Jussi Holopainen | RMIT University (original) (raw)

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Papers by Jussi Holopainen

Research paper thumbnail of Interactive Dome Experiences: Designing AstroSurf

Dome and display technology have evolved to the point that designing interactive dome experiences... more Dome and display technology have evolved to the point that designing interactive dome experiences no longer requires expertise with dome technology. In particular, the Dome-Lab provides an interface for designers to work with popular game development technology, such as Unity. Without the technologic concerns of developing the domes themselves, research can shift focus towards designing games and novel experiences for them. This raises new questions: " what kind of interactive experiences can domes support? " and " how can these experiences be designed for? " Through the design and evaluation of AstroSurf, a game designed for the DomeLab, this paper contributes three themes: co-location in the dome context, interacting with dome interfaces, and designing for exhibition. These themes present an argument for designing 'enveloping experiences' for domes and identify domes as a unique immersive environment supporting drop-in play, converged multiplayer interactions around the pole, and blended physical-virtual play.

Research paper thumbnail of Gesture control system

Research paper thumbnail of Gesture Control System

Research paper thumbnail of Patterns in Game Design (Game Development Series)

Research paper thumbnail of Approaching A Design Space For Gameful Interactions In The Context Of Piloted Driving

Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI '14, 2014

Research paper thumbnail of Describing Games

We present a structural framework to describe games in terms of components.

Research paper thumbnail of Embarrassing Interactions

Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '15, 2015

Research paper thumbnail of Play, games, and fun

Research paper thumbnail of Designing Pervasive Games for Mobile Phones

Research paper thumbnail of Design Kit: Massively Multiplayer Mobile Phone Games

Research paper thumbnail of Patterns in Game Design. Charles River Media

Research paper thumbnail of Design patterns are Dead-Long Live Design Patterns

Search: onr:"swepub:oai:services.scigloo.org:45983" > Design patterns are... ... Bjö... more Search: onr:"swepub:oai:services.scigloo.org:45983" > Design patterns are... ... Björk, Staffan, 1973-(author) Göteborgs universitet, Institutionen för data-och informationsteknik, datavetenskap, Interaction Design Collegium (GU) Holopainen, Jussi, 1972-(author) ...

Research paper thumbnail of Teaching gameplay design patterns

TEACHING GAMEPLAY DESIGN PATTERNS Teaching gameplay design patterns Jussi Holopainen, Staffan Bjö... more TEACHING GAMEPLAY DESIGN PATTERNS Teaching gameplay design patterns Jussi Holopainen, Staffan Björk, Jussi Kuittinen Abstract The authors introduce a 'gameplay design patterns approach'for designing games. They identify and describe three main challenges ...

Research paper thumbnail of Exploring Game Ideas for Stresslessness in the Automotive Domain

Proceedings of the 2014 Conference, Dec 2, 2014

ABSTRACT In this paper we report on the results of a series of ideation workshops with the goal t... more ABSTRACT In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research

Research paper thumbnail of Filtering of Content via Pixel-Based Metadata

Research paper thumbnail of The playful experiences (PLEX) framework as a guide for expert evaluation

Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces, Sep 3, 2013

The Playful Experiences (PLEX) framework is a categorization of playful experiences based on prev... more The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet been studied. In this paper, we apply the PLEX framework in the evaluation of two game prototypes that explored novel physical interactions between mobile devices using Near-Field Communication, by means of three separate studies. Our results suggest that the PLEX framework provides anchor points for evaluators to reflect during heuristic evaluations. More broadly, the framework categories can be used as a checklist to assess different attributes of playfulness of a product or service.

Research paper thumbnail of Gameplay Design Patterns for Motivation

Isaga 2008, 2008

This paper presents a limited exploration of how games provide motivation, using gameplay design ... more This paper presents a limited exploration of how games provide motivation, using gameplay design patterns to codify the results. Based upon analysis of four games the patterns Progress Indicators, Player-Designed Characters, Planned Character Development, Social Status, ...

Research paper thumbnail of Method and Apparatus for Generating a Virtual Interactive Workspace

Research paper thumbnail of Determination of event of interest

Research paper thumbnail of Method and Apparatus for Recognizing Acquired Media for Matching Against a Target Expression

Research paper thumbnail of Interactive Dome Experiences: Designing AstroSurf

Dome and display technology have evolved to the point that designing interactive dome experiences... more Dome and display technology have evolved to the point that designing interactive dome experiences no longer requires expertise with dome technology. In particular, the Dome-Lab provides an interface for designers to work with popular game development technology, such as Unity. Without the technologic concerns of developing the domes themselves, research can shift focus towards designing games and novel experiences for them. This raises new questions: " what kind of interactive experiences can domes support? " and " how can these experiences be designed for? " Through the design and evaluation of AstroSurf, a game designed for the DomeLab, this paper contributes three themes: co-location in the dome context, interacting with dome interfaces, and designing for exhibition. These themes present an argument for designing 'enveloping experiences' for domes and identify domes as a unique immersive environment supporting drop-in play, converged multiplayer interactions around the pole, and blended physical-virtual play.

Research paper thumbnail of Gesture control system

Research paper thumbnail of Gesture Control System

Research paper thumbnail of Patterns in Game Design (Game Development Series)

Research paper thumbnail of Approaching A Design Space For Gameful Interactions In The Context Of Piloted Driving

Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI '14, 2014

Research paper thumbnail of Describing Games

We present a structural framework to describe games in terms of components.

Research paper thumbnail of Embarrassing Interactions

Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '15, 2015

Research paper thumbnail of Play, games, and fun

Research paper thumbnail of Designing Pervasive Games for Mobile Phones

Research paper thumbnail of Design Kit: Massively Multiplayer Mobile Phone Games

Research paper thumbnail of Patterns in Game Design. Charles River Media

Research paper thumbnail of Design patterns are Dead-Long Live Design Patterns

Search: onr:"swepub:oai:services.scigloo.org:45983" > Design patterns are... ... Bjö... more Search: onr:"swepub:oai:services.scigloo.org:45983" > Design patterns are... ... Björk, Staffan, 1973-(author) Göteborgs universitet, Institutionen för data-och informationsteknik, datavetenskap, Interaction Design Collegium (GU) Holopainen, Jussi, 1972-(author) ...

Research paper thumbnail of Teaching gameplay design patterns

TEACHING GAMEPLAY DESIGN PATTERNS Teaching gameplay design patterns Jussi Holopainen, Staffan Bjö... more TEACHING GAMEPLAY DESIGN PATTERNS Teaching gameplay design patterns Jussi Holopainen, Staffan Björk, Jussi Kuittinen Abstract The authors introduce a 'gameplay design patterns approach'for designing games. They identify and describe three main challenges ...

Research paper thumbnail of Exploring Game Ideas for Stresslessness in the Automotive Domain

Proceedings of the 2014 Conference, Dec 2, 2014

ABSTRACT In this paper we report on the results of a series of ideation workshops with the goal t... more ABSTRACT In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research

Research paper thumbnail of Filtering of Content via Pixel-Based Metadata

Research paper thumbnail of The playful experiences (PLEX) framework as a guide for expert evaluation

Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces, Sep 3, 2013

The Playful Experiences (PLEX) framework is a categorization of playful experiences based on prev... more The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet been studied. In this paper, we apply the PLEX framework in the evaluation of two game prototypes that explored novel physical interactions between mobile devices using Near-Field Communication, by means of three separate studies. Our results suggest that the PLEX framework provides anchor points for evaluators to reflect during heuristic evaluations. More broadly, the framework categories can be used as a checklist to assess different attributes of playfulness of a product or service.

Research paper thumbnail of Gameplay Design Patterns for Motivation

Isaga 2008, 2008

This paper presents a limited exploration of how games provide motivation, using gameplay design ... more This paper presents a limited exploration of how games provide motivation, using gameplay design patterns to codify the results. Based upon analysis of four games the patterns Progress Indicators, Player-Designed Characters, Planned Character Development, Social Status, ...

Research paper thumbnail of Method and Apparatus for Generating a Virtual Interactive Workspace

Research paper thumbnail of Determination of event of interest

Research paper thumbnail of Method and Apparatus for Recognizing Acquired Media for Matching Against a Target Expression

Research paper thumbnail of Re:Gossip, a Social System of Gossip

Research paper thumbnail of reGossip: Playing games at Interact 2001

Proceedings of Human-Computer Interaction - Interact'01, Tokyo, Japan. 2001, 2001

reGossip is a multi-platform networked interaction platform and game based on the exchange of inf... more reGossip is a multi-platform networked interaction platform and game based on the exchange of information as gossip. The following describes the interaction model, the game design and system design. The research question of developing a massive-user interaction model based on language exchange and collaborative story telling is discussed.