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The PLEX Cards and its Techniques as Sources of
   Inspiration When Designing for Playfulness
                               
                       Andrés Lucero
               Nokia Research, Tampere, Finland
                               
                 Warsaw, October 25, 2012
Experience    Description
                                                                         Captivation   Forgetting one’s surroundings



PLAYFULNESS                                                              Challenge
                                                                         Competition
                                                                         Completion
                                                                                       Testing abilities in a demanding task
                                                                                       Contest with oneself or an
                                                                                       opponent
                                                                                       Finishing a major task, closure
                                                                         Control       Dominating, commanding, regulating
                                                                         Cruelty       Causing mental or physical pain
                                                                         Discovery     Finding something new or unknown
                                                                         Eroticism     A sexually arousing experience
•   Understanding the role of playfulness in the overall user
    experience of a product or service
                                                                         Exploration   Investigating an object or situation
                                                                         Expression    Manifesting oneself creatively

Pleasure Framework [Costello et al.]
                                    Fantasy       An imagined experience
                                                                         Fellowship    Friendship, communality or intimacy
•   Comprehensive framework of 13 categories, which assembles            Humor         Fun, joy, amusement, jokes, gags
    views of philosophers, researchers and game researchers
             Nurture       Taking care of oneself or others
•   Evaluating pleasurable playful interfaces in interactive artworks
   Relaxation    Relief from bodily or mental work
                                                                         Sensation     Excitement by stimulating senses
Playful Experiences Framework [Korhonen et al.]
                         Simulation    An imitation of everyday life

•   Expanded the framework by adding the work of other authors
          Submission    Being part of a larger structure
                                                                         Subversion    Breaking social rules and norms
•   Covers experiences, pleasures, emotions, elements of play and        Suffering     Experience of loss, frustration, anger
    reason why people play
                                              Sympathy      Sharing emotional feelings
•   Question: can the 22 categories serve as a starting point and        Thrill        Excitement derived from risk,
                                                                                       danger
    provide inspiration to design for playfulness?
PLEX CARDS
PLEX Design Sprints
•   3 design sprints using PLEX to guide design exploration
•   What is the best way to communicate the PLEX categories?
•   Tried different strategies:
    •   Powerpoint slides with definitions briefly displayed
    •   Printed A0 poster with the definitions
    •   Handouts with the definitions plus concrete examples
•   PLEX framework difficult to grasp for the participants who only
    got an overview of the framework

PLEX Cards
•   Physical cards designed to bring PLEX closer to people and
    communicate its categories
RELATED WORK
Design Cards
•   Provide inspiration in user-centered design (UCD) activities
      IDEO Cards
•   Inspiration Cards [Halskov & Dalsgaard], Video Cards [Buur &
    Soendergaard], Moment-Video-Trace Cards [Brandt & Messeter]
•   Ideo Cards: 51 cards showing methods used by IDEO to keep
    people at the center of their design processes. Invitation for
    designers to to try and develop different design approaches.
•   PLEX Cards: inspiration source for UCD, communicate PLEX

Design-Game Cards
                                                   ThinkCube Cards
•   Design games to support idea generation activities
•   Commercial: Thinkpak [Michalko] and ThinkCube [Sampanthar]
•   VNA and GameSeekers Cards: card decks to generate ideas for
    mobile multiplayer games.
•   PLEX Cards: we incorporate simple game rules to structure the
    innovation process, turn-taking and game dynamics.
                                                                       VNA Cards
CARD DESIGN
First Iteration
•   Squared (9x9 cm) cardboard cards (red)
•   Known limitation of cards: orientation
•   Textual definition
•   One image to illustrate the main idea, mostly stock
    images
•   Game-related content: GTAIV, SIMS, Guitar Hero

Evaluation
•   Social and Spatial Interactions workshop
•   8 participants used the cards in pairs
•   Problems with cards that contained contents
    people could not relate to: specific games,
    applications or TV series
•   Examples: fog of war (‘exploration’), Sports Tracker
    (‘challenge’), 24 (‘captivation’)
CARD DESIGN
Second Iteration
•   Similar shape and size (blue), category name
•   14 circular definitions rewritten
•   Image content changed so people would be able to
    relate to the content
•   Introduced images that could suggest interactions
•   Example: Rubik cube to suggest twisting or rotating

Evaluation
•   Preparation EmoListen workshop (HIIT researchers)
•   14 participants discussed the cards in two groups
•   Problems with images that have strong
    connotations (Usain Bolt for ‘challenge’)
•   Suggestions: don’t limit the content to games, rely
    on people’s experiences / avoid images that over-
    specify the design / try a booklet or using the flip
    side of the card
CARD DESIGN
Third Iteration
•   Rectangular format (9x12 cm), color orange
•   Introduced a second image to play with the
    abstraction level of the images and the contents
•   Image content changed so people would be able to
    relate to the content
•   27 new images, most depicting human emotions or
    activities

Evaluation
•   EmoListen workshop (HIIT researchers)
•   11 participants, cards used individually and in pairs
•   Positive, two images provides more possibilities to
    connect to the content
•   Problems with some definitions and images
    (‘Humor’)
CARD DESIGN

Fourth Iteration
•   Maintained the shape and size (cyan)
•   Modified some images that were “stereotypical and
    uninspiring”
•   Stock images: they contain a polished set of
    presuppositions and prejudices
•   More natural images from Flickr under a Creative
    Commons license
    
Lucero, A., and Arrasvuori, J. 2010. PLEX Cards: a source of
inspiration when designing for playfulness. In Proc. of Fun and
Games 2010. ACM Press, 28-37.
FINAL DESIGN
Fifth and Final Iteration
•   Same shape and size (magenta)
•   Top Half: Human emotions in an abstract way, in
    black and white to help focus on the emotion
•   Bottom Half: Concrete everyday life examples, color
    pictures of hands to suggest possible interactions
•   22 PLEX Cards: 2 extra cards explaining the PLEX
    Brainstorming and PLEX Scenario techniques

Evaluation
•   Social and Spatial Interactions project: 14 Mobile Life
    and Nokia researchers with mixed background
•   Emokeitai workshop: 13 participants from HIIT,
    Helsinki School of Economics, Helsinki and Aalto U. 
•   Structured use of the cards in pairs, using both the
    PLEX Brainstorming and Scenario techniques
•   Participants rated the cards on 7-point Likert scale
    (-3 to +3) on general impression and helpfulness
FINDINGS
Quantitative
                                                                                                                                              Qualitative
•   Jointly calculated the mean ratings and standard                                                                                                       •      Positive comments on the cards' role in supporting
    deviations for both sessions (n=27)
                                                                                                                          idea generation and guiding thinking about playfulness:
•   General impression of the cards: was clearly positive                                                                                                             •       "The cards did kind of focus my usually chaotic
    (mean=1.37, SD=1.04) 
                                                                                                                                                    brainstorming." (P24)

•   Helpfulness of the cards: ranged between 0.67 and                                                                                                      •      Controversial cards helped participants think in
    1.88, except Competition, Eroticism, Relaxation, Simulation
                                                                                                  unconventional ways about playfulness:
•   Some categories are good at triggering people but can                                                                                                             •       "The cards helped trigger ideas that may not have come
                                                                                                                                                                              otherwise. E.g. on otherwise sensitive topics such as
    in other cases block participants
                                                                                                                                        eroticism, suffering..." (P3)
    
                                  3 
                                                                                                                         Helpfulness of the PLEX Cards 
                                       2 

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                                       ‐2 

                                       ‐3 
                               Mean           1.63    1.13    ‐1.00    1.10    1.20    1.50    1.88    0.67    1.53    1.14    1.18    1.71    1.70    1.38    0.75    0.89    1.00    0.90    1.07    1.21    1.29    1.50 
                                               
                                       SD     1.41    1.64       0        1.52    1.14      .71      .99    2.07    1.46    1.35    1.47    1.05      .82    1.19    1.91    1.05    1.58    1.45    1.33    1.42       .91    1.24 
                                               
                                        N        8         8          4         10       10         2         17        6        15        14       17        17       10        8          8          9         5         10       14        14        14       12 
                                               
                                                                                                                                       22 PLEX Categories 
PLEX CARDS TECHNIQUES
PLEX TECHNIQUE 1
PLEX Brainstorming
•   Aimed at rapidly generating several ideas
•   Participants split in pairs, each pair takes a deck of cards
•   1 card randomly drawn per pair and put face up: seed card
•   Both players take 3 extra cards each from the deck. Do
    not show the cards to each other.
Rules
•   Player 1: start exploring an idea using the seed card and
    explain the idea to Player 2
•   Player 2: listen and consider the cards in your hand.
    Elaborate on the idea by placing one new card from your
    hand on the table. 
•   Player 1: develop the idea further by placing a new card
    from your hand on the table
PLEX TECHNIQUE 2
PLEX Scenario
•   Aimed at generating more elaborate ideas
•   Participants split in pairs, each pair takes a deck of cards
•   3 cards randomly drawn per pair from the deck and put
    face up on the table
•   Using an A3 template participants create a scenario
•   The order of the cards can be altered
Rules
•   Card 1: use card to trigger a use story or action
•   Card 2: steer the story in a new direction
                             Card 1:                      Card 2:                      Card 3:
                                                                           Beginning                   Continuation                   The End

•   Card 3: bring the story to a close
                                                                    Who are the people in the    How does this category        How does this category
•   Alternative: randomly draw seven cards and use three of         story? How does this
                                                                    category launch the story?
                                                                                                 cause the story to continue
                                                                                                 in a new direction?
                                                                                                                               bring the story to a
                                                                                                                               close?

    them for the scenario
EVALUATION
Goal
•   Investigate the usefulness of the two proposed techniques

Participants
•   The same 14 Mobile Life and Nokia researchers from the Social
    and Spatial Interactions project

Procedure
•   Participants split in pairs
•   Four pairs started with PLEX Brainstorming and spent 30
    minutes on two rounds of idea generation, while the other
    three pairs started with PLEX Scenario, then switched
•   Participants asked to fill-in a questionnaire on their general
    impression after using each on a 7-point Likert scale (where -3
    is very negative and +3 is very positive)
FINDINGS
Quantitative
                                               Qualitative
•   Participants were positive about both techniques with   •   Those who preferred Scenario often mentioned the
    a slight preference for PLEX Scenario (mean=1.43,           structured approach better suited their way of thinking:
    SD=1.45) over PLEX Brainstorming (mean=1.36                  •   "Scenario adds a twist to the thinking. Playfulness derives
    SD=1.15)
                                                        mostly (from) the combinations and arrangements. The
•   Only two participants rated the techniques negatively            structure is very important." (P8)
    by giving them -1 or -2
                                •   Those who preferred Brainstorming felt the technique
    
                                                           was faster and more flexible:
                                                                 •   "In Scenario, the first card formed most of the idea. We used

                                                                    (the technique) pretty linearly, I think it would be useful to
                                                                     jump back and forth (between the picked PLEX categories)
                                                                     a bit more." (P10)
QUESTIONS?

Andrés Lucero - Nokia Research Center, Tampere, Finland
andres.lucero@nokia.com

        : andrikos

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Playful Experiences

  • 1. : andrikos The PLEX Cards and its Techniques as Sources of Inspiration When Designing for Playfulness Andrés Lucero Nokia Research, Tampere, Finland Warsaw, October 25, 2012
  • 2. Experience Description Captivation Forgetting one’s surroundings PLAYFULNESS Challenge Competition Completion Testing abilities in a demanding task Contest with oneself or an opponent Finishing a major task, closure Control Dominating, commanding, regulating Cruelty Causing mental or physical pain Discovery Finding something new or unknown Eroticism A sexually arousing experience • Understanding the role of playfulness in the overall user experience of a product or service Exploration Investigating an object or situation Expression Manifesting oneself creatively Pleasure Framework [Costello et al.] Fantasy An imagined experience Fellowship Friendship, communality or intimacy • Comprehensive framework of 13 categories, which assembles Humor Fun, joy, amusement, jokes, gags views of philosophers, researchers and game researchers Nurture Taking care of oneself or others • Evaluating pleasurable playful interfaces in interactive artworks Relaxation Relief from bodily or mental work Sensation Excitement by stimulating senses Playful Experiences Framework [Korhonen et al.] Simulation An imitation of everyday life • Expanded the framework by adding the work of other authors Submission Being part of a larger structure Subversion Breaking social rules and norms • Covers experiences, pleasures, emotions, elements of play and Suffering Experience of loss, frustration, anger reason why people play Sympathy Sharing emotional feelings • Question: can the 22 categories serve as a starting point and Thrill Excitement derived from risk, danger provide inspiration to design for playfulness?
  • 3. PLEX CARDS PLEX Design Sprints • 3 design sprints using PLEX to guide design exploration • What is the best way to communicate the PLEX categories? • Tried different strategies: • Powerpoint slides with definitions briefly displayed • Printed A0 poster with the definitions • Handouts with the definitions plus concrete examples • PLEX framework difficult to grasp for the participants who only got an overview of the framework PLEX Cards • Physical cards designed to bring PLEX closer to people and communicate its categories
  • 4. RELATED WORK Design Cards • Provide inspiration in user-centered design (UCD) activities IDEO Cards • Inspiration Cards [Halskov & Dalsgaard], Video Cards [Buur & Soendergaard], Moment-Video-Trace Cards [Brandt & Messeter] • Ideo Cards: 51 cards showing methods used by IDEO to keep people at the center of their design processes. Invitation for designers to to try and develop different design approaches. • PLEX Cards: inspiration source for UCD, communicate PLEX Design-Game Cards ThinkCube Cards • Design games to support idea generation activities • Commercial: Thinkpak [Michalko] and ThinkCube [Sampanthar] • VNA and GameSeekers Cards: card decks to generate ideas for mobile multiplayer games. • PLEX Cards: we incorporate simple game rules to structure the innovation process, turn-taking and game dynamics. VNA Cards
  • 5. CARD DESIGN First Iteration • Squared (9x9 cm) cardboard cards (red) • Known limitation of cards: orientation • Textual definition • One image to illustrate the main idea, mostly stock images • Game-related content: GTAIV, SIMS, Guitar Hero Evaluation • Social and Spatial Interactions workshop • 8 participants used the cards in pairs • Problems with cards that contained contents people could not relate to: specific games, applications or TV series • Examples: fog of war (‘exploration’), Sports Tracker (‘challenge’), 24 (‘captivation’)
  • 6. CARD DESIGN Second Iteration • Similar shape and size (blue), category name • 14 circular definitions rewritten • Image content changed so people would be able to relate to the content • Introduced images that could suggest interactions • Example: Rubik cube to suggest twisting or rotating Evaluation • Preparation EmoListen workshop (HIIT researchers) • 14 participants discussed the cards in two groups • Problems with images that have strong connotations (Usain Bolt for ‘challenge’) • Suggestions: don’t limit the content to games, rely on people’s experiences / avoid images that over- specify the design / try a booklet or using the flip side of the card
  • 7. CARD DESIGN Third Iteration • Rectangular format (9x12 cm), color orange • Introduced a second image to play with the abstraction level of the images and the contents • Image content changed so people would be able to relate to the content • 27 new images, most depicting human emotions or activities Evaluation • EmoListen workshop (HIIT researchers) • 11 participants, cards used individually and in pairs • Positive, two images provides more possibilities to connect to the content • Problems with some definitions and images (‘Humor’)
  • 8. CARD DESIGN Fourth Iteration • Maintained the shape and size (cyan) • Modified some images that were “stereotypical and uninspiring” • Stock images: they contain a polished set of presuppositions and prejudices • More natural images from Flickr under a Creative Commons license Lucero, A., and Arrasvuori, J. 2010. PLEX Cards: a source of inspiration when designing for playfulness. In Proc. of Fun and Games 2010. ACM Press, 28-37.
  • 9. FINAL DESIGN Fifth and Final Iteration • Same shape and size (magenta) • Top Half: Human emotions in an abstract way, in black and white to help focus on the emotion • Bottom Half: Concrete everyday life examples, color pictures of hands to suggest possible interactions • 22 PLEX Cards: 2 extra cards explaining the PLEX Brainstorming and PLEX Scenario techniques Evaluation • Social and Spatial Interactions project: 14 Mobile Life and Nokia researchers with mixed background • Emokeitai workshop: 13 participants from HIIT, Helsinki School of Economics, Helsinki and Aalto U. • Structured use of the cards in pairs, using both the PLEX Brainstorming and Scenario techniques • Participants rated the cards on 7-point Likert scale (-3 to +3) on general impression and helpfulness
  • 10. FINDINGS Quantitative Qualitative • Jointly calculated the mean ratings and standard • Positive comments on the cards' role in supporting deviations for both sessions (n=27) idea generation and guiding thinking about playfulness: • General impression of the cards: was clearly positive • "The cards did kind of focus my usually chaotic (mean=1.37, SD=1.04) brainstorming." (P24) • Helpfulness of the cards: ranged between 0.67 and • Controversial cards helped participants think in 1.88, except Competition, Eroticism, Relaxation, Simulation unconventional ways about playfulness: • Some categories are good at triggering people but can • "The cards helped trigger ideas that may not have come otherwise. E.g. on otherwise sensitive topics such as in other cases block participants eroticism, suffering..." (P3) 3  Helpfulness of the PLEX Cards  2  1  Mean Ra$ngs  0  pr n  Hu     n  e  n  n    n    l      Cr l    Nu r  bm n    o$     Di lty  y  ip on on Re ure on Su sion Sy ing m y Fe asy ril ro o ng er $o o sio $o sio th o sh cis m a$ a$ $$ e$ a$ Th ue nt r ov rt nt pa le ‐1  ffe va xa w is es er Co or ns pl ul pe al Fa sc m llo bv la p$ Su m m Ch Er pl Se m Ex Su Ca Co Si Ex Co ‐2  ‐3  Mean  1.63    1.13    ‐1.00    1.10    1.20    1.50    1.88    0.67    1.53    1.14    1.18    1.71    1.70    1.38    0.75    0.89    1.00    0.90    1.07    1.21    1.29    1.50      SD  1.41    1.64       0        1.52    1.14      .71      .99    2.07    1.46    1.35    1.47    1.05      .82    1.19    1.91    1.05    1.58    1.45    1.33    1.42       .91    1.24      N     8         8          4         10       10         2         17        6        15        14       17        17       10        8          8          9         5         10       14        14        14       12    22 PLEX Categories 
  • 12. PLEX TECHNIQUE 1 PLEX Brainstorming • Aimed at rapidly generating several ideas • Participants split in pairs, each pair takes a deck of cards • 1 card randomly drawn per pair and put face up: seed card • Both players take 3 extra cards each from the deck. Do not show the cards to each other. Rules • Player 1: start exploring an idea using the seed card and explain the idea to Player 2 • Player 2: listen and consider the cards in your hand. Elaborate on the idea by placing one new card from your hand on the table. • Player 1: develop the idea further by placing a new card from your hand on the table
  • 13. PLEX TECHNIQUE 2 PLEX Scenario • Aimed at generating more elaborate ideas • Participants split in pairs, each pair takes a deck of cards • 3 cards randomly drawn per pair from the deck and put face up on the table • Using an A3 template participants create a scenario • The order of the cards can be altered Rules • Card 1: use card to trigger a use story or action • Card 2: steer the story in a new direction Card 1: Card 2: Card 3: Beginning Continuation The End • Card 3: bring the story to a close Who are the people in the How does this category How does this category • Alternative: randomly draw seven cards and use three of story? How does this category launch the story? cause the story to continue in a new direction? bring the story to a close? them for the scenario
  • 14. EVALUATION Goal • Investigate the usefulness of the two proposed techniques Participants • The same 14 Mobile Life and Nokia researchers from the Social and Spatial Interactions project Procedure • Participants split in pairs • Four pairs started with PLEX Brainstorming and spent 30 minutes on two rounds of idea generation, while the other three pairs started with PLEX Scenario, then switched • Participants asked to fill-in a questionnaire on their general impression after using each on a 7-point Likert scale (where -3 is very negative and +3 is very positive)
  • 15. FINDINGS Quantitative Qualitative • Participants were positive about both techniques with • Those who preferred Scenario often mentioned the a slight preference for PLEX Scenario (mean=1.43, structured approach better suited their way of thinking: SD=1.45) over PLEX Brainstorming (mean=1.36 • "Scenario adds a twist to the thinking. Playfulness derives SD=1.15) mostly (from) the combinations and arrangements. The • Only two participants rated the techniques negatively structure is very important." (P8) by giving them -1 or -2 • Those who preferred Brainstorming felt the technique was faster and more flexible: • "In Scenario, the first card formed most of the idea. We used (the technique) pretty linearly, I think it would be useful to jump back and forth (between the picked PLEX categories) a bit more." (P10)
  • 16. QUESTIONS? Andrés Lucero - Nokia Research Center, Tampere, Finland andres.lucero@nokia.com : andrikos