Designing the vertigo experience: vertigo as a design resource for digital bodily play

Richard Byrne, Joe Marshall, Florian 'Floyd' Mueller

Research output: Chapter in Book/Report/Conference proceedingConference PaperOther

15 Citations (Scopus)

Abstract

Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it to be under-explored in the area of digital bodily play. To investigate how vertigo could be considered as a design resource in this context, we conducted a review of relevant literature and held a design workshop with nine students to explore the potential of vertigo as a design resource for digital bodily play. From our exploration we identify five key design themes that designers might consider when designing a Vertigo Experience. Through this work we hope to encourage designers of bodily play experiences to consider vertigo as a design resource in their games.

Original languageEnglish
Title of host publicationProceedings of the Tenth Anniversary Conference on Tangible Embedded and Embodied Interaction
EditorsLuc Geurts, Bart Hengeveld, Daniel Saakes
Place of PublicationNew York NY USA
PublisherAssociation for Computing Machinery (ACM)
Pages296-303
Number of pages8
ISBN (Electronic)9781450335829
DOIs
Publication statusPublished - 2016
Externally publishedYes
EventTangible, Embedded, and Embodied Interaction 2016 - Eindhoven, Netherlands
Duration: 14 Feb 201617 Feb 2016
Conference number: 10th
https://tei.acm.org/2016/
https://dl.acm.org/doi/proceedings/10.1145/2839462 (Proceedings)

Conference

ConferenceTangible, Embedded, and Embodied Interaction 2016
Abbreviated titleTEI 2016
Country/TerritoryNetherlands
CityEindhoven
Period14/02/1617/02/16
Internet address

Keywords

  • Body
  • Game design
  • Play
  • Vertigo

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