Priming, sense-making and help: Analysis of player behaviour in an immersive theatrical experience
Understanding how people behave in prototypical forms of ubiquitous computing systems can help determine future designs and technical requirements. In a theatrical puzzle game called Last Will we were able to observe two hundred participants over the course of a week immerse themselves in an instrumented environment and use a tangible interface to complete a series of tasks. Based on an analysis from interviews, questionnaires and observation we highlight priming, sense-making and context sensitive help as three perspectives that we think are highly relevant to pervasive computing.
priming tangible interface pervasive computing artefacts mental model situation awareness