Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a ...
summary
Research through design produces concrete tools and numbers: a 25-person participatory workshop, 15 preliminary Wizard-of-Oz and experience prototype tests, then 16 summative user tests. The team builds a 3D-printed Luck Stone, a sponge morph and a haptic gauntlet, plus a GM console and chance-manipulation rules; movement minigames alter dice probabilities. Results show wearables and embodied moments increase immersion and player–character bond, but require adaptable difficulty, reduced repetition, no screens and limited peripheral interaction — six actionable design guidelines for hybrid TTRPG mechanics.
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chapters (7)
- 0:00Introduction
- 1:43Inner RPG
- 2:35Example
- 4:13Design Process
- 6:36Distraction
- 8:16Repetition
- 9:30Interaction
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