I have helped design and develop several games for different purposes such as learning, behavioral shift, cultural awareness and entertainment. This has allowed me to investigate how game design is affected by the intended audience.
Capturing the Virtual Movement of Paintings: A Game and A Tool
Kalliopi Kontiza, Antonios Liapis and Joseph Padfield
Screenshot of the virtual gallery creation game, where players add paintings to a virtual wall and create their personalized walls.
Abstract: This paper presents a virtual gallery creation game that has been designed for the National Gallery of London, as part of the CrossCult project, with a multi-purpose goal. For visitors, the game allows users to virtually move paintings around, reflecting on their visit through gamification, while creating and curating their own virtual galleries. For National Gallery staff, the application allows them to simply visualise planned exhibitions and to accurately record the positions of paintings when they are moved or re-positioned. This paper describes the game’s underlying structure, designed to serve both as an expert tool and as a game, and discusses the results obtained from initial experiments with end-users. Some preliminary conclusions can be drawn regarding the extent to which the application allows the end users to reflect on the National Gallery collection while creating and curating their own virtual galleries.
in Proceedings of the Digital Heritage Conference, 2018. BibTex
Board Game Prototyping to Co-Design a Better Location-Based Digital Game
Catherine Emma Jones, Antonios Liapis, Ioanna Lykourentzou, and Daniele Guido
First play test of a board game prototype that partially simulated interactions within a location-based digital game.
Abstract: In this case study we describe the iterative process of paper prototyping, using a board game, to co-design a location-based mobile application. The end goal of the application is to motivate reflection on historical topics about migration. The board game serves to capture the core concerns of this application by simulating movement through the city. Three play tests highlighted the users' interest and issues with the historical content, the way this content is represented, and the players' responses to the interactions and motivating mechanisms of the application. Results show that the board game helped capture important design preferences and problems, ensuring the improvement of our scenario. This feedback can help reduce development effort and implement a future technology prototype closer to the needs of our end users.
In Proceedings of the CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017. BibTex
Mixed-initiative Creative Drawing with webIconoscope
Example icons created by webIconoscope, seen through the voting gallery which allows users to guess which concept (of three) each icon represents, as well as rate its general appeal.
Abstract: This paper presents the webIcononscope tool for creative drawing, which allows users to draw simple icons composed of basic shapes and colors in order to represent abstract semantic concepts. The goal of this creative exercise is to create icons that are ambiguous enough to confuse other people attempting to guess which concept they represent. webIcononscope is available online and all creations can be browsed, rated and voted on by anyone; this democratizes the creative process and increases the motivation for creating both appealing and ambiguous icons. To complement the creativity of the human users attempting to create novel icons, several computational assistants provide suggestions which alter what the user is currently drawing based on certain criteria such as typicality and novelty. This paper reports trends in the creations of webIcononscope users, based also on feedback from an online audience.
In Proceedings of the 6th International Conference on Computational Intelligence in Music, Sound, Art and Design (EvoMusArt), vol. 10198, LNCS. Springer, 2017. BibTex
Motivating Visual Interpretations in Iconoscope: Designing a Game for Fostering Creativity
Antonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos, Evangelia V. Dimaraki
The drawing interface of Iconoscope, where a user creates an icon with colorful shapes to represent a word-concept shown at the top left corner.
Abstract: This paper introduces Iconoscope, a game aiming to foster the creativity of a young target audience in formal or informal educational settings. At the core of the Iconoscope design is the creative, playful interpretation of word-concepts via the construction of visual icons. In addition to that, then game rewards ambiguity via a scoring system which favors icons that dichotomize public opinion. The game is played by a group of players, with each player attempting to guess which of the concepts provided by the system is represented by each opponent's created icon. Through the social interaction that emerges, Iconoscope prompts co-creativity within a group of players; in addition, the game offers the potential of human-machine co-creativity via computer-generated suggestions to the player's icon. Experiments with early prototypes, described in this paper, provide insight into the design process and motivate certain decisions taken for the current version of Iconoscope which, at the time of writing, is being evaluated in selected schools in Greece, Austria and the United Kingdom.
in Proceedings of the 10th Conference on the Foundations of Digital Games, 2015. BibTex