Abstract
This paper synthesizes the latest design knowledge accumulated with the Comicubes service design tool and solution prototyping method, and shares some of the lessons learned during the multiple workshops organized. The physical prototyping tool combines two-dimensional sketching with a three-dimensional and open-ended play medium – the cube. The method incorporates key aspects of service-oriented interaction design. We have used Comicubes to facilitate co-creation to generate new ideas, solutions or approaches to various design challenges related to the gamification, toyification and playification of services. This study summarizes four case studies where Comicubes has been employed as a platform for 3D prototyping, testing, and simultaneously, a tool to stimulate, envision and co-create interactive user experiences. The findings of the four case studies summarized indicate that the Comicubes tool and method are suitable to be used in design processes interested to facilitate co-creation and innovation of products, services and experiential spaces.
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Notes
- 1.
In the context of pedagogy, Watson and Salzer (2016) have questioned the gamification approach as it often concentrates on metrics familiar from games, such as levels, points, experience, achievements, and other structures, “rather than on the mechanics that power games as spaces for exploration, critical thinking, collaboration, and the investigation of new perspectives”. In our belief, these areas may be explored through alternative, or paedic, approaches, such as playification and toyification. For reference, see Watson and Salzer (2016) Playing Art Historian: Teaching 20th Century Art through Alternate Reality Gaming. International Journal for the Scholarship of Technology Enhanced Learning, Volume 1 Issue 1 2016, 100–111.
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The authors would like to express their gratitude to all the participants who joined the four workshops.
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Ihamäki, P., Heljakka, K. (2020). Out of the Box, into the Cubes: Envisioning User Experiences Through a Tool for Gamification, Toyification and Playification. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_5
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