This thesis focuses on the exploration and development of design methods for creating interfaces that privilege human movement. And explores the potential of incorporating novel movement into the gaming experience.
Introducing 'Wring It!' - an immersive and interactive game controller, that makes the gaming experience more dynamic and enjoyable. Through incorporating the concepts of Laban Movement Analysis (LMA) and highlighting the Wringing movement, this controller is designed to encourage novel movements. The central aim of this thesis is to take a movement-based design approach to the creation of a controller and a game. Traditional game controllers depend on inputs, such as buttons, joysticks, and D-pad controllers. In contrast, interacting with the 'Wring it' controller will offer a different experience, beyond the conventional button pressing. The primary focus of this thesis is the exploration and development of design methods for creating controllers that encourage novel movements. This research aims to develop a methodology to design controllers for digital games which encourage players to engage in physical movement. The research includes three primary objectives:
To understand the significance of the human body and movement in game design.
Investigate how these movements can be reflected in the design outcomes.
Create an interface utilising the methodology explored throughout the research.
A series of workshops were conducted to explore different movements and actions and to understand how to design and utilise movement as a tool in interface design and development. By emphasising on movement as the central aspect of study this thesis aims to inspire designers to integrate a deeper understanding of movement into their design approaches, in the context of gaming and controller design.