Why can people be more attached to an old car, full of quirks and flaws, needing special treatment, than to a brand new, efficient, comfortable car? Why do people associate with the imperfect, the artists that sings beautiful but struggles with life (e.g. Amy Winehouse)? Why is the wizards’ world of Harry Potter so attractive to many, with haunted attics, obstructive garden gnomes, and unwilling doors, in short a world full of enchanted but definitely not efficient objects, many interactions being uncomfortable to some degree? Somehow the imperfections, the oddities, the quirks are the very reason why we can get fond of something or someone. They give character, identity to things. Our everyday interactions with such things or creatures could be part of what James Carve calls an infinite game, a playful look at life as an ongoing game [James Carve, Finite and Infinite Games]. This also could address the Homo Ludens, playing man, in all of us.
Semester 1, 2013/2014
Project Semester 1, 2013/2014
There is something funny happening with public transportation. People really, really want to have access to it, and when they have, they will … not use it.
You don’t need to have passed Calculus to understand that this is not leading to sustainable business model. What we need here is design thinking leading to a totally new business model. And we believe a playful look at the matter may just be what it takes.
In this project, there are several challenges. First, you need to creatively reframe the problem . Second, you need to find out what potential stakeholders are available, and what is in it for them . Third, find playful ways to engage these stakeholders in your project. Fourth, design a service system that brings these stakeholders together .
We have clients – Hermes bus company, Samenwerkingsverband Regio Eindhoven and the CRISP project Grey but mobile – with considerable resources. We have access to users and experts. We offer learning opportunities on many areas, such as research, business process design, system design, advanced design processes, playfulness. The project is embedded in a larger research context, assuring expert input along the way.
You will design a tangible game that will bring partners from different disciplines together to create innovative designs and business cases. You will explore the challenges in a collaborative design process and add an attractive and tangible variant, for it to be intuitive, engaging and usable in real-world sessions.
PIE or Playful Interaction Extended aims to show off to the world what students in Playful Interactions are able to. There are three main directions: get exposure at a festival, take up a previous project from other students that you find good enough to give a serious upgrade, or bring earlier project work from yourself that qualifies for this type of upgrade. Either way, find a big audience, and aim for the spotlights.
PIE is invitation only: either you have a handshake with us or you will not be allowed to do this project.
This project focuses on the development of new musical instruments for mentally and/or motorically impaired people. The challenge in this project is to combine the notion of new ways of controlling (electronic) music with the extra challenge of designing for specific groups, which in turn may lead you to a very innovative controller.
Pervasive and locative games are examples of games that explore the real and digital space. An example of such a pervasive game is Geo-caching (2010), treasure hunting with the help of GPS, a popular activity in which players search hidden caches. In all these examples, the playground is the city itself. The term gamification (of the city) is often used: An urban game adds an extra layer of (inter)activity to the city. In this project we want to use the (urban) space and facilitate the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts or in short: to leverage engagement for social good.
Can you imagine children racing their go cart in the corridors of a hospital? Or painting on the walls? This is exactly what the KiKa or Princess Maxima Centre for children with cancer wants them to do. The KiKa will not be a normal hospital. It has the ambition to become an iconic hospital to the world. A hospital in which children can play, learn and explore as they would do when they would have a normal, healthy life. We are very happy to have the opportunity to add to the playfulness of this very special institute that will be build in the next two years. And maybe, if your project is good enough, it will be part of the new KiKa.