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Playful wearables : understanding the design space of wearables for games and related experiences / Oguz Buruk [and four others].

MIT Press Direct 2023 Trade Books Collection Available online

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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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