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Playful wearables : understanding the design space of wearables for games and related experiences / Oguz Buruk [and four others].
- Format:
- Book
- Author/Creator:
- Buruk, Oğuz, author.
- Dagan, Ella, author.
- Isbister, Katherine, 1969- author.
- Márquez Segura, Elena, 1983- author.
- Tanenbaum, Theresa Jean, author.
- Series:
- The MIT Press Series
- Language:
- English
- Subjects (All):
- Wearable technology.
- Product design.
- Electronic toys--Design and construction.
- Electronic toys.
- Entertainment computing.
- Clothing and dress--Social aspects.
- Clothing and dress.
- Experiential research.
- Physical Description:
- 1 online resource (217 pages)
- Other Title:
- Understanding the design space of wearables for games and related experiences
- Place of Publication:
- Cambridge, Massachusetts : The MIT Press, [2023]
- Summary:
- An expert introduction to the world of "playful wearables" and their design, with a wide range of engaging examples, case studies, and exercises.
- Contents:
- Intro
- Contents
- Acknowledgments
- 1 Introduction, How to Use This Book, and Key Terms
- 1.1 Why Playful Wearables, and Why This Book?
- 1.2 Who We Are
- 1.3 How to Use This Book
- 1.4 Where to Find More Information
- 1.5 Getting Up to Speed-Some Key Terms and Ideas
- 2 Identity and Culture
- 2.1 Wearables as Fashion: Clothing, Identity, Culture, and Aesthetics
- 2.2 Wearables as Costume: Clothing and Expressive Performance
- 2.3 Case Study: Magia Transformo
- 2.4 Design Exercise: Ninja Slap
- 3 The Design Space of Social Wearables
- 3.1 The Concept of Social Wearables
- 3.2 Augmenting Existing Social Signaling
- 3.3 Intervening in the Social Situation Proactively
- 3.4 Evaluating Social Wearables
- 3.5 Ethical Considerations: Un-Surveilling the Body, Choice, Consent, and Social Acceptability
- 3.6 Case Study: The True Colors Social Wearable
- 3.7 Design Exercise: Bodystorming Future Social Wearable Design
- 3.8 Conclusion
- 4 Frameworks and Guidelines for Thinking about Playful Wearables
- 4.1 Organizing Design Knowledge
- 4.2 The Design Framework for Playful Wearables
- 4.3 The Design Framework for Social Wearables
- 4.4 Usability Design Guidelines for Wearables
- 4.5 Interacting with Playful Wearables: Designing Input Modalities
- 4.6 Design Exercise
- 4.7 Conclusion
- 5 Theory and Methods
- 5.1 Conceptual Underpinnings
- 5.2 Techniques and Methods
- 5.3 Case Study: Super Trouper
- 5.4 Design Exercise: Play with Props
- 6 Design Mechanics for Playful Wearables
- 6.1 Applying Game Mechanics to Playful Wearable Design
- 6.2 Brief Analysis of Commercial Playful Wearables and Their Integration into Gameplay
- 6.3 An Umbrella Concept: Augmented Body
- 6.4 Game Design Patterns for Integrating Wearables into Games
- 6.5 Summary
- 6.6 Case Study: WEARPG.
- 6.7 Design Exercise: Adapting Game Design Patterns for Playful Wearables to Existing Games
- 7 Designing Playful Wearables for Use Outside Games and Explicitly Playful Contexts
- 7.1 Applying Playful Wearables Strategies to Self-Tracking
- 7.2 Social Wearables for Conversation and Community
- 7.3 Conclusion
- 8 Future and Conclusions
- 8.1 Amateur Hour
- 8.2 Playful Wearables and . . .
- 8.3 Key Concerns: Ethics, Privacy, Diversity, and Inclusion
- 8.4 Wrapping Up
- Notes
- References
- Index.
- Notes:
- Description based on print version record.
- Includes bibliographical references and index.
- Other Format:
- Print version: Buruk, Oguz Playful Wearables
- ISBN:
- 9780262376839
- 0262376830
- 9780262376846
- 0262376849
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