The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Design Space Cards: Using a Card Deck to Navigate the Design Space of Interactive Play
Abstract
The potential space of game designs is astronomically large. This paper shows how game design theories can be translated into a simple, tangible card deck that can assist in the exploration of new game designs within a broader "design space." By translating elements of game design theory into a physical card deck, we enable users to randomly sample a design space in order to synthesize new game design variations for a new play platform ("Lumies"). In a series of iterative design and testing rounds with various user groups, the deck has been optimized to merge relevant game theory elements into a concise card deck with limited categories and clear descriptions. In a small, controlled experiment involving groups of design students, we compare the effects of brainstorming with the card deck or the "Directed Brainstorming" method. We show that the deck does not increase ideation speed but is preferred by participants. We further show that our target audience, children, were able to use the card deck to develop dozens of new game ideas. We conclude that design space cards are a promising way to help adults and children to generate new game ideas by making it easier to explore the game design space.
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“helping them understand the design space -the space of possible ideas and solutions to a task and problem has been found to play an essential role in creative processes [23, 34, 45, 57].”
From Luminate: Structured Generation and Exploration of Design Space with Large Language Models for Human-AI Co-Creation (2024) · cites this paper as [45]
In the citing paper
“Design spaces have commonly been represented with Cartesian spaces where possible variations reside within the dimensions of a design, and variations reflect different values on those dimensions [7, 32, 45, 57].”
From Luminate: Structured Generation and Exploration of Design Space with Large Language Models for Human-AI Co-Creation (2024) · cites this paper as [45]
In the citing paper
“They found that these design space cards can help a range of audiences from children and design novices to experts - to effectively create new game designs [45].”
From Luminate: Structured Generation and Exploration of Design Space with Large Language Models for Human-AI Co-Creation (2024) · cites this paper as [45]
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Citations
Cites
Mapping the Landscape of Creativity Support Tools in HCI
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Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355
A morphological analysis of the design space of input devices
Card, S. K., Mackinlay, J. D., & Robertson, G. G. (1991) · ACM Transactions on Information Systems · doi:10.1145/123078.128726 · Cited by 337 · cited 1×
“In 1991, Stuart Card et al famously showed the utility of a formal design space by systematically considering the morphological diversity of the design space of computer input devices [11].”
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Cited by
Sorted by citations
Suh, S., Chen, M., Min, B., Li, T. J.-J., & Xia, H. (2024) · Proceedings of the CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642400 · Cited by 148
Metadata
- Authors
- Lomas, J. D., Karac, M., & Gielen, M.
- Affiliations
- Delft University of Technology, Delft, Netherlands
- Venue
- Proceedings of the ACM on Human-Computer Interaction
- Published
- 2021-10-05
- Volume
- 5
- Issue
- CHI PLAY
- Pages
- 1-21
- ISSN
- 2573-0142
- Cited by
- 20
- References
- 3
- Language
- en
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