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Design-driven research for workplace exergames: The limber case study

Reilly, Derek and Westecott, Emma and Parker, David and Perreault, Samuel and Neil, Derek and Lapierre, Nathan and Hartman, Kate and Bal, Harjot (2013) Design-driven research for workplace exergames: The limber case study. In: Proceedings of the First International Conference on Gameful Design, Research, and Applications.

Full text not available from this repository.
Official URL: http://doi.acm.org/10.1145/2583008.2583030

Abstract

Limber is an office "exergame" aimed at incentivizing regular body movement and good posture. In this paper we describe our progression in design and implementation from a wearable system targeting repetitive stress injury to the back, wrist and neck, to our current vision-based system focused on posture, gross motor mobility and whole body stretches. We argue that our design- driven research approach has helped us to uncover key research questions while also leading to a robust design that effectively manages a tension between motivation to play and the need to concentrate on primary work activities.

Item Type: Conference/Workshop Item (Paper)
Uncontrolled Keywords: ambient display, gamification, intrinsic vs. extrinsic motivators, Kinect, persuasive technology, play
Divisions: Faculty of Design > Industrial Design
Date Deposited: 28 Jun 2016 01:42
Last Modified: 28 Jun 2016 01:42
URI: http://openresearch.ocadu.ca/id/eprint/1005

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