Technology, Movement, and Play Is Hampering and Boosting Interactive Play

Robby van Delden, Dennis Reidsma, Dees Postma, Joris Weijdom, Elena Márquez Segura, Laia Turmo Vidal, José Manuel Vega-Cebrián, Ana Tajadura-Jiménez, Annika Waern, Solip Park, Perttu Hämäläinen, José Maria Font, Mats Johnsson, Lærke Schjødt Rasmussen, Lars Elbæk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.

Original languageEnglish
Title of host publicationCHI PLAY Companion '23
Subtitle of host publicationCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play
EditorsJim Wallace, Jennifer R. Whitson, Beth Bonsignore, Julian Frommel, Erik Harpstead
Place of PublicationNew York, NY
PublisherACM SigCHI
Number of pages4
ISBN (Electronic)979-8-4007-0029-3
Publication statusPublished - 6 Oct 2023
EventAnnual Symposium on Computer-Human Interaction in Play, CHI PLAY 2023 - Stratford, Canada
Duration: 10 Oct 202313 Oct 2023


ConferenceAnnual Symposium on Computer-Human Interaction in Play, CHI PLAY 2023
Abbreviated titleCHI PLAY 2023


  • 2023 OA procedure


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