Playful Wearables: Understanding the Design Space of Wearables for Games and Related Experiences

Buruk, Oguz, Dagan, Ella, Isbister, Katherine

  • 出版商: MIT
  • 出版日期: 2024-01-02
  • 售價: $1,590
  • 貴賓價: 9.5$1,511
  • 語言: 英文
  • 頁數: 242
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 0262546914
  • ISBN-13: 9780262546911
  • 相關分類: 穿戴式裝置 Wearable
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

An expert introduction to the world of "playful wearables" and their design, with a wide range of engaging examples, case studies, and exercises.

This pioneering introduction to the world of wearable technology takes readers beyond the practical realm (think Fitbits, Apple Watches, and smartglasses) to consider another important side of the technology--the playful. Playful Wearables offers an engaging account of what "playful wearables" are, why they matter, how they work, how they're made, and what their future might hold. The book's authors draw on decades of experience in design, development, and research to offer real-world examples, exercises, and implications, showing how this kind of wearable tech can introduce an invaluable element of play into our everyday lives.

As wearable technology emerges in the ecology of costume and fashion, the authors consider its intimate connection to identity and culture. And they look at the ways in which playful wearables, when smoothly integrated into everyday social experiences, support social interaction. The book then moves on to the mechanics of playful wearables--from design strategies and frameworks to specific methods and game design patterns. All of these elements point to possibilities beyond the realm of games and dedicated play, as the value and uses of playful wearables in the larger world of self, society, and culture become ever more apparent.

商品描述(中文翻譯)

這本書是對「趣味穿戴科技」及其設計的專業介紹,提供了豐富的引人入勝的例子、案例研究和練習。這本先驅性的書籍將讀者帶入穿戴科技的世界,超越實用範疇(如Fitbits、Apple Watches和智能眼鏡),考慮到科技的另一個重要方面──趣味性。《趣味穿戴科技》提供了對「趣味穿戴科技」的介紹,包括它們的定義、重要性、工作原理、製作過程以及未來的發展。書中的作者們憑藉多年的設計、開發和研究經驗,提供了真實世界的例子、練習和影響,展示了這種穿戴科技如何在我們的日常生活中引入寶貴的遊戲元素。隨著穿戴科技在服裝和時尚生態系中的出現,作者們考慮了它與身份和文化的密切聯繫。他們還探討了趣味穿戴科技在順利融入日常社交體驗時如何支持社交互動。接下來,書中介紹了趣味穿戴科技的機制,包括設計策略、框架、具體方法和遊戲設計模式。所有這些元素都指向遊戲和專門遊戲領域以外的可能性,因為趣味穿戴科技在自我、社會和文化的更大世界中的價值和用途變得越來越明顯。

作者簡介

Oğuz Buruk is Assistant Professor of Gameful Experience, Faculty of Information Technology and Communication Sciences, Tampere University.

Ella Dagan is an artist, designer, and doctoral candidate at the Social Emotional Technology Lab, University of California Santa Cruz.

Katherine Isbister is Professor of Computational Media and Jack Baskin Endowed Chair in Engineering, University of California Santa Cruz, and author of How Games Move Us (MIT Press).

Elena Márquez Segura is a Beatriz Galindo Distinguished Researcher and Assistant Professor in the Computer Science and Engineering Department, University Carlos III of Madrid.

Theresa Jean Tanenbaum is an independent scholar, designer, artist, and interactive storyteller.

作者簡介(中文翻譯)

Oğuz Buruk是坦佩雷大學資訊科技與通訊科學學院的遊戲體驗助理教授。
Ella Dagan是加州大學聖塔克魯茲分校社會情感技術實驗室的藝術家、設計師和博士候選人。
Katherine Isbister是加州大學聖塔克魯茲分校的計算媒體教授和Jack Baskin工程榮譽講座教授,並且是《How Games Move Us》(MIT Press)的作者。
Elena Márquez Segura是馬德里卡洛斯三世大學計算機科學與工程系的Beatriz Galindo傑出研究員和助理教授。
Theresa Jean Tanenbaum是獨立學者、設計師、藝術家和互動故事創作者。