Analyzing User Experiences in Incorporated Fictionality

In this paper, we present an overview of a case study that aims to augment the meaning of real spaces through incorporated fictionality. The case study uses a head mounted display to show real spaces by capturing it through a camera, but the space is augmented from the true real spaces. Our focus, in particular, is criticizing how one can feel a sense of reality in augmented real spaces in a case study because the meaning of the augmented real space is lost if a user does not feel a sense of reality on the incorporated fictionality. We extract some insights and potential pitfalls from the analyses of the case study within participatory design workshops.

[1]  Adrian David Cheok,et al.  Pervasive games: bringing computer entertainment back to the real world , 2005, CIE.

[2]  Juliet M. Corbin,et al.  Basics of Qualitative Research (3rd ed.): Techniques and Procedures for Developing Grounded Theory , 2008 .

[3]  Tatsuo Nakajima,et al.  A Ubiquitous Computing Platform for Virtualizing Collective Human Eyesight and Hearing Capabilities , 2019, ISAmI.

[4]  Annika Waern,et al.  Pervasive Games: Theory and Design , 2009 .

[5]  Anselm L. Strauss,et al.  Basics of qualitative research : techniques and procedures for developing grounded theory , 1998 .

[6]  Elizabeth L. Malone,et al.  Behavioral Change and Building Performance: Strategies for Significant, Persistent, and Measurable Institutional Change , 2014 .

[7]  Tatsuo Nakajima,et al.  Extracting intermediate-level design knowledge for speculating digital–physical hybrid alternate reality experiences , 2018, Multimedia Tools and Applications.

[8]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[9]  Tatsuo Nakajima,et al.  Incorporating Fictionality into the Real World with Transmedia Storytelling , 2015, HCI.

[10]  Tatsuo Nakajima,et al.  Designing motivation using persuasive ambient mirrors , 2011, Personal and Ubiquitous Computing.

[11]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[12]  Tatsuo Nakajima,et al.  Playful training with augmented reality games: case studies towards reality-oriented system design , 2011, Multimedia Tools and Applications.

[13]  Tatsuo Nakajima,et al.  Incorporating fictionality into the real space: a case of enhanced TCG , 2015, UbiComp/ISWC Adjunct.

[14]  John Zimmerman,et al.  Research through design as a method for interaction design research in HCI , 2007, CHI.

[15]  Tatsuo Nakajima,et al.  Enhancing values through virtuality for intelligent artifacts that influence human attitude and behavior , 2014, Multimedia Tools and Applications.