Hey welcome to our CHI late breaking work presentation sessions
InterRings towards understanding design micro games to fit daily work routine and
our concept is derived from two points the first one is prior game research is mostly focused on
designing games under the macro contact which requires decent proportion time and energy for
players to play and engage and the second point is taking regular tiny breaks can actually benefit
workers regarding to their occupational well-being so those two points uh actually leads to our
our micro game concept that is we want to gamify micro-breaks for mind refreshment within the
work time and how do we define micro-games we characterise micro-game as a game with simple
game dynamics which requires minimum time and effort to play and also importantly it
bridges play and non-play behaviors through the gamification of short breaks within the work time
so to validate our micro-game concept we introduce a prototype InterRings it's a practice of our
micro-game concept In InterRings players manipulates waterflow inside a plastic tank
and aims to stuck the colorful rings on the pegs by input gestures via sound modality so for
example pan clicks will trigger the right servo and tabletop will trigger the left servo to press
airbags that make the rings in the watertanks moves and flows so figure 3 is a topology
diagram of our InterRing system so we have a machine learning algorithm to classify the
input source and then after labeling the sounds we will assign different signals either then it will
trigger the the airbag under the water tank and to press the the rings to move the rings inside
the the watertank then we introduced a observation study in a consulting office to observe how users
workers actually engage with our InterRings prototype and we gave each subject 30 minutes
session for play and also we at the same time we keep a lg of their work and play behaviors so and
after that we introduced a post interview study to understand their rationale behind those activities
so here is a brief summary of our InterRings study results so generally the game was described as a
playful and low-effort entertaining practice and it's well fit within the routine workflows
and also we summarized two natures of those micro play so the first one is the fragmented
nature of play that subjects intended to insert micro-games into their workflows
by constantly switching among artifacts with different purpose for playing work
and also the motivation of plays, interruptions and task accomplishments are two
points for motivations of the microgame so based on those design
results we summarize three design guidelines for micro-games the first one is we should
introduce intuitive yet slightly fricative game mechanism to easy game entry and quit mechanism
by fricative means manually add some obstacles within the gameplay sessions and to avoid game
addiction and the second point is we should gamify only at the designated occasion and do not hinder
the primary of work so the last one is we should ensure compliance to workplacec restrictions
and I think that's the end of our presentations and also thank you
for your attention any welcomes and inquiries are welcome by our emails address so thank you