Abstract:Tangible and embodied explorations have delivered many designs to rejuvenate many traditional leisure activities such as parlor games, and dancing, and offered ideas on how to bridge inter-generational divides through play, and allow players of different skill levels to compete relatively equally. However there seem to be few examples of designs for non-competitive play which allow participants to take very different roles. Bringing together elements of playing with dance, communication, and drawing, we presen… Show more
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