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Sökning: L773:9781450358507

  • Resultat 1-7 av 7
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1.
  • Bertran, Ferran Altarriba, et al. (författare)
  • Chasing Play Potentials : Towards an Increasingly Situated and Emergent Approach to Everyday Play Design
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507 ; , s. 1265-1277
  • Konferensbidrag (refereegranskat)abstract
    • User involvement is well established in game and play design. But in a time when play design is becoming relevant in domains beyond pure entertainment, and play blends into everyday activity in diverse ways, we need to revisit old, and develop new, user involvement methods. Using a situated perspective and Research through Design, we present Situated Play Design (SPD), a novel approach for the design of playful interventions aimed at open-ended, everyday activities that are non-entertainment based. Like user-centered game and play design methods, our contribution leverages user engagement; like Participatory Design methods, our method acknowledges the co-creating role of end users. SPD extends those approaches by focusing on uncovering existing manifestations of contextual playful engagement and using them as design material. Through two case studies, we illustrate our approach and the design value of using existing and emergent playful interactions of users in context as inspirations for future designs. This allows us to provide actionable strategies to design for in-context playful engagement.
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2.
  • Dagan, Ella, et al. (författare)
  • Design Framework For Social Wearables
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507 ; , s. 1001-1015
  • Konferensbidrag (refereegranskat)abstract
    • Wearables are integrated into many aspects of our lives, yet, we still need further guidance to develop devices that truly enhance in-person interactions, rather than detract from them by taking people's attention away from the moment and one another. The value of this paper is twofold: first, we present an annotated portfolio of 'social wearables', namely technology designs worn on the body that augment co-located interaction. The design work described can serve as inspiration for others. Then we propose a design framework for social wearables grounded in prior work, as well as our own design research, that can help designers to ideate by raising valuable questions to begin their inquiry with and use to evaluate their designs. We illustrate the evaluative value of this framework through two social wearable designs, each tested in the appropriate social setting.
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3.
  • Helms, Karey, 1985- (författare)
  • Do you have to pee? A design space for intimate and somatic data
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : ACM Digital Library. - 9781450358507 ; , s. 1209-1222
  • Konferensbidrag (refereegranskat)abstract
    • The management of bodily excretion is an everyday biological function necessary for our physiological and psychological well-being. In this paper, I investigate interaction design opportunities for and implications of leveraging intimate and somatic data to manage urination. This is done by detailing a design space that includes (1) a critique of market exemplars, (2) three conceptual design provocations, and (3) autobiographical data-gathering and labeling from excretion routines. To conclude, considerations within the labeling of somatic data, the actuating of bodily experiences, and the scaling of intimate interactions are contributed for designers who develop data-driven technology for intimate and somatic settings.
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4.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • Virtually the Same Experience? Learning from User Experience Evaluation of In-vehicle Systems in VR and in the Field
  • 2019
  • Ingår i: DIS '19 Proceedings of the 2019 on Designing Interactive Systems Conference. - New York, NY, USA : ACM. - 9781450358507 ; , s. 463-473
  • Konferensbidrag (refereegranskat)abstract
    • In order to investigate how a VR study context influence participants’ User Experience responses of an interactive system an UX evaluation of the same in-vehicle systems was conducted in the field and in virtual reality. The virtual environment featured a virtual road scene and an interactive in-car environment, paired with a physical set-up containing a table-mounted steering wheel and a touch-sensitive panel. The VR system enabled a high estimation of presence and focus, however participants voiced less affect in the virtual setting and had difficulty in separating judgments of the VR experience from the UX of the in-vehicle systems. No significant differences in UX questionnaire data were identified between VR and the field, but there were correlations between rated presence in the VR system and UX ratings, especially for reported stimulation.Based on the lessons learned, a number of methodological and technological consequences are recommended in the paper, such as the need for more dynamic movement behaviour, improved resolution of graphics of the virtual vehicle and introducing the test leader as visually present in the virtual environment.
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5.
  • Talhouk, R., et al. (författare)
  • Involving syrian refugees in design research : Lessons learnt from the field
  • 2019
  • Ingår i: DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507 ; , s. 1583-1594
  • Konferensbidrag (refereegranskat)abstract
    • With the Syrian crisis entering its 8th year, refugees have become the focus of research across multiple disciplines, including design and HCI research. While some researchers have reflected upon designing with refugees, these accounts have been limited to conducting design workshops in formal spaces. Through reflecting on our experiences of conducting design research in informal refugee settlements in Lebanon we unpack lessons learnt, design practices and research approaches that facilitate design engagements with refugees. We highlight the value in participants configuring the design space, using a dialogical approach as well as creating a safe space for both participants and the researcher. We also reflect on the roles that researchers may take on when conducting similar research. By doing so we contribute specific design practices that may be transferrable to other similar contexts.
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6.
  • Tsaknaki, Vasiliki, 1987-, et al. (författare)
  • Teaching soma design
  • 2019
  • Ingår i: DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450358507 ; , s. 1237-1249
  • Konferensbidrag (refereegranskat)abstract
    • We devised a Soma Design curriculum with accompanying teaching approaches for a seven-week course at a technical university. In our analysis of students' design concepts and process accounts, we found that they had opened an unusually rich and aesthetically engaging design space. But we also noted how they sometimes struggled with processes such as: "staying in the undecided" long enough to engage deeply with somaesthetic design imaginings; finding, refining and repeatedly returning to an aesthetic quality through the different phases of their design work; liberating themselves from pre-existing practices or objects in order to find entirely novel design possibilities; shifting from a more rationalistic design process, mainly based on argumentation, into a felt engagement were imaginations are acted out - not talked about; and lacking a technical toolkit for somaesthetically experiencing interactive sociodigital materials. Based on these insights, we provide a set of recommendations for how to teach Soma Design, and we have created an accompanying Soma Design toolkit that will support exploration and design..
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7.
  • Turmo Vidal, Laia, et al. (författare)
  • Enlightened Yoga: : Designing an Augmented Class with Wearable Lights to Support Instruction
  • 2019
  • Ingår i: DIS '19. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450358507
  • Konferensbidrag (refereegranskat)abstract
    • Designing technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises.
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  • Resultat 1-7 av 7

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