Jussi Holopainen | RMIT University (original) (raw)
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Papers by Jussi Holopainen
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.
Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI '14, 2014
We present a structural framework to describe games in terms of components.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '15, 2015
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) ...
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 ...
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
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.
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, ...
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.
Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI '14, 2014
We present a structural framework to describe games in terms of components.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '15, 2015
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) ...
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 ...
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
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.
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, ...
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.