developing the concept) and to the writing of the report, which consisted of reflections based on existing theory on the subject and the description of the development process.

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OFFICE TROLL

Assignment: design a Dark Gamification/Play experience

Dark play relies primarily on the thrill of keeping the other participants “in the dark”, instilling the person dark-playing with a sense of being superior and more knowledgeable than the rest. According to Bernie DeKoven (and classical play theory in general), play is by definition a voluntary act, and if a person is not willingly participating in the play activity, they cannot be said to be playing at all (DeKoven, 32). However, in the case of dark play, it is exactly the ambiguous role of these oblivious players which defines the experience.

OFFICE TROLL  is the “dark playful” app my team and I have designed. By mediating the activity with rules and tasks, we encourage the player to interrupt his or her colleagues during a conversation at their workplace (office).

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