This game system is one of the results of my research at NTNU and forms part of the EXACT research project. The game system is developed through a Research through Design (RtD) process, a research methodology aimed at producing generic design knowledge at the research level. The advantage of an RtD process is to iterate in making a hypothesis -> testing -> analysing data -> refining hypothesis -> testing, much similar to a design process. The main difference is that the researcher in an RtD process stops before the production level, and thus, RtD processes result in research findings, theory and prototypes. The Move Maker is one such prototype. The game system won the CHI2020 game competition.
The Move Maker is reported in the following research papers and my Doctoral Thesis:
- Louise Petersen Matjeka. Designing Movement-Based Play and Games – in Theory and Practice. June 2022. PhD thesis. Norwegian University of Science and Technology. ISBN: 978-82-326-6643-0
- Louise Petersen Matjeka and Alf Inge Wang. 2022. Paraphernalia – Game Mechanics Facilitating Bodily Movement and Play. In the Proceedings of the 2022 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM, New Orleans, USA, https://doi.org/10.1145/3491101.3519702
- Louise Petersen Matjeka, Dag Svanæs and Alf Inge Wang. 2022. Turning Eight Family Homes into Interactive, Pervasive Playgrounds during the Covid-19 Lockdown. In Frontiers of Computer Science, Journal on Human-Media Interaction, Special Edition on Inbodied Interaction Design, Elisabeth Murnane (Ed.). https://doi.org/10.3389/fcomp.2022.822337
- Louise Petersen Matjeka, Mads Hobye, and Henrik Svarrer Larsen. 2021. Restraints as a Mechanic for Bodily Play. In CHI ’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, ACM Press, Online. DOI:https://doi.org/10.1145/3411764.3445622
- Best Paper Award Louise Petersen Matjeka and Florian ‘Floyd’ Mueller. 2020. Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of “Playing a Game.” In Proceedings of International Conference on Human Computer Interaction and Play CHI PLAY, ACM, Online. DOI:https://doi.org/10.1145.3410404/3414264
- Winner of the CHI2020 Student Game Competition – Transformative and Transgressive Play, Louise Petersen Matjeka. 2020. The Move Maker – Exploring Bodily Preconditions and Surrounding Conditions for Bodily Interactive Play. In Proceedings of the 2020 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press, Honolulu, Hawai’i. DOI: https://doi.org/10.1145/3334480.3381652
Research Topic
The topic for the study was designing exergames for older adults to train balance training in their homes to prevent falls.
The Problem Field
When an older adult falls, it often leads to long hospitalisation periods often following followed by a decrease in mobility. Reduced mobility leads to more reduced mobility and a reduction in life quality until the person is no longer able to take care of themselves.
The problem is that as we age, our daily movement challenges are reduced. In movement terms, we lack neuromotor training, that is, sensory-motor stimulation for brain training. These situations are, for instance, getting up and down from the floor when we play with our kids, carrying around our kids, and other activities that often involve kids. The solution then became designing a game for grandparents to play with their grandchildren in their home settings. The goals were; to research playful movement, how to compose playful balance training movements and exercises and map the requirements for movement-based games for playing in a home setting. The design process prior to the formation of The Move Maker is described here.
Method
To do so, I developed theoretical knowledge of how to compose playful movement and the physical requirements – or constraints – for playing movement-based games in a home setting.
I then developed theories of how to compose playful movements, how to design for them and the requirements for designing custom games for home settings. The following research papers thoroughly describe the study, results and methods used.
- Louise Petersen Matjeka and Alf Inge Wang. 2022. Paraphernalia – Game Mechanics Facilitating Bodily Movement and Play. In the Proceedings of the 2022 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM, New Orleans, USA, https://doi.org/10.1145/3491101.3519702
- Louise Petersen Matjeka, Mads Hobye, and Henrik Svarrer Larsen. 2021. Restraints as a Mechanic for Bodily Play. In CHI ’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, ACM Press, Online. DOI:https://doi.org/10.1145/3411764.3445622
- Watch the presentation here
- Winner of the CHI2020 Student Game Competition – Transformative and Transgressive Play, Louise Petersen Matjeka. 2020. The Move Maker – Exploring Bodily Preconditions and Surrounding Conditions for Bodily Interactive Play. In Proceedings of the 2020 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press, Honolulu, Hawai’i. DOI: https://doi.org/10.1145/3334480.3381652
- Watch the video here
- Louise Petersen Matjeka, Dag Svanæs and Alf Inge Wang. 2022. Turning Eight Family Homes into Interactive, Pervasive Playgrounds during the Covid-19 Lockdown. In Frontiers of Computer Science, Journal on Human-Media Interaction, Special Edition on Inbodied Interaction Design, Elisabeth Murnane (Ed.). https://doi.org/10.3389/fcomp.2022.822337
Brief summary of the theories:
A composition of (playful) movements consists of the players’ bodily preconditions in conjunction with the surrounding conditions: 1. we are bodily restrained, 2. our surroundings constrain us. Thus, movement is conditioned and formed by our bodily preconditions in relation to the surroundings – when we move.
As games are attempts to overcome unnecessary and arbitrarily chosen obstacles (Bernard Suits and Roger Caillois), I turned the bodily restraints and surrounding conditions into game mechanics and design knowledge, i.e., obstacles to overcome.
Because the game had to accommodate various home settings, I chose to do it modular and emphasize the player’s autonomy in customizing the set-up options. This decision was also based on the fact that many game systems for home settings require advanced technological setups and maintenance.
The game modules were chosen as a mix of off-the-shelf products and homemade prototypes. Because the purpose of the game was to stimulate neuro-motor processes, the modules were collected to stimulate various exteroceptive senses, hearing, touch and vision. The system was then composed of the following modules;
home-made music cubes that played a one-bar, either rhythm or harmony, when triggered by a proximity trigger. The music bits were composed to complement each other.
Light cubes stimulate vision and tactile sense as they change colour when turned.
Laser lines are connected to a beeping sensor to stimulate vision and spacious perception.
A moving robot that moved when triggered by a set of proximity sensors. The idea was to have something moving together with the players.
Lastly, there was a set of restraint cards to reconfigure the players’ bodily preconditions.





Testing
As the prototype was developed just when the COVID-19 pandemic broke out, testing in the lab with grandparents and grandchildren was impossible. However, a new problem had occurred. Families were locked up in their homes and not allowed to go outside. The consequences were inactivity and boredom. So I boxed the game in a suitcase and delivered it to eight families to test as they were locked in their homes.
The families then video-recorded their play sessions while also keeping a play diary. The game was with each family for around 10 days. The test method is called technology probes. The process is described in detail in the following research paper:
- Louise Petersen Matjeka, Dag Svanæs and Alf Inge Wang. 2022. Turning Eight Family Homes into Interactive, Pervasive Playgrounds during the Covid-19 Lockdown. In Frontiers of Computer Science, Journal on Human-Media Interaction, Special Edition on Inbodied Interaction Design, Elisabeth Murnane (Ed.). https://doi.org/10.3389/fcomp.2022.822337
Results
The results were plenty. The overall result was that the game system as an active family activity was well received by the families and, thus, points to future possibilities of research and product development.
An interesting result was that the game turned the families’ homes into playgrounds where the family structure and hierarchy could be contested and turned upside down. Furthermore, the families reported experiences of togetherness that they felt was missing in their everyday life. A quality that the families reported had personal and emotional value.
One of the families reported, “[The father] and I had to put our ears together, and I (re)experienced a kind of closeness that we may lack in our everyday, hectic daily life.”
Playing also brought them out of their daily structure; A family reported that the children found it fun to “watch your parents in silly positions.”
For more details, please read the research papers. The reports are fun to read 🙂