41 results on '"Bodystorming"'
Search Results
2. Why Movement-Based Design!? Exploring Methods and Experiences in MBD
- Author
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Van Rheden, Vincent, Reidsma, Dennis, Elbæk, Lars, Lallemand, Carine, Turmo Vidal, Laia, Matviienko, Andrii, Elvitigala, Don Samitha, Daiber, Florian, Zambetta, Fabio, Mueller, Florian, Van Rheden, Vincent, Reidsma, Dennis, Elbæk, Lars, Lallemand, Carine, Turmo Vidal, Laia, Matviienko, Andrii, Elvitigala, Don Samitha, Daiber, Florian, Zambetta, Fabio, and Mueller, Florian
- Abstract
The rise of movement-based design (MBD) is fueled by the integration of computer technology into the movement of the everyday. Departing from traditional interface design, MBD prioritizes natural interaction, SportsHCI, and health promotion through physical activity. This paradigm shift has led to innovations in experimental applications and interaction techniques, including exergames, expressivity in interactions and soma-design. Various guidelines and frameworks have been proposed for specific purposes, from sports to virtual reality. This workshop explores participants' experiences and perspectives on MBD, delving into MBD workshop design and reflect on MBD methods and the current move towards MBD methodologies., Part of ISBN 9798400706325QC 20240725
- Published
- 2024
- Full Text
- View/download PDF
3. Movits : a Minimalist Toolkit for Embodied Sketching
- Author
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Vega-Cebrián, José Manuel, Turmo Vidal, Laia, Tajadura-Jiménez, Ana, Covas, Tomás Bonino, Segura, Elena Márquez, Vega-Cebrián, José Manuel, Turmo Vidal, Laia, Tajadura-Jiménez, Ana, Covas, Tomás Bonino, and Segura, Elena Márquez
- Abstract
We present the design and evaluation of the Movits, a minimalist toolkit for embodied sketching design explorations. The toolkit includes technology probes featuring minimalist wearable digital units that support the hands-on exploration and design of movement-driven interactions using multisensory feedback. The Movits are self-contained and generate audiovisual or vibrotactile patterns in response to movement-based inputs. We present the theoretical and empirical grounding driving our design process. We discuss the fndings of using the Movits during four co-design workshops with design students, technologists, dancers and physiotherapists, where they resulted in being generative and adaptable to a range of embodied design approaches. We contend that the Movits can be favourable for those interested in a holistic design approach to wearables in general and specifcally for those targeting movement-based application domains., Part of ISBN 9798400705830QC 20240827
- Published
- 2024
- Full Text
- View/download PDF
4. Written in Error: Definitions and Methods for Interdisciplinary and Multidisciplinary Research
- Author
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Whatley, Sarah, Popat, Sita, editor, and Whatley, Sarah, editor
- Published
- 2020
- Full Text
- View/download PDF
5. Contextual Evaluation of Digital Media Through Experience-Focused Participatory Bodystorming in a Full-Scale Spatial Prototype
- Author
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Lim, Yihyun, Casalegno, Federico, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, and Stephanidis, Constantine, editor
- Published
- 2019
- Full Text
- View/download PDF
6. Insights from Design Processes Used in Developing Exergames.
- Author
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Kjær Lund, Alexander Hvidbjerg, Sørensen, Amalie Finnemannn, Elbæk, Lars, and Kaos, Maximus D.
- Subjects
COVID-19 pandemic ,EDUCATIONAL games ,ACTIVE learning ,PHYSICAL activity ,BRAINSTORMING - Abstract
Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames—games that require physical exertion to play—hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame—VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players’ needs and motivation for physical activity, to using exertion cards for framing the game’s primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
7. Virtual Bodystorming: Utilizing Virtual Reality for Prototyping in Service Design
- Author
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Boletsis, Costas, Karahasanovic, Amela, Fjuk, Annita, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, De Paolis, Lucio Tommaso, editor, Bourdot, Patrick, editor, and Mongelli, Antonio, editor
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- 2017
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8. Method Cards for Movement-Based Design Activities: A Survey of Free Online Toolboxes.
- Author
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Khalid, Saifuddin, Elbæk, Lars, and Kane, Neha
- Subjects
CARD games ,HUMAN-computer interaction ,CUSTOMIZATION ,ENTREPRENEURSHIP ,TECHNOLOGICAL innovations - Abstract
Card-based design tools have proven useful in both industry and academia in the fields of interaction design, human computer interaction (HCI), and the umbrella of fields overlapping user experience design. Wölfel and Merritt classified the design dimensions of physical card-based methods into five categories: 1) Intended Purpose & Scope, 2) Duration of use and placement in design process, 3) System or Methodology of use, 4) Customization, and 5) Formal Qualities. Furthermore, they identified three graduations of intended purpose & scope, ranging from very general to context specific: 1) General/repository card systems, 2) participatory design, and 3) context specific/agenda-driven. This paper draws attention to the methods involving human movement or movement-based methods, which constitute to one of the categories of agenda-driven methods. The design activities, particularly for the development of systems and services involving human movement, should build on movement-based methods for involving both designers and users for the increased emphasis on domain-specific human-centred design. We find that in the multi-disciplinary domains involving play, sport, fitness, games, and health, the movement-based method cards have become crucial in the new study programs and design projects involving innovation, creativity, and entrepreneurship. There are numerous articles on how cards are used in the design activities including examples of human movement-based methods. However, an overview of movement-based method cards has not been conducted and articulated. So, adopting an approach for systematic literature review, this paper identifies 20 free online resources resembling card-based design toolboxes from an organic Google search and discussion with colleagues in the HCI field. Studying the toolboxes containing 55-85 cards each and identified eighteen unique names for the movement-based design methods. The methods are mapped into Stanford D. school’s five categories of design activities, empathize, define, ideate, prototype, and test. The methods grouped into each of the categories are presented briefly followed by discussion on practical implication due to similarities and differences. Four of the 20 card-based toolboxes were excluded as those do not contain any movement-based method. The paper concludes with the scope of further development of card-based design tools particularly for movement-based methods for the human-computer interaction practitioners and education programs. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
9. Design Resources in Movement-based Design Methods : A Practice-based Characterization
- Author
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Vega-Cebrián, José Manuel, Márquez Segura, Elena, Turmo Vidal, Laia, Waern, Annika, van Delden, Robby, Weijdom, Joris, Elbæk, Lars, Vestergaard Andersen, Rasmus, Lekbo, Søren, Tajadura-Jiménez, Ana, Vega-Cebrián, José Manuel, Márquez Segura, Elena, Turmo Vidal, Laia, Waern, Annika, van Delden, Robby, Weijdom, Joris, Elbæk, Lars, Vestergaard Andersen, Rasmus, Lekbo, Søren, and Tajadura-Jiménez, Ana
- Abstract
Movement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the feld, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice., Mecamind
- Published
- 2023
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10. Exploring the Embodied Experience of Walking Meetings through Bodystorming – Implications for Design
- Author
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Fonds National de la Recherche - FnR [sponsor], Jacob, Melodie, Damen, Ida, Lallemand, Carine, Fonds National de la Recherche - FnR [sponsor], Jacob, Melodie, Damen, Ida, and Lallemand, Carine
- Abstract
Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play.
- Published
- 2023
11. Bodystorming for movement-based interaction design
- Author
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Elena Márquez Segura, Laia Turmo Vidal, and Asreen Rostami
- Subjects
movement-based interaction ,design methods ,embodied interaction ,bodystorming ,ideation methods ,play ,Information technology ,T58.5-58.64 - Abstract
After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.
- Published
- 2016
- Full Text
- View/download PDF
12. Exploring the Embodied Experience of Walking Meetings through Bodystorming – Implications for Design
- Author
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Mélodie Jacob, Ida Damen, Carine Lallemand, and Fonds National de la Recherche - FnR [sponsor]
- Subjects
design research ,HCI ,Embodied Interaction ,Physical activity ,Office work ,bodystorming ,human-centered computing ,Behaviour change ,Bodystorming ,human computing interaction ,Walk and talk ,Multidisciplinaire, généralités & autres [H99] [Sciences sociales & comportementales, psychologie] ,walking meetings ,sedentary behavior ,Design Research ,Walking meetings ,Multidisciplinary, general & others [H99] [Social & behavioral sciences, psychology] ,Sedentary Behaviour ,embodied interaction - Abstract
Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play.
- Published
- 2023
13. Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities.
- Author
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Vidal, Laia Turmo and Segura, Elena Márquez
- Subjects
THEORY of knowledge ,PERFORMATIVE (Philosophy) ,INFORMATION dissemination ,IDEA (Philosophy) ,DOCUMENTATION - Abstract
Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers' understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
14. Exploring the Design Space for Body Transformation Wearables to Support Physical Activity through Sensitizing and Bodystorming
- Author
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Ana Tajadura-Jimenez, Judith Ley-Flores, Omar Valdiviezo, Aneesha Singh, Milagrosa Sanchez-Martin, Joaquin Diaz Duran, Elena Márquez Segura, Comunidad de Madrid, Ministerio de Economía y Competitividad (España), Ministerio de Educación, Cultura y Deporte (España), and European Commission
- Subjects
embodied design methods ,Informática ,self-care technologies design ,bodystorming ,technology probes ,physical activity ,interactive systems design ,health ,psychological factors ,sound ,wearables ,haptics ,embodied cognition ,body awareness ,body-perception ,probes ,body movement ,self-tracking - Abstract
We acknowledge funding by the Spanish Agencia Estatal de Investigación (PID2019-105579RBI00/AEI/10.13039/501100011033) and the European Research Council Grant (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement No 101002711). JL is funded by the Ministry of Economy, Industry and Competitivity of Spain (doctoral training Grant BES-2017-080471). OV is funded by the Ministry of Science and Innovation of Spain (doctoral training Grant PRE2020-091790). EMS is funded by the Madrid Government (Comunidad de Madrid) under the Multiannual Agreement with UC3M in the line of "Research Funds for Beatriz Galindo Fellowships" (MovIntPlayLab-CM-UC3M), and in the context of the V PRICIT (Regional Programme of Research and Technological Innovation).
- Published
- 2022
15. Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities
- Author
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Laia Turmo Vidal and Elena Márquez Segura
- Subjects
documentation ,knowledge packaging ,ideation ,sketch ,bodystorming ,embodied sketching ,embodied interaction ,sensitizing ,somaesthetics ,Technology ,Science - Abstract
Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers’ understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination.
- Published
- 2018
- Full Text
- View/download PDF
16. BODYSTORMING FOR MOVEMENT-BASED INTERACTION DESIGN.
- Author
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Segura, Elena Márquez, Vidal, Laia Turmo, and Rostami, Asreen
- Subjects
INTERACTION design (Human-computer interaction) ,HUMAN mechanics ,VIDEO games - Abstract
After a decade of movement-based interaction in human-computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
17. The Office Jungle: Exploring Unusual Ways of Working through Bodily Experimentations
- Author
-
Damen, I., Nieuweboer, I., Brombacher, H., Van Wesemael, P., Vos, S., Lallemand, Carine, Damen, I., Nieuweboer, I., Brombacher, H., Van Wesemael, P., Vos, S., and Lallemand, Carine
- Abstract
Modern office environments foster sitting, a major public health risk, with physical inactivity being the fourth cause of death worldwide. This provocative pictorial presents the design explorations and bodily experimentations culminating in The Office Jungle, a critical and speculative redesign of the office environment that encourages physical activity by embracing wildness. The Office Jungle is a design exemplar of a "wild"office space presented as a suspended geodesic structure. It is built to experienc e how our office environment and our behaviour at work affect each other. We advocate that bringing wildness into office spaces will create more durable office environments that foster movement. With this pictorial, we aim to spark discussion amongst designers to think in new ways and to consider new opportunities to design for workplaces that integrate physical activity with work. © 2021 Owner/Author.
- Published
- 2021
18. Conceptual designing of a virtual receptionist : Remote desktop walkthrough and bodystorming in VR
- Author
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Chilufya, Emma Mainza, Arvola, Mattias, Chilufya, Emma Mainza, and Arvola, Mattias
- Abstract
Early user involvement in the design of intelligent virtual agents (IVAs) is fundamental for usability and otherwise good user experience. In this paper, we present a combination of methods used in the remote conceptual design of a virtual receptionist for a university department. The study builds on two workshops with potential users. The first was a bodystorming workshop in virtual reality (VR) with four researchers at the department, and the second was a desktop walkthrough workshop on an online whiteboard with five students at the department. Proposed solutions from the workshops were deconstructed using a morphological chart into a pentad of parameters: agent, act, scene, agency, and purpose. New design concepts were then composed by combining solutions. Sketching was used to further detail and present the generated concepts. Our analysis of the workshops indicates that the bodystorming workshop had an aesthetic perspective on embodied interaction while the desktop walkthrough workshop had a more instrumental perspective on usability. The combination of embodied but remote ideation methods with morphological chart structured by the pentad is novel to not only the IVA field, but also to interaction design in general. Finally, the conceptual design of a novel cross-platform IVA is proposed.
- Published
- 2021
- Full Text
- View/download PDF
19. Insights from design processes used in developing exergames
- Author
-
Lund, Alexander Hvidbjerg Kjær, Sørensen, Amalie Finnemannn, Elbæk, Lars, Kaos, Maximus D., and Fotaris, Panagiotis
- Subjects
Exergames ,Exertion games ,Design processes ,ComputingMilieux_PERSONALCOMPUTING ,Bodystorming ,Movement-based design methods ,Virtual reality - Abstract
Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames-games that require physical exertion to play-hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame-VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players' needs and motivation for physical activity, to using exertion cards for framing the game's primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work.
- Published
- 2021
- Full Text
- View/download PDF
20. The Office Jungle: Exploring Unusual Ways of Working through Bodily Experimentations
- Author
-
Ida Damen, Carine Lallemand, Steven Vos, Pieter van Wesemael, Hans Brombacher, and Ingmar Nieuweboer
- Subjects
Office buildings ,Design exemplar ,Physical activity ,02 engineering and technology ,Bodystorming ,Space (commercial competition) ,Office environments ,GeneralLiterature_MISCELLANEOUS ,Office environment ,0202 electrical engineering, electronic engineering, information engineering ,Jungle ,Multidisciplinary, general & others [H99] [Social & behavioral sciences, psychology] ,0501 psychology and cognitive sciences ,Sociology ,050107 human factors ,computer.programming_language ,Design for Wildness ,05 social sciences ,Design Exploration ,Geodesic structure ,020207 software engineering ,Sedentary behavior ,Wildness ,Office space ,Multidisciplinaire, généralités & autres [H99] [Sciences sociales & comportementales, psychologie] ,Health risks ,Speculative design ,SPARK (programming language) ,Work (electrical) ,Aesthetics ,Working through ,Sedentary Behavior ,computer - Abstract
Modern office environments foster sitting, a major public health risk, with physical inactivity being the fourth cause of death worldwide. This provocative pictorial presents the design explorations and bodily experimentations culminating in The Office Jungle, a critical and speculative redesign of the office environment that encourages physical activity by embracing wildness. The Office Jungle is a design exemplar of a "wild"office space presented as a suspended geodesic structure. It is built to experienc e how our office environment and our behaviour at work affect each other. We advocate that bringing wildness into office spaces will create more durable office environments that foster movement. With this pictorial, we aim to spark discussion amongst designers to think in new ways and to consider new opportunities to design for workplaces that integrate physical activity with work. © 2021 Owner/Author.
- Published
- 2021
21. Conceptual designing of a virtual receptionist : Remote desktop walkthrough and bodystorming in VR
- Author
-
Mattias Arvola and Emma Mainza Chilufya
- Subjects
remote design ,Computer science ,business.industry ,Whiteboard ,design ,user involvement ,bodystorming ,Usability ,Interaction design ,desktop walkthrough ,Software walkthrough ,Virtual reality ,Human Computer Interaction ,Människa-datorinteraktion (interaktionsdesign) ,intelligent virtual agents ,Conceptual design ,User experience design ,Chart ,Human–computer interaction ,virtual reality ,conceptual design ,concept sketching ,business ,morphological chart - Abstract
Early user involvement in the design of intelligent virtual agents (IVAs) is fundamental for usability and otherwise good user experience. In this paper, we present a combination of methods used in the remote conceptual design of a virtual receptionist for a university department. The study builds on two workshops with potential users. The first was a bodystorming workshop in virtual reality (VR) with four researchers at the department, and the second was a desktop walkthrough workshop on an online whiteboard with five students at the department. Proposed solutions from the workshops were deconstructed using a morphological chart into a pentad of parameters: agent, act, scene, agency, and purpose. New design concepts were then composed by combining solutions. Sketching was used to further detail and present the generated concepts. Our analysis of the workshops indicates that the bodystorming workshop had an aesthetic perspective on embodied interaction while the desktop walkthrough workshop had a more instrumental perspective on usability. The combination of embodied but remote ideation methods with morphological chart structured by the pentad is novel to not only the IVA field, but also to interaction design in general. Finally, the conceptual design of a novel cross-platform IVA is proposed.
- Published
- 2021
22. Bodystorming Mobile Learning Experiences.
- Author
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Smith, Brian K
- Subjects
- *
MOBILE learning , *VIRTUAL classrooms , *RESEARCH & development , *EDUCATIONAL technology , *COMPUTERS in education , *BRAINSTORMING - Abstract
Bodystorming is a technique used by designers to better understand how the settings where interactive systems are deployed might affect their intended uses. The articulation of design concepts “in the wild” and using forms of performance and improvisation are intended to help designers become more aware of contextual issues that may not be revealed in traditional brainstorming exercises. Bodystorming can be a useful technique for designers of mobile learning experiences, as it helps make interactions between learners, devices, and locations more explicit. The general method is described in this paper and followed by two case studies of its use in the design of mobile learning experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
- View/download PDF
23. PizzaBlock
- Author
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Chris Elsden, Alan Stevenson, Chris Speed, Ian Sibbald, Jonathan Rankin, and John Vines
- Subjects
Identity Management ,Computer science ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Complex system ,Analogy ,020207 software engineering ,Citizen journalism ,Bodystorming ,02 engineering and technology ,Representation (arts) ,Decentralisation ,Identity management ,Human–computer interaction ,Design Methods ,0202 electrical engineering, electronic engineering, information engineering ,Key (cryptography) ,Pizza ,0501 psychology and cognitive sciences ,Design methods ,050107 human factors ,Distributed Ledger Technologies - Abstract
This pictorial describes in detail the design, and multiple iterations, of PizzaBlock - a role-playing game and design workshop to introduce non-technical participants to decentralised identity management systems. We have so far played this game with six different audiences, with over one hundred participants - iterating the design of the artefacts and gameplay each time. In this pictorial, we reflect on this RtD project to unpack: a) How we designed artefacts and roleplay to explore decentralised technologies and networks; b) How we communicated the key challenges and parameters of a complex system, through the production of a playable, interactive, analogue representation of that technology; c) How we struck a balance between playful tangible gameplay and high-fidelity technical analogy; and d) How approaches like PizzaBlock invite engagement with complex infrastructures and can support more participatory approaches to their design.
- Published
- 2020
- Full Text
- View/download PDF
24. Virtual Reality for Prototyping Personalization of an Autonomous Drive Context
- Author
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Amundsson, Isak, Carlsson, Felicia, Amundsson, Isak, and Carlsson, Felicia
- Abstract
The development of Autonomous Drive is escalating, but designing for User Experience in autonomous vehicles remains a challenge since there are no such vehicles out on the commercial market today. Designers are struggling to gain customer insights since the target customers never tried such a product. On the other hand, the main user group of Autonomous Drive in the future will most likely be people born between 1980 and 2000, and they are demanding a personalized experience from the technology they are using. It is therefore assumed that personalization will play an important role in the User Experience of the autonomous vehicles of tomorrow. This project aims for gaining customer insights about personalization in Autonomous Drive context today, by using prototyping in Virtual Reality to simulate personalized user scenarios. The user scenarios are based on ideas which are generated by engaging people into bodystorming sessions. The Design Sprint framework was used for design, implementation and test each scenario which resulted in very rapid prototyping. The hardware used for the prototype was HTC Vive in combination with Leap Motion, implementations in Virtual Reality was done in Unity and the virtual models are made with Blender. The experience of the Virtual Reality prototype was given positive input from target users, further it was concluded that the approach of using bodystorming for idea generation and then prototyping in Virtual Reality for evaluating the ideas was successful. To summarize, prototyping in Virtual Reality can be a valuable tool for User Experience in Autonomous Drive Industry.
- Published
- 2019
25. Technological augmented narratives in public transportation.
- Author
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Ashkenazi, Avi
- Subjects
AUGMENTED reality ,NARRATIVES ,PUBLIC transit ,ART & design ,TECHNOLOGICAL innovations ,STORYTELLING - Abstract
This article stems from a brief about narrative and technology assigned during my M.A. Design Critical Practice at Goldsmiths, University of London. The project that developed from the brief was a group project, so when I say 'we' I mean my group: Blair Francy, Marion Lean and Jullian Lee. Our goal was to find new ways of telling narratives. These ways should carry in them the ability to create a better experience of story: engaging, revolving and natural. This article suggests new design concepts for the transportation system derived from a combination of creative writing methods, technology development processes, acting techniques (bodystorming) and design methodology. [ABSTRACT FROM AUTHOR]
- Published
- 2012
- Full Text
- View/download PDF
26. Understanding contexts by being there: case studies in bodystorming.
- Author
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Oulasvirta, Antti, Kurvinen, Esko, and Kankainen, Tomi
- Subjects
- *
UBIQUITOUS computing , *TECHNOLOGICAL innovations , *DISTRIBUTED computing , *INFORMATION services , *DESIGN , *RESEARCH - Abstract
A thorough appreciation of physical, social, interactional, and psychological contextual factors is crucial in the design of ubiquitous computing applications. This paper investigates the benefits of a method called bodystorming for carrying out design sessions in the original context, `in the wild', instead of the office. A location is selected that is identical or similar to the original environment. Innovation, carried out on-site, is based on ethnographical data presented as concrete design questions. Individual solutions to design questions are brainstormed and discussed on-site. Facets of data collection and preparation, formulation of design questions, selection of locations, session administration, and evaluation of design ideas are presented. We found that bodystorming permits immediate feedback for generated design ideas, and can provide a more accurate understanding of contextual factors. Bodystorming sessions were found memorable and inspiring. It is best suitable for designing for activities that are accessible and unfamiliar to the researchers. [ABSTRACT FROM AUTHOR]
- Published
- 2003
- Full Text
- View/download PDF
27. Situated Sketching and Enactment for Pervasive Displays
- Author
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Aurélien Tabard, Alix Ducros, Clemens Nylandsted Klokmose, Situated Interaction, Collaboration, Adaptation and Learning (SICAL), Laboratoire d'InfoRmatique en Image et Systèmes d'information (LIRIS), Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Institut National des Sciences Appliquées (INSA)-Université de Lyon-Institut National des Sciences Appliquées (INSA)-Centre National de la Recherche Scientifique (CNRS)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École Centrale de Lyon (ECL), Université de Lyon-Université Lumière - Lyon 2 (UL2)-Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Université Lumière - Lyon 2 (UL2), Department of Digital Design and Information Studies [Aarhus], and Aarhus University [Aarhus]
- Subjects
Sketching ,Ubiquitous computing ,Computer science ,05 social sciences ,020207 software engineering ,Bodystorming ,02 engineering and technology ,Public displays ,Sketch ,Human–computer interaction ,Order (business) ,Situated ,Pervasive Displays ,Ubicomp ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Use case ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,050107 human factors - Abstract
Situated sketching and enactment aim at grounding designs in the spatial, social and cultural practices of a particular place. This is particularly relevant when designing for public places in which human activities are open-ended, multi-faceted, and difficult to anticipate, such as libraries, train stations, or commercial areas. In order to investigate situated sketching and enactment, we developed Ébauche. It enables designers to collaboratively sketch interfaces, distribute them across multiple displays and enact use cases. We present the lessons learned from six situated sketching and enactment workshops on public displays with Ébauche. And we present the results of a controlled study with 8 pairs of designers who used paper and Ébauche. We present the various ways in which participants leveraged the place, and how paper or Ébauche influenced the integration of their designs in the place. Looking at the design outcomes, our results suggest that paper leads to broader exploration of ideas and deeper physical integration in the environment. Whereas Ébauche leads to more refined sketches and more animated enactments.
- Published
- 2019
- Full Text
- View/download PDF
28. Bodystorming for movement-based interaction design
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Laia Turmo Vidal, Asreen Rostami, and Elena Márquez Segura
- Subjects
Social Psychology ,02 engineering and technology ,Interaction design ,ideation methods ,movement-based interaction ,Human Aspects of ICT ,Human–computer interaction ,design methods ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Design methods ,embodied interaction ,050107 human factors ,lcsh:T58.5-58.64 ,Movement (music) ,lcsh:Information technology ,Communication ,Field (Bourdieu) ,05 social sciences ,bodystorming ,Moving body ,020207 software engineering ,Human-Computer Interaction ,play ,Psychology ,Mänsklig interaktion med IKT - Abstract
After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.
- Published
- 2016
29. Sensory bodystorming for collocated physical training desig
- Author
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Turmo Vidal, Laia, Márquez Segura, Elena, Waern, Annika, Turmo Vidal, Laia, Márquez Segura, Elena, and Waern, Annika
- Abstract
Although the use of technology to support physical training has been gaining traction in HCI, the design space of sensory augmentations to improve and support physical training remains narrow. To help open this design space in the domain of collocated instructed physical training, we first present Sensory Bodystorming, a hybrid ideation method influenced by material and embodied approaches to ideation. Sensory Bodystorming targets the generation of ideas that support, and are underpinned by, a rich and nuanced sensorial experience. Ideas are generated through physically engaging with evocative sensorial stimuli elicited by ideation probes featuring diverse material qualities. Secondly, we present ideas resulting from three Sensory Bodystorming sessions that extend prior sensory augmentation works in the domain. Lastly, we identify interesting research and design directions based on prior works and our own.
- Published
- 2018
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- View/download PDF
30. Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities
- Author
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Turmo Vidal, Laia, Márquez Segura, Elena, Turmo Vidal, Laia, and Márquez Segura, Elena
- Abstract
Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers’ understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination.
- Published
- 2018
- Full Text
- View/download PDF
31. AR in the Wild: Designing an Augmented Reality Tour for Preschool Children
- Author
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Ho, Charlotte Tsz Wing and Ho, Charlotte Tsz Wing
- Abstract
The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour. The design was intended to be user-centred and to have positive effect on the children’s learning of sustainability and biodiversity. The tour was refined and created as a final product. 10 children participated in the tour which was executed in a forest behind the preschool and the preschool garden. The tour was evaluated which identified the design problems and their possible solutions.
- Published
- 2017
32. Subversive participatory design
- Author
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Linda Tonolli, Michela Cozza, and Vincenzo D'Andrea
- Subjects
Ageing ,Assistive technology ,Bodystorming ,Stereotype ,Subversive/Subversion ,media_common.quotation_subject ,Qualitative property ,0603 philosophy, ethics and religion ,Power (social and political) ,Procurement ,Participatory design ,0501 psychology and cognitive sciences ,Sociology ,Subversion ,050107 human factors ,media_common ,business.industry ,05 social sciences ,Citizen journalism ,Gender studies ,06 humanities and the arts ,Public relations ,Identification (information) ,060301 applied ethics ,business - Abstract
This paper grounds in a research experience for engaging older people as co-designers of several wearable and in-house technologies. We start by describing a case study that is a precommercial procurement aimed at developing innovative services for the welfare of citizens, with a focus on older people. We present and discuss the qualitative data gathered on the occasion of a bodystorming with two groups of participants. The analysis led to the identification of the "aesthetic appropriateness", the "social sensitivity", and the "gender awareness" as three different dimensions that affected the acceptability of the technological devices. This approach created the conditions for instantiating the subversive power of participation. At the same time, such a subversion proved the authenticity of the participatory process. By drawing on this project, the purpose of the paper is to further our understanding of the conditions for Participatory Design.
- Published
- 2016
- Full Text
- View/download PDF
33. TEXTILE - Augmenting Text in Virtual Space
- Author
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Hansen, Simon
- Subjects
electronic literature ,workshop ,action camera ,textile ,literature ,bodystorming ,POV ,point-of-view ,gopro ,three-dimensional literature ,video editing ,Teknik och teknologier ,design methodology ,Engineering and Technology ,interactive poetry ,augmented virtuality ,embodied interaction ,mixed reality ,poetry - Abstract
Three-dimensional literature is a virtually non-existent or in any case very rare and emergent digital art form, defined by the author as a unit of text, which is not confined to the two-dimensional layout of print literature, but instead mediated across all three axes of a virtual space. In collaboration with two artists the author explores through a bodystorming workshop how writers and readers could create and experience three-dimensional literature in mixed reality, by using mobile devices that are equipped with motion sensors, which enable users to perform embodied interactions as an integral part of the literary experience.For documenting the workshop, the author used body-mounted action cameras in order to record the point-of-view of the participants. This choice turned out to generate promising knowledge on using point-of-view footage as an integral part of the methodological approach. The author has found that by engaging creatively with such footage, the designer gains a profound understanding and vivid memory of complex design activities.As the outcome the various design activities, the author developed a concept for an app called TEXTILE. It enables users to build three-dimensional texts by positioning words in a virtual bubble of space around the user and to share them, either on an online platform or at site-specific places. A key finding of this thesis is that the creation of three-dimensional literature on a platform such as TEXTILE is not just an act of writing – it is an act of sculpture and an act of social performance.
- Published
- 2016
34. Making sense of body and space through full-body interaction design: a case study
- Author
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Marie-Monique Schaper and Narcis Pares
- Subjects
Process (engineering) ,Learning environment ,media_common.quotation_subject ,05 social sciences ,050301 education ,Space ,Interaction design ,Bodystorming ,Space (commercial competition) ,Neglect ,Proxemics ,Embodied cognition ,Human–computer interaction ,Participatory Design ,Participatory design ,Learning ,0501 psychology and cognitive sciences ,Full-Body Interaction ,Psychology ,0503 education ,Children ,050107 human factors ,media_common ,Cognitive psychology - Abstract
Comunicació i póster presentats a la International Conference on Interaction Design and Children celebrada a Manchester (Regne Unit) del 21 al 24 de juny de 2016. Research based on the embodied cognition framework proposes the use of physicality and spatiality to promote learning. Nevertheless, methods to include children in the design of Full-Body Interaction Learning Environments often neglect to properly integrate the notion of body and space. In this paper, we describe a participatory design process in which we focused on how children can be encouraged to pay attention to their own body, to proxemics and to embodied constraints of the environment. We explored how this awareness may inform children's design choices for a Full-Body Interaction Learning Environment for public spaces. Our findings indicate that our approach promoted children's awareness towards bodily and spatial aspects of their proposals. Our work contributes to the reflection upon the use of bodystorming and theater-based techniques in two contexts: (1) in a simulated environment of the experience and (2) in physical spaces in situ. Supported by the Spanish Ministry of Economy and Competitiveness (Grant TIN2014-60599-P).
- Published
- 2016
35. Embodied Sketching
- Author
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Márquez Segura, Elena, Turmo Vidal, Laia, Rostami, Asreen, Waern, Annika, Márquez Segura, Elena, Turmo Vidal, Laia, Rostami, Asreen, and Waern, Annika
- Abstract
Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources.
- Published
- 2016
- Full Text
- View/download PDF
36. Bodystorming for Movement-based Interaction Design
- Author
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Márquez Segura, Elena, Turmo Vidal, Laia, Rostami, Asreen, Márquez Segura, Elena, Turmo Vidal, Laia, and Rostami, Asreen
- Abstract
After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.
- Published
- 2016
- Full Text
- View/download PDF
37. Subversive Participatory Design : Reflections on a case-study
- Author
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Cozza, Michela, Tonolli, Linda, D'Andrea, Vincenzo, Cozza, Michela, Tonolli, Linda, and D'Andrea, Vincenzo
- Abstract
This paper grounds in a research experience for engaging older people as co-designers of several wearable and in-house technologies. We start by describing a case study that is a pre-commercial procurement aimed at developing innovative services for the welfare of citizens, with a focus on older people. We present and discuss the qualitative data gathered on the occasion of a bodystorming with two groups of participants. The analysis led to the identification of the “aesthetic appropriateness”, the “social sensitivity”, and the “gender awareness” as three different dimensions that affected the acceptability of the technological devices. This approach created the conditions for instantiating the subversive power of participation. At the same time, such a subversion proved the authenticity of the participatory process. By drawing on this project, the purpose of the paper is to further our understanding of the conditions for Participatory Design.
- Published
- 2016
- Full Text
- View/download PDF
38. Investigating human-robot interaction through an interactive art installation
- Author
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Nielsen, Morten, Nielsen, Vibeke Holm, Rasmussen, Rie, Axelgaard, Trine Skjødt, Klusak, Agata, Seibt, Johanna, Hakli, Raul, and Nørskov, Marco
- Subjects
bio-inspired robotics ,zoomorphism ,anthropomorphism ,bodystorming ,Human-Computer interaction (HCI) ,Human-Robot interaction (HRI) ,art - Published
- 2014
- Full Text
- View/download PDF
39. Ideation of IoT services with citizen: coupling GenIoT and AloHa! methods
- Author
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Negri, Anne-Laure, Trousse, Brigitte, Senach, Bernard, Usage-centered design, analysis and improvement of information systems (AxIS), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Inria Paris-Rocquencourt, and Institut National de Recherche en Informatique et en Automatique (Inria)
- Subjects
ideation ,[INFO.INFO-OH]Computer Science [cs]/Other [cs.OH] ,bodystorming ,idea generation ,probes ,living lab ,internet of things ,green services ,generative technique ,co-creation - Abstract
International audience; This paper introduces a methodology for designing service concepts in the specific paradigm of the Internet of Things (IoT). In the frame of the European project ELLIOT - Experiential Living Lab for Internet Of Things -, the Living Lab ICT Usage Lab aims at co-creating "green" services, i.e. services based on air quality and noise measurement. These services are invented in an open innovation setting, by a set of stakeholders and not a given service provider. In this context, the ideation methodology has two main requirements: to design services deeply rooted in people routines but impacting people lifestyle and to design services potentially embedded in the Internet of Things. The novelty of the methodology lies in the coupling of two ad-hoc methods: 1) GenIoT, a method articulated around a generative technique where "designers" are asked to place probes (fake sensors and/or actuators) in their daily environment, i.e. the target service area, and to report on it to the group, and 2) AloHa!, a bodystorming method enabling "designers" to play not only characters but also intelligent objects in order to co-create service scenarios. After a description of these complementary methods, we provide the first results on the application of this methodology.
- Published
- 2012
40. A Service Walkthrough in Astrid Lindgren's Footsteps
- Author
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Arvola, Mattias, Blomkvist, Johan, Holmlid, Stefan, Pezone, Giovanni, Arvola, Mattias, Blomkvist, Johan, Holmlid, Stefan, and Pezone, Giovanni
- Abstract
How can service prototypes be created and evaluated? This paper describes how methods like bodystorming and experience prototyping can be used in combination with pluralistic walkthrough in an evaluation method we call ‘service walkthrough’. We put the method to test in the development of augmented tourism services at the author Astrid Lindgren's childhood home. After initial design work, a mock-up and roleplay of a treasure hunt in the garden of the childhood home was made. It was evaluated using the service walkthrough method. The most important lesson learned was that a service walkthrough can be used to evaluate service prototypes and that it reveals information about practical as well as experiential issues for users.
- Published
- 2012
41. Sketching through the body: Child-generated gestures in full-body interaction design
- Author
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Laura Malinverni, Marie-Monique Schaper, and Narcis Pares
- Subjects
Game design ,Computer science ,Learning environment ,Movement ,Interaction design ,Physical interaction ,Bodystorming ,Human–computer interaction ,Participatory design ,Learning ,Full-Body Interaction ,User-generated gestures ,Gesture - Abstract
Comunicació i póster presentats a la International Conference on Interaction Design and Children celebrada a Boston (Estats Units) del 21 al 24 de juny de 2015. The aim of this paper is to explore techniques to design specific gestures with children to improve the interaction design of a Full- Body Interaction Learning Environment. This exploratory case study is part of the EcoSystem Project, a learning environment aimed at supporting children’s understanding of environmental issues related to air-pollution. In order to involve children in the design of the physical interaction with the system, we used two different techniques to facilitate the design of gestures: “sketching through the body” and “sketching with puppets”. The results indicate that children adopted different strategies to design gestures for each technique. Within them, the most effective approach was related to the switch between performing gestures with their own bodies and simulating those gestures with puppets. This finding indicates the potential of those Participatory Design methods which combine multi-modal resources as instruments to allow children to reflect upon their own knowledge and express it more precisely. Supported by the Spanish Ministry of Economy and Competitiveness (Grant TIN2014-60599-P).
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