=Paper= {{Paper |id=Vol-1602/paper4 |storemode=property |title=Tiles Cards: a Card-based Design Game for Smart Objects Ecosystems |pdfUrl=https://ceur-ws.org/Vol-1602/paper4.pdf |volume=Vol-1602 |authors=Simone Mora,Jonas Asheim,Anders Kjøllesdal,Monica Divitini |dblpUrl=https://dblp.org/rec/conf/avi/MoraAKD16 }} ==Tiles Cards: a Card-based Design Game for Smart Objects Ecosystems== https://ceur-ws.org/Vol-1602/paper4.pdf
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                              Tiles Cards: a card-based design game
                              for smart objects ecosystems

Simone Mora                        Monica Divitini               Abstract
IDI-NTNU                           IDI-NTNU                      We present Tiles Cards, a tool to foster end-user design
Trondheim (Norway)                 Trondheim (Norway)            thinking of smart object applications. Tiles Cards
simone.mora@idi.ntnu.no            monica.divitini@idi.ntnu.no   facilitate participatory design by abstracting the
                                                                 complexity of IoT technology into a set of interaction
Jonas Asheim                                                     primitives and composition rules accessible to non-
Nice Industridesign AS                                           experts. Further, it promotes creative thinking by
Trondheim (Norway)                                               means of a mission-based game in which teams have
jonas@wearenice.com
                                                                 to fulfill design tasks under constraints. Tiles Cards is a
                                                                 generic tool that can specialized to multiple application
Anders Kjøllesdal
                                                                 domains including learning and games. In this
Nice Industridesign AS
                                                                 workshop we are presenting results from our pilot study
Trondheim (Norway)
                                                                 discussing the opportunities of using card games for
anders@wearenice.com
                                                                 end-user design.

                                                                 Author Keywords
                                                                 Design tools; design cards; card game; tangible user
                                                                 interfaces.

                                                                 ACM Classification Keywords
                                                                 H.5.2 Information interfaces and presentation (e.g.,
                                                                 HCI): User interfaces – Theory and methods

                                                                 Introduction
                                                                 Smart objects are everyday objects augmented with
                                                                 technology to provide digital interactivity on top of a
Copyright is held by the author/owner(s).                        traditional physical appearance. Examples are: a
AVI, June 07–10, 2016, Bari, Italy                               paintbrush that samples colors from surfaces and use
                                                                                                                      20




them as drawing palette in a computer program [20], a        Our research aims at developing tools to involve end-
water faucet that lights up in colors to display daily       users in the design of smart objects. IoT is a
water consumption data [14] and wood bricks that can         technology-driven field characterized by a jargon hard
be composed by children to create computer programs          to grasp. In order to enable users to co-design
[8]. Technology can be used either to augment an             applications that make use of ecosystems of smart
existing purpose of an object, making it more useful,        objects we created a design card game, Tiles cards.
playful or engaging than the ordinary self or to add new
functions that are controlled using the object’s             Tiles Cards facilitate end-user involvement in design
affordances; to the extreme that the object may look         practice by abstracting the complexity of IoT
magic or enchanted [19]. Smart objects build on              technology into a set of interaction primitives and
research on tangible [11] and embodied [5] interaction.      composition rules accessible to non-experts. Further, it
They leverage both the emerging field of the Internet of     promotes creative thinking by means of a mission-
Things (IoT) for implementing objects’ interconnection       based game in which teams have to fulfill design tasks
and data exchange and established HCI theory for             under constraints. With Tiles cards we aim at increasing
designing appropriate user interfaces.                       the number of people that can actively take part to the
                                                             design of smart objects ecosystems.
Designing interaction styles for smart objects is more
complex than for traditional graphical user interfaces.      Card games as a tool to foster design
Besides the user interface can leverage mainstream           thinking
approaches such as keyboards and touchscreens; it can        Card-based design tools have been extensively used in
also leverage physical manipulation performed by the         participatory design [21]. Cards are useful to present
user on the object self like touching, shaking, tilting or   theoretical constructs and making the design practice
squeezing, the presence of nearby people and objects         more engaging and playful, thus extending the group of
or its location. Those inputs are often coupled with         people that take part in designing new things. They can
simple feedbacks like light patterns, haptic or sound.       be an effective vehicle to transfer knowledge between
                                                             theory and practice [4], for example to convert
It does not just require to design software functions but    theoretical frameworks into guidelines that can be
also the hardware and object’s physical semblance and        manipulated in design workshops [4]. Cards facilitate
affordances, requiring skills from the fields of software    collaborative and divergent thinking by providing a
and hardware engineering and industrial design. This         conversation medium between stakeholders and
task is challenged by the lack of guidelines and tools to    designers [3,7,15], further they allow externalizing
understand how the object’s physical affordances and         ideas and ensuring that a design space is investigated
design are related [12]. Besides there are several           from different point of views. Card-based tools help
technology toolkits that can be used to assist the           keeping people at the center of the design process
prototyping phase e.g. Arduino [16] they usually don’t       [10,15], they facilitate creative dialogue and shared
specifically support smart object user interface design.     understanding. Cards can be a source of inspiration to
                                                                                                                                                          21




                                     steer a discussion when it becomes unproductive [9],       used by users alone or as part of design workshops
                                     for example by proposing provocative questions to          facilitated by designers.
                                     unlock thinking [18]. Cards can be also used to
                                     evaluate, rate or bookmark ideas generated during          Each Tiles Card has two side: the front side explains
                                     design sessions [9,15].                                    the meaning of the card, and provide informative text
                                                                                                and figure; the back of the card describes the category
                                     Cards can be used to play design games [2,15]:             (deck) the card belongs to (Figure 1).
                                     games, often collaborative rather than competitive,
                                     which goal is to explore various aspects of a design       Cards are color-coded to facilitate sorting; they have
                                     space in a playful manner. Within participatory design     imprinted a unique ID to simplify data collection by
                                     games are a commonly used tool used in research for        researchers during design workshops. In each deck
                                     building competence, empowering users and engaging         single cards are replicated to allow playing multiple
                                     multiple stakeholders [13].                                rounds without need re-shuffling. This is meant to leave
                                                                                                combinations of cards used in a game session available
                                     In fact, studies show that game rules add constraints      for further reference. For each category we also provide
                                     that can improve design outcomes [2] and foster            blank cards that can be personalized by end-users with
                                     creativity. For example turn-taking helps ensuring that    custom primitives and game rules. In this way we
                                     everyone is involved in the process [9], roles and rules   expect to free participants’ creative impulses and allow
                                     help smoothing power relations and conflict among          for thinking-out-of-the-box; popular user-designed
                                     participants [2]. In this perspective cards act as         cards can be included in future version of the tool.
                                     physical props to externalize thoughts and help
                                     structuring common grounds that everybody can relate       The design of Tiles cards comes from the awareness
                                     to [2]; helping taking risks within the frame of a game.   that how IoT manifests itself is very broad. The
                                                                                                different technologies and use cases yield to a complex
                                     Tiles cards                                                design space that can be difficult to navigate without a
                                     Tiles cards is a set of seven decks of cards divided in    lot of research and knowledge about the IoT. This
                                     two groups: primitive cards and game cards. The            complexity makes it difficult for end-users to engage
                                     former explains concepts proper of tangible interaction    and contribute with their ideas in a meaningful way.
                                     and IoT in an informative way, hiding end-users from       The game was designed to bridge this discrepancy. It
                                     unnecessary complexities. The latter brings dynamics,      leverages the authors previous experience [13] with
                                     rules and goals to be used to gamify the brainstorming     using similar of tools, especially when tackling
                                     process. Primitive cards can be used alone as an           multifaceted and complex problems, or cultural gaps.
                                     informative tool, to make end-users familiar with
                                     concepts from the HCI and IoT research fields like
Figure 1: Front and back side of a   gestural input or haptic feedbacks; or together with
primitive card
                                     game cards to spur design actions. Tiles cards can be
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                                              In the remaining of this section we briefly describe the      Game Cards
                                              different cards desks we created. Tiles cards can be          Game cards add game mechanics to the manipulation
    Coded information                         downloaded under the Creative Common license1.                of primitive cards in order to foster end-user
                                                                                                            participation and facilitate collaborative creative
    GOAL                                      Primitive Cards                                               thinking. It has been proved that adding restriction to
    Create a concept that displays
    information that is useful to the
                                              Primitive cards have both informative and inspiring           idea generation activity can improve its outcome [6].
    owner, but not understood by              roles. They are divided in four categories: objects,          We designed games cards to be generic enough to be
    anyone else.
                                              input, output and compound actions. Objects cards             used for playing multiple games, for example to
    EXAMPLE                                   suggest a set of everyday, low-tech things that can be        maximize the number or the quality of idea generated,
    A wallet with a light that turns          made “smarter” by technology; e.g. a bike, a pair of          using either collaborative or competitive dynamics.
    green when your account balance
    is low.                                   shoes or glasses, a wallet. Input and output cards            Game cards are divided in three categories: missions,
                                              include interaction primitives that can be used to            bonus and criteria.
                                              describe the properties of an interface for smart objects
                                              in terms of gestural inputs e.g. touch, shake, rotate,        Missions (Figure 2-top) consist in a list of goals players
           Missions                 M-3       location change; and output provided by the system            in teams pursue collaboratively by combining primitive
                                              such as vibration, color change, sounds or phone              cards. Example of missions are “Off-screen: create a
                                              notifications. Those primitives have been chosen              smart object that solves a task you would normally
                                              because they can be quickly implemented in prototypes         have had to use a screen to accomplish” and “Habit
                                              using technology toolkits such as Arduino [16] and            changing: create a smart object that helps a user to
    User friendly                             Little Bits [1]; facilitating the transition between design   form or change a long-term habit”.
                                              and prototyping. Finally, compound actions cards
    WHAT
                                              describe special interaction that can be achieved by an       Criteria (Figure 2-bottom) constrain users’ design
    Ideas that solve a real need for
    users, and which are easy to use          ecology of two or more smart objects. Example of              actions by providing guidelines to rate the outcomes of
    for a large number of people.             compound actions are synchro: an input or output              missions. Teams can be therefore incited to compete
    HOW TO JUDGE                              performed simultaneously on two or more objects and           towards accomplishing a mission by maximizing certain
    Would life be easier for the users        grouping: a set of objects grouped close to each other.       criteria. Example of criteria are: “Enjoyment: How fun
    with the ideas than without them?                                                                       or enjoyable is the smart object for its users”,
    Could both your kids and
    grandparents use it?                      Primitive cards can be combined each other, adding            “Creativity: How the smart object solves the problem in
                                              input and output capabilities to a set everyday object,       a clever and unusual way” and “Feasibility: How the
                                              to define the characteristic of user interfaces for smart     smart object solves the problem in a plausible matter,
                                              objects that can implement specific application logics.       and that seems realistic to develop”. Criteria can be
        Criteria                    C-8
                                                                                                            used to evaluate the outcome of a mission.

                                                                                                            Finally, bonuses are cards that modify the gameplay by
Figure 2: Sample missions (top) and
                                                                                                            altering the game rules for a given round. This is
criteria (bottom) cards                   1
                                              Tiles Cards – http://tilestoolkit.io/cards                    expected to add elements of chance to disrupt and
                                                                                                                                                            23




                                       make the gameplay easier or more difficult. Example of     that apply to multiple domains, even if blank cards can
                                       bonuses are “Pickpocket: swap one of your cards with       be personalized with domain-specific missions. We will
                                       one of the same category from another players’ hand”       consider adding cards bringing domain-specific
                                       and “Mission impossible: the next round will be played     dynamics (e.g. learning objectives) into the game.
                                       with two missions cards”.
                                                                                                  Primitive cards were well understood by users whose,
                                       End-User Involvement in smart objects                      we underline, had an IT background. We need need to
                                       design: open challenges                                    verify whether primitives have the same degree of
                                       Application in a pilot workshop                            acceptance among other user groups.
                                       We piloted Tiles Cards in a small design workshop with
                                       nine students with IT background. The goal of the          We observed that the users needed more guidance, for
                                       workshop was to understand whether information             example it wasn’t clear how several primitives can be
                                       imprinted on cards were easily understandable. Only        combined together or whether there are exclusion
                                       primitive cards were used. We briefly explained to         criteria for some of those. We are considering adding a
                                       participants the content of the cards and asked them to    cardboard with placeholders and visual guidance for the
                                       design a collaborative game using objects, input and       association of the different card types.
                                       output primitives. We let the users play with the cards
                                       and observed their design outcomes (Figure 3).             Finally, we need to understand how the outcome of the
                                                                                                  design process could support moving into a prototyping
                                       Open Challenges                                            phase, and how the ideas generated can be
                                       The tool was well accepted by users. In particular, we     implemented with the help of technology toolkits. In
                                       noticed that cards well served the role of triggers for    this perspective we are in the process of developing
Figure 3: Pilot study and example of   discussions. Unconventional associations of objects,       technology tools to implement primitive cards with
application developed                  input and outputs added an element of fun and              software and hardware tools [17].
                                       creativity. On the contrary, we observed several
                                       challenges that need to be addressed in future work.       Conclusions
                                                                                                  We presented Tiles Card, a card-based game to include
                                       Most of the idea developed were quite trivial and lacked   end-users in the design practice of ecosystem of smart
                                       of creativity. Besides in this study game cards, which     objects. Tiles cards serves both the role of (i) making
                                       could have improved the depth of idea produced, were       knowledge in field of IoT and tangible interfaces
                                       not used; we need to better understand what are the        accessible to non-expert and (ii) fostering end-user
                                       factors that enable idea generation to grow in             inclusion in the design process by leveraging card game
                                       complexity and to be grounded in users’ needs.             mechanics. Our first pilot study showed a good user
                                                                                                  acceptance for the tool, highlighting potentialities and
                                       Further, the cards didn’t support the investigation of a   limitations. We are in the process of revising the cards
                                       domain-specific space. Mission card provided guidelines    to address the limitations encountered during our pilot
                                                                                                                    24




study and we are planning new workshops to test both      [9]    Hornecker, E. Creative Idea Exploration within
primitive and game cards. Future works will investigate          the Structure of a Guiding Framework: The Card
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                                                                 Tangible Media. Proceedings of Next Generation
This work is co-funded by the Norsk Design- og
                                                                 Mobile Applications, Services and Technologies,
arkitektursenter under the Design Driven Innovation              (2007), 100–109.
programme and by NTNU Technology Transfer AS. We          [13]   Kjøllesdal, A., Asheim, J., and Boks, C.
thank all our pilot study participants.                          Embracing Social Sustainability in Design
                                                                 Education: A Reflection on a Case Study in Haiti.
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