Benford, Steve and Crabtree, Andy and Reeves, Stuart and Sheridan, Jennifer and Dix, Alan and Flintham, Martin and Drozd, Adam (2006) The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. In: Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, New York, pp. 427-436. ISBN 1-59593-372-7Full text not available from this repository.
Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.
|Item Type:||Contribution in Book/Report/Proceedings|
|Subjects:||Q Science > QA Mathematics > QA75 Electronic computers. Computer science|
|Departments:||Faculty of Science and Technology > School of Computing & Communications|
|Deposited On:||02 Oct 2012 10:17|
|Last Modified:||17 Sep 2013 09:30|
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