International Journal of Advanced Computer Science, Vol. 1, No. 1, Pp. 1-8, Jan. 2011. Manuscript Received: 25. March 2013. Revised: Accepted: Published: Keywords Interaction design, Security, Physical playing, Testing Abstract This paper addresses the use of technology as a supplement to traditional and well-known dynamics of play. By examining the use of the Interactive Trampoline in the development process of play activities, this paper seeks to emphasise the relationship between physical activity, safety, enjoyment and sociality as factors that will be important to future development of interactive play design for play. The findings show us that, in order to design fun play activities that sustain children’s interest over a prolonged period, we need to consider children´s play practices within their communities of play, and as part of the solution for a safer environment. 1. Introduction In recent years, children’s play and everyday lives have undergone major changes and digital technology plays an increasingly significant role in this transformation. Technology is becoming more integral to toys and games, in museums and in children’s communication with each other. Supplementing the well-known dynamics of play and games with technology has also embraced outdoor play equipment [20,21,30] in products such as ICON created by Kompan, the Spieder from PlayAlive or Digiplay from Lappset. In the research field of play, interest in the combination of physical activity and technology has increased [17,18,20,11,31]. Digital playgrounds increasingly use computer games as an attraction and a motivating factor to engage children in outdoor activity in order to promote physical activity and new forms of learning [19]. This paper describes the development of a piece of practical and physical digital playground equipment called the Interactive Trampoline. It aims to reveal some of the challenges that appear in a design process whose aim are to develop the technology for a familiar and popular dynamic of play. The project was part of a larger, Danish industrial innovation project called ‘Play and Learning – Kids n’ Tweens Lifestyle’, funded by the EU. Its aim was to bring companies and researchers together to create products for children aged 3-12. First, we outline the background for the research and development. This is followed by a presentation of the Interactive Trampoline, together with the design and development process and the tests carried out during this process. In conclusion, the article reflects on the activities developed for the trampoline, addressing the safety implications. 2. Background The starting point for the development project was the popularity of the trampoline. In Denmark, the trampoline is the most popular unorganised, physical leisure activity among children aged 6-12 [27]. The question arises as to how it is possible to maintain and strengthen trampoline-based play activities. The central question behind our project is whether technology can contribute additional play value to this popular play equipment. The idea was, in other words, to create a trampoline version 2.0 so to speak. Another important consideration that forms the basis for further development relates to the risks of injury in using the trampoline. In the past 10 years, we have seen a 100-fold increase in the number of visits to A&E as a result of trampoline play. Roughly 65% of the injuries occur on the trampoline and 35% occur from falling off it onto the ground or other nearby objects. When two or three children jump simultaneously, the risk of injury is doubled, while the youngest child is 13 times more likely to get injured than the older children [24,31]. As a consequence, adults now establish the external rules of the game by, for example, acquiring trampolines with safety nets and monitoring children’s physical play. The Interactive Trampoline – Safety and Enjoyment Helle Skovbjerg Karoff, Lars Elbæk, Sigrid Alison Rytz