9 results on '"strong concept"'
Search Results
2. Designing for Intercorporeality : An Interaction Design Approach to Technology-Supported Movement Learning
- Author
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Turmo Vidal, Laia and Turmo Vidal, Laia
- Abstract
Technology-supported movement learning has emerged as an area with ample possibilities within Human Computer Interaction and Interaction Design, as interactive technology can help people to develop and improve sensorimotor competencies. To date, design research has largely focused on technology development and on supporting individual learning experiences. However, it has engaged less with the social and situated contexts of movement learning. This dissertation proposes an interaction design approach that focuses on such contexts: designing for intercorporeality. This approach aims at enhancing how people teach and learn movement by designing and using biofeedback technologies. Designing for intercorporeality is theoretically grounded in phenomenology and situated perspectives on movement learning. Focused on the fitness domain, it is empirically grounded in analytical studies of social fitness practices and in three design projects in the contexts of yoga, circus training and strength training. Following a research through design methodology, the projects center on developing a particular form of biofeedback artefacts, the Training Technology Probes (TTPs), that extend people’s appreciation of their own and the others’ movement. The projects also center on designing the use of the TTPs as interactional resources that enhance the teachers’ and students’ ability to articulate, communicate, understand and act on movement knowledge. Designing for intercorporeality presents three defining characteristics. First, a set of aesthetic ideals on what designs should incorporate to enhance teaching and learning. These relate to enhancing people’s movement appreciation and supporting them in building relevant meaning and action to address the practice’s movements. Second, it presents design knowledge in the form of a strong concept: intercorporeal biofeedback. The concept captures interactive use patterns between people and technology, illustrating how the aesthetic ideals can
- Published
- 2021
3. When toys come to life: considering the internet of toys from an animistic design perspective
- Author
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Bieke Zaman, Maarten Van Mechelen, Lizzy Bleumers, Communication Sciences, and Studies in Media, Innovation and Technology
- Subjects
Strong concept ,Computer science ,Connected toys ,Internet of toys ,Education ,Human–computer interaction ,Animistic design ,human-computer interaction ,Phenomenon ,Realm ,Developmental and Educational Psychology ,0501 psychology and cognitive sciences ,Set (psychology) ,050107 human factors ,business.industry ,Connected play ,05 social sciences ,Perspective (graphical) ,Uncertainty ,050301 education ,Game play ,User Research ,Robot ,The Internet ,business ,0503 education ,Software - Abstract
Children's play objects are increasingly shaped by technological innovations that can transform them into hybrid, internet-connected toys, a phenomenon referred to as the Internet of Toys. Previous research has presented user research on connected toys, but little is known how to approach them from a design perspective. This paper investigates whether and how an animistic design perspective can foster a fruitful exploration of the design potentialities of connected toys. It addresses this question by analysing three design concepts of connected toys that were developed in the course of an R&D project. These included a high-tech bracelet with digital passport, a card game with a customizable 3D-printed figurine, and a robot as a board game play mate. The results show how the design qualities of connected toys can be categorized on a spectrum ranging from a certainty-driven, problem-solving logic to an uncertainty-driven, animistic design perspective. The contribution of this study is a better understanding of how connected toys emerge in a broader ecology of children, toys, and data that all act upon each other. By embracing the uncertainty in this complex and fluid network of subjects and objects, the animistic design perspective allows to explore a broad set of design opportunities relevant in the realm of the Internet of Toys.
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- 2018
- Full Text
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4. Presence through actions : theories, concepts, and implementations
- Author
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Khan, Muhammad Sikandar Lal and Khan, Muhammad Sikandar Lal
- Abstract
During face-to-face meetings, humans use multimodal information, including verbal information, visual information, body language, facial expressions, and other non-verbal gestures. In contrast, during computer-mediated-communication (CMC), humans rely either on mono-modal information such as text-only, voice-only, or video-only or on bi-modal information by using audiovisual modalities such as video teleconferencing. Psychologically, the difference between the two lies in the level of the subjective experience of presence, where people perceive a reduced feeling of presence in the case of CMC. Despite the current advancements in CMC, it is still far from face-to-face communication, especially in terms of the experience of presence. This thesis aims to introduce new concepts, theories, and technologies for presence design where the core is actions for creating presence. Thus, the contribution of the thesis can be divided into a technical contribution and a knowledge contribution. Technically, this thesis details novel technologies for improving presence experience during mediated communication (video teleconferencing). The proposed technologies include action robots (including a telepresence mechatronic robot (TEBoT) and a face robot), embodied control techniques (head orientation modeling and virtual reality headset based collaboration), and face reconstruction/retrieval algorithms. The introduced technologies enable action possibilities and embodied interactions that improve the presence experience between the distantly located participants. The novel setups were put into real experimental scenarios, and the well-known social, spatial, and gaze related problems were analyzed. The developed technologies and the results of the experiments led to the knowledge contribution of this thesis. In terms of knowledge contribution, this thesis presents a more general theoretical conceptual framework for mediated communication technologies. This conceptual framework can guide
- Published
- 2017
5. Fuzzy Bird Helps Me Calm Down and Connect: Touch with Restraint in an Interactive Object for Children with Autism
- Author
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Boess, S.U. (author), Smoorenburg, Astrid (author), Kim, Minsung (author), Rijken, Max (author), Latcham, T.R. (author), Kelder, Sophie (author), Boess, S.U. (author), Smoorenburg, Astrid (author), Kim, Minsung (author), Rijken, Max (author), Latcham, T.R. (author), and Kelder, Sophie (author)
- Abstract
This paper explores the nascent concept of touch with restraint in the design of an interactive object. The design was developed to support children on the autism spectrum in social interaction and to facilitate a feeling of social connectedness. Throughout a constructive design case, the desired nature and interaction style of this interactive object emerged. An object that is characterized by touch with restraint facilitates adoption as a transitional object and mirrors passively and minimally the actions of a user. The design concept and prototype Fuzzy Bird showed the effectiveness of the concept in a user test. This strong concept contributes to the debate of how we come to live with interactive technologies, by drawing attention to the possibility of self-imposing limits on how much interactive technologies do and being respectful toward the human interactions they help facilitate., Applied Ergonomics and Design
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- 2017
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6. Fuzzy Bird Helps Me Calm Down and Connect: Touch with Restraint in an Interactive Object for Children with Autism
- Author
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Boess, S.U., Smoorenburg, Astrid, Kim, Minsung, Rijken, Max, Latcham, T.R., Kelder, Sophie, Bruns Alonso, M., and Ozcan, E.
- Subjects
Communication ,business.industry ,Social connectedness ,media_common.quotation_subject ,autism ,medicine.disease ,strong concept ,Fuzzy logic ,Constructive ,Object (philosophy) ,Social relation ,constructive design research ,Style (sociolinguistics) ,touch with restraint ,Feeling ,Human–computer interaction ,medicine ,Autism ,business ,Psychology ,media_common - Abstract
This paper explores the nascent concept of touch with restraint in the design of an interactive object. The design was developed to support children on the autism spectrum in social interaction and to facilitate a feeling of social connectedness. Throughout a constructive design case, the desired nature and interaction style of this interactive object emerged. An object that is characterized by touch with restraint facilitates adoption as a transitional object and mirrors passively and minimally the actions of a user. The design concept and prototype Fuzzy Bird showed the effectiveness of the concept in a user test. This strong concept contributes to the debate of how we come to live with interactive technologies, by drawing attention to the possibility of self-imposing limits on how much interactive technologies do and being respectful toward the human interactions they help facilitate.
- Published
- 2017
7. La continuité, une idée-force de design pour l'architecture graphique des systèmes interactifs
- Author
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Jean-Luc Vinot, Stéphane Conversy, and Ecole Nationale de l'Aviation Civile (ENAC)
- Subjects
Design ,idée-force d'interaction ,Computer science ,Subject (philosophy) ,interaction ,02 engineering and technology ,Space (commercial competition) ,discontinuity ,Human–computer interaction ,Multidisciplinary approach ,Similarity (psychology) ,GUI ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Architecture ,discontinuité ,Link (knot theory) ,050107 human factors ,Concept ,05 social sciences ,020207 software engineering ,strong concept ,continuity ,interfaces graphiques utilisateur ,ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI) ,continuité - Abstract
International audience; The notion of Continuity refers to a subject's ability to "link" objects, actions or events that exhibit a proximity or similarity in space or in time, to make it the parts of a whole. We think that the concept of continuity is a tool that is particularly suited to respond to the increased complexity and the evolution of interactive systems. We propose the concept as a new "Strong Concept" for the design of interaction. Based on multidisciplinary contributions we build the Concept of Continuity for HCI. We present the contribution of this concept to design graphical architecture of complex interactive systems through the results of a design-oriented exploration.; La continuité réfère à notre capacité à mettre du lien entre des objets, actions ou événements présentant une proximité ou similarité dans l'espace ou dans le temps, pour en faire les parties comprises d'un tout. Nous pensons que le concept de continuité est un outil particulièrement adapté pour répondre à la complexification des interfaces graphiques des systèmes interactifs. Nous proposons ce concept comme une nouvelle idée-force pour le design de l'interaction. À partir d'apports multidisciplinaires nous formulons le concept de continuité pour l'interaction homme-machine et présentons les résultats d'une démarche de recherche orientée design sur l'apport du concept pour l'architecture graphique des systèmes interactifs.
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- 2015
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8. Concept of Continuity, a 'Strong Concept' to Design Graphical Architecture of Interactive Systems
- Author
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Vinot, Jean-Luc, Conversy, Stéphane, and Ecole Nationale de l'Aviation Civile (ENAC)
- Subjects
Design ,idée-force d'interaction ,Concept ,interaction ,discontinuity ,strong concept ,continuity ,interfaces graphiques utilisateur ,ACM: H.: Information Systems/H.5: INFORMATION INTERFACES AND PRESENTATION (e.g., HCI) ,GUI ,[INFO]Computer Science [cs] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,discontinuité ,continuité - Abstract
International audience; The notion of Continuity refers to a subject's ability to "link" objects, actions or events that exhibit a proximity or similarity in space or in time, to make it the parts of a whole. We think that the concept of continuity is a tool that is particularly suited to respond to the increased complexity and the evolution of interactive systems. We propose the concept as a new "Strong Concept" for the design of interaction. Based on multidisciplinary contributions we build the Concept of Continuity for HCI. We present the contribution of this concept to design graphical architecture of complex interactive systems through the results of a design-oriented exploration.; La continuité réfère à notre capacité à mettre du lien entre des objets, actions ou événements présentant une proximité ou similarité dans l'espace ou dans le temps, pour en faire les parties comprises d'un tout. Nous pensons que le concept de continuité est un outil particulièrement adapté pour répondre à la complexification des interfaces graphiques des systèmes interactifs. Nous proposons ce concept comme une nouvelle idée-force pour le design de l'interaction. À partir d'apports multidisciplinaires nous formulons le concept de continuité pour l'interaction homme-machine et présentons les résultats d'une démarche de recherche orientée design sur l'apport du concept pour l'architecture graphique des systèmes interactifs.
- Published
- 2015
- Full Text
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9. Somaesthetic Appreciation Design
- Author
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Höök, Kristina, Jonsson, Martin P., Ståhl, Anna, Mercurio, Johanna, Höök, Kristina, Jonsson, Martin P., Ståhl, Anna, and Mercurio, Johanna
- Abstract
We propose a strong concept we name Somaesthetic Appreciation based on three different enquiries. First, our own autobiographical design enquiry, using Feldenkrais as a resource in our design process, bringing out the Soma Carpet and Breathing Light applications. Second, through bringing in others to experience our systems, engaging with and qualitatively analysing their experiences of our applications. In our third enquiry, we try to pin down what characterises and sets Somaesthetic Appreciation designs apart through comparing with and analysing others' design inquiries as well as grounding them in the somaesthetic theories. We propose that the Somaesthetic Appreciation designs share a subtleness in how they encourage and spur bodily inquiry in their choice of interaction modalities, they require an intimate correspondence - feedback and interactions that follow the rhythm of the body, they entail a distinct manner of making space shutting out the outside world - metaphorically and literally - to allow users to turn their attention inwards, and they rely on articulation of bodily experiences to encourage learning and increased somatic awareness., QC 20160926
- Published
- 2015
- Full Text
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