Games have been used extensively to study human behavior. Researchers in the field of human-robot interaction (HRI) are becoming more aware of the importance of designing compelling and playful games to study interrelationships among players. Despite the growing interest, the use of game design techniques in the creation of playful experiences for HRI experiments is still in its infancy and more multidisciplinary activities should be promoted to foster the convergence between game research and HRI. This tutorial aims at discussing the value of using iterative game design techniques to integrate playful experiences using social robots for HRI experiments. More concretely, we want to explore tools, approaches and methods used in previous experiences for appropriate design of interactive games in HRI (full Tutorial Paper here).
This half-day asynchronous tutorial aims to cover multidisciplinary approaches to design games for HRI experiments. The learning objectives of this tutorial are:
To identify which of the fundamental elements of game design can be incorporated into HRI experiments.
To showcase different examples of how HRI researchers have been using game design elements to carry out HRI experiments with human participants.
To expose participants to an easy template (Robo Ludification Canvas) that aids the definition of the important elements when integrating games in HR experiments.
Mechanics, Story, Aesthetic, Technology (Slides)
Insights from one of the pioneers in HRI (Slides)
Explanation of the taxonomy conception (Slides)
We are designing a design tool intending to streamline the conceptualization process of games moderated by physically embodied robots. Based on the popular CANVAS Business Model used in entrepreneurship and business management, we propose a similar template that contains some of the most important design aspects to be considered when designing games moderated by social robots. We are in the process of iterating the tool, therefore your feedback is very valuable. We called the HRI Game Canvas (HRIGC) and it looks as follows:
For this Tutorial, we kindly ask you to fill out the HRIGC using the information from your own experiment, paying careful attention to the elements we have explained throughout the tutorial such as game aspects (e.g., mechanics, aesthetics, story, technology) as well as the social robot aspects explained in the Robo Ludens taxonomy video. Download the template here!.
If you want to receive feedback about your design process and game aspects, please feel free to send me your filled out HRIGC to: john.munoz.hci@uwaterloo.ca