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Sebastiaan Pijnappel

dblp:128/9448 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Games and playful interaction · 53% Design research and methods · 20% Wearable and physiological sensing · 20%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212016
Expanding exertion gaming · Int. J. Hum. Comput. Stud. 2016
Games and playful interaction › physical play
movement-based games
0.212014
i-dentity: innominate movement representation as engaging game element · CHI 2014
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction
0.112014
i-dentity: innominate movement representation as engaging game element · CHI 2014

Methods — techniques the papers use, named apart from their topics

game design · 0.2design research · 0.2prototyping · 0.2autoethnography · 0.2
YearPublicationVenuePosition
2020 "Erfahrung & Erlebnis": Understanding the Bodily Play Experience through German Lexicon
abstract
Bodily play systems are becoming increasingly prevalent, with research aiming to understand the associated player experience. We argue that a more nuanced lexicon describing "bodily play experience" can be beneficial to drive the field forward. We provide game designers with two German words to communicate two different aspects of experience: "Erfahrung", referring to experience where one is actively engaged in and gains knowledge from; and "Erlebnis", referring to a tacit experience often translated as "lived experience". We use these words to articulate a suite of design strategies for bodily play experiences by referring to past design work. We conclude by discussing these two aspects of experience in conjunction with two previously established perspectives on the human body. We believe this more nuanced lexicon can provide a clearer understanding for designers about bodily play allowing them to guide players in gaining the many benefits from such experiences.
Florian 'Floyd' Mueller, Louise Petersen Matjeka, Yan Wang 0057, Josh Andres, Zhuying Li 0001, Jonathan Marquez, Bob Jarvis, Sebastiaan Pijnappel, Rakesh Patibanda, Rohit Ashok Khot
TEI8
2016 Expanding exertion gaming
Joe Marshall, Florian 'Floyd' Mueller, Steve Benford, Sebastiaan Pijnappel
Int. J. Hum. Comput. Stud.4
2014 i-dentity: innominate movement representation as engaging game element
abstract
Movement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing whose movement controls which representation can facilitate engaging play experiences. We call this "innominate movement representation" and explore this opportunity through our game "i-dentity", where players have to guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate movement representation: concealing the association between movement and representation; number of represented movements; number of players with representations; location of representation in relation to the body and technical attributes of representation. We also present five strategies for how innominate representation can be embedded into a play experience. With our work we hope to expand the range of digital movement games.
Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller
CHI3
2014 Designing interactive technology for skateboarding
abstract
Interactive technology is increasingly used to support physical activities. However, there is limited knowledge about how interactive technology should be designed to support trick-focused experiences such as skateboarding. We developed Copy Paste Skate, a novel multimodal feedback system, and studied its use by 21 avid skateboarders to explore the design of interactive technology for skateboarding. Based on observations and interviews we articulate two key design dimensions that highlight how designing for skateboarding means supporting execution quality of tricks as well as supporting the trick originality. We also present 4 design strategies to help designers support both dimensions in one integrated design. Our work extends designers' knowledge about how to design interactive technology for skateboarding, ultimately extending our understanding of how interactive technology can support people being physically active.
Sebastiaan Pijnappel, Florian 'Floyd' Mueller
TEI1
2013 4 design themes for skateboarding
abstract
Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes : location of feedback in relation to the skater's body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding, and extreme sports in general, and will therefore further our understanding of how to design for the active human body.
Sebastiaan Pijnappel, Florian 'Floyd' Mueller
CHI1