The design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies in current state-of-art literature that investigate general design practices and provide pragmatic design implications and suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes based on the speculative design concepts from previous studies, and a Wizard of Oz experiment was conducted to elicit end users' feedback regarding general gaming experience as well as specific design themes in different gaming scenarios. The user experiment result...
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bo...
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall we...
Deployment of wearables for games has attracted the interest of designers and researchers both in ac...
In this pictorial, we depict our design process on gaming wearables starting from participatory desi...
Extended reality (XR) systems are among the most prominent interactive environments of today’s enter...
Funding Information: This work was partly funded by the Department of Communications and Networking ...
Natural, wearable game controllers explores how people interact with games and their potential uses....
The purpose of the research described in this thesis was to develop a design methodology for Wearabl...
Research in the field of Human Computer Interaction Design indicates that there is a need to develop...
Today globally, more people die from chronic diseases than from war and terrorism. This is not due t...
This is a short introduction to the papers presented at the 3rd Workshop on Games-Human Interaction ...
Computer game controllers that require the user to interact using physical movements (other than fin...
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...
Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bo...
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall we...
Deployment of wearables for games has attracted the interest of designers and researchers both in ac...
In this pictorial, we depict our design process on gaming wearables starting from participatory desi...
Extended reality (XR) systems are among the most prominent interactive environments of today’s enter...
Funding Information: This work was partly funded by the Department of Communications and Networking ...
Natural, wearable game controllers explores how people interact with games and their potential uses....
The purpose of the research described in this thesis was to develop a design methodology for Wearabl...
Research in the field of Human Computer Interaction Design indicates that there is a need to develop...
Today globally, more people die from chronic diseases than from war and terrorism. This is not due t...
This is a short introduction to the papers presented at the 3rd Workshop on Games-Human Interaction ...
Computer game controllers that require the user to interact using physical movements (other than fin...
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic...
Gamification is now a well-established technique in Human-Computer Interaction. However, research on...
It has been commonly acknowledged that the acceptance of a product depends on both its utilitarian a...