This thesis demonstrates how we design and develop a prototype of an application for iPhone that encourages families to engage in physical activities and play. By utilizing the project model Unified Process and through collaboration with Koncept Kompagniet, we have been able to continuously collect requirements and wishes, and thereby transform these through analysis into a series of use-cases. Based on said use-cases and a theoretical understanding of game design, we have designed and developed a game that utilizes pervasive game elements as well as the phone's own built-in technologies. Furthermore, we have focused on creating a user-friendly design based on usability heuristics and usability evaluations. We have tested the application to ensure that there is traceability from all requirements through use-cases to design, implementation and tests. The thesis’ theoretical conceptual framework consists of the theory of optimal experiences, Mihaly Csikszentmihalyi’s theory of flow, The Magic Circle, Pervasive Games as well as Katie Salen and Eric Zimmerman's theory of 'Meaningful play' and 'Rules, Play & Culture'. Based on focus group interviews and observations with a group of users, we can conclude that the application fulfills Koncept Kompagniet’s requirements and their desire to combine physical activities and play with a digital platform that is user friendly. However, because we have been working in a timebox with a fixed deadline, there is still room for improvement and further development.
|Uddannelser||Performance-design, (Bachelor/kandidatuddannelse) KandidatDatalogi, (Bachelor/kandidatuddannelse) Kandidat|
|Udgivelsesdato||28 apr. 2015|
|Vejledere||Henning Christiansen & Bjørn Laursen|
- Pervasive Game