Digital Outdoor Play: Benefits and Risks from an Interaction Design Perspective
summary
A programmable stick device (3D‑printed casing, Adafruit Feather clone, Bluetooth, accelerometer, custom LEDs) is tested with 48 children across two stages: a non‑digital baseline and digital variants. Ten shapes are prototyped and a stick metaphor chosen; groups of three play 10 minutes. Adding sensing and lights reduces collaborative social interaction and creative thinking overall, while non-accumulated animation feedback increases collaboration and invention and accumulated score feedback drives competitiveness; physical activity stays constant.
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chapters (16)
- 0:00Start
- 1:31Pervasive Games
- 2:00Head Up Games
- 3:04Transparent Technology
- 3:46Foam Models
- 4:37Casing
- 7:35Intensive Usage
- 8:40Method
- 9:11Data Analysis
- 10:54Accumulated Feedback
- 11:32Competitive Play
- 11:51Collaborative Play
- 12:13Creative Thinking 10
- 12:51Technology & Outdoor Play
- 13:03Digital Feedback
- 14:24Media Innovation Lab
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