PLEX Cards



web: http://www.funkydesignspaces.com/plex/
by: Andrés Lucero

case studies: Mekky, S., & Lucero, A. (2016). An Exploration of Designing for Playfulness in a Business Context. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA ’16 (pp. 3136–3143). New York, New York, USA: ACM Press.

research evidence:

  • Lucero, A., & Arrasvuori, J. (2013). The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. International Journal of Arts and Technology, 6(1), 22.
  • Arrasvuori, J., Boberg, M., Holopainen, J., Korhonen, H., Lucero, A., & Montola, M. (2011). Applying the PLEX framework in designing for playfulness. In Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces - DPPI ’11 (p. 1). New York, New York, USA: ACM Press.
  • Lucero, A. & Arrasvuori, J. (2010). PLEX Cards: a source of inspiration when designing for playfulness. In Proceedings of the 3rd International Conference on Fun and Games (Fun and Games '10). ACM, New York, NY, USA, 28-37. 


"These are the 22 PLEX Cards, plus its two related idea generation techniques: PLEX Brainstorming and PLEX Scenario. The cards were created to communicate the 22 categories of the Playful Experiences (PLEX) framework to designers, researchers and other stakeholders who wish to design for playfulness."