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Träfflista för sökning "WFRF:(Hobye Mads) "

Search: WFRF:(Hobye Mads)

  • Result 1-9 of 9
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1.
  • Björgvinsson, Erling, et al. (author)
  • Prototyping Futures
  • 2012
  • Reports (other academic/artistic)abstract
    • Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world.
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3.
  • Hobye, Mads (author)
  • Designing for Homo Explorens : open social play in performative frames
  • 2014
  • Doctoral thesis (other academic/artistic)abstract
    • Designing for Homo Explorens is a compositional design perspective within interaction design academia. It extends the Homo Ludens view of humans as playful creatures with the perspective of exploratory interaction. It focuses on socially exploratory interaction between participants mediated through designed artifacts. In the form of a Manifesto, four aspects are introduced which highlight important design dimensions to consider in Designing for Homo Explorens. The four aspects of the Manifesto are concerned with creating exploration through internal complexity, experiential exploration through full-body interaction, social playfulness through distortions of situated norms and a frame for performative interactions. The insights in the four aspects come from knowledge gained through experimenting with twelve working prototypes in real-life contexts, combined with contemporary streams of theory regarding ambiguity, somaesthetics, norms, situatedness and performativity.
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4.
  • Hobye, Mads, et al. (author)
  • Designing social play through interpersonal touch : An annotated portfolio
  • 2013
  • In: Nordes 2013: Experiments in design research. - : The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation. ; , s. 366-369
  • Conference paper (other academic/artistic)abstract
    • We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives.
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  • Hobye, Mads (author)
  • Touchbox : intriguing touch between strangers
  • 2012
  • In: CHI EA '12. - New York, NY, USA : ACM Press. - 9781450310161 ; , s. 1023-1026
  • Conference paper (peer-reviewed)abstract
    • The Touchbox is about facilitating intriguing touch interaction between strangers. The Participants each wear a pair of headphones, and when they touch each others bare skin, they both hear a complex sound pattern. Previous (successful) work involved a skilled Performer and one Participant; the Touchbox was designed to be played by pairs of pristine Participants exploring the interaction situation on their own. It turned out that their interaction experiences were quite engaging albeit more varied in mood and character. The Touchbox illustrates a novel approach to embodied interaction design where social norms are transcended by means of daring and captivating interactions. 
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7.
  • Hobye, Mads, et al. (author)
  • Touching a stranger : Designing for engaging experience in embodied interaction
  • 2011
  • In: International Journal of Design. - : Chinese Institute of Design. - 1991-3761 .- 1994-036X. ; 5:3, s. 31-48
  • Journal article (peer-reviewed)abstract
    • We present Mediated Body, an exploration into designing for engaging experience in embodied interaction. Mediated Body entails a Suit worn by a Performer engaging in social play with a Participant. The Performer and the Participant each wear a pair of headphones, and when they touch each other’s bare skin, they both hear a complex sound pattern. Our approach, which we call research-through-explorative-design, is a combination of experimental design in the lab and explorative design in the field, where qualitative assessments are used to elicit transferable knowledge contributions. This paper represents a case study of this somewhat innovative research approach in action. On the topical level, our results include three artifact-level elements that contribute to engaging experience: connecting touch and audio with the right balance between direct and emergent responsivity, justifying bare-skin touch between strangers, and providing open-ended action props with non-trivial internal complexity. Moreover, we suggest three experiential qualities as analytical tools pertaining to engaging experience in embodied interaction: the duality of performative immersion, the "magic circle" of transformative social play, and the explorative nature of emergent meaning-making.
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  • Löwgren, Jonas, et al. (author)
  • Towards programmatic design research
  • 2013
  • In: Designs for Learning. - : Department of Didactic Sciences, Stockholm university. - 2001-7480. ; 6:1-2, s. 80-100
  • Journal article (peer-reviewed)abstract
    • The notion of design research entails research where design practice forms part of the knowledge production. Based on our characterization of the nature of design, we propose to conceptualize this kind of research as programmatic design research. Two ongoing PhD projects in interaction design are presented as examples of programmatic research processes, highlighting issues to do with the virtues and qualities of the processes, the interplay of optics and engagements in a hermeneutical dynamic, and the production of takeaways for the academic community.
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9.
  • Petersen Matjeka, Louise, et al. (author)
  • Restraints as a Mechanic for Bodily Play
  • 2021
  • In: ICSSP'22: Proceedings of the International Conference on Software and System Processes and International Conference on Global Software Engineering. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450396745
  • Conference paper (peer-reviewed)abstract
    • This paper presents restraints - directly imposed restrictions on players' bodily movements, as a mechanic for bodily play in HCI. While this is a familiar mechanic in non-digital movement-based games, its potential in designing bodily play experiences in HCI has been scarcely explored. Three types of restraints observed in non-digital movement-based games, are explored here: fixating body parts, excluding body parts and depriving/manipulating bodily senses. Then, we investigate the experiential dynamics of restraints as a bodily play mechanic bridging a phenomenological perspective on bodily movement with theories on play. These investigations form the theoretical framework for the subsequent analysis of five digital body game examples. Building on this analysis and theoretical framework, we formulate five design strategies for implementing restraints as a mechanic for bodily play in HCI. We propose restraints as a generative resource for researchers and designers interested in understanding and designing bodily play experiences in HCI.  
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  • Result 1-9 of 9

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