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Sökning: WFRF:(Loke Lian)

  • Resultat 1-6 av 6
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1.
  • Anne Cochrane, Karen, et al. (författare)
  • Body Maps : A Generative Tool for Soma-based Design
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450391474
  • Konferensbidrag (refereegranskat)abstract
    • Body maps are visual documents, where somatic experiences can be drawn onto a graphical representation of an outline of the human body. They hold the ability to capture complex and non-explicit emotions and somatic felt sensations, elaborating narratives that cannot be simply spoken. We present an illustrative example of "how-to"complete a body map, together with four case studies that provide examples of using body maps in design research. We identify five uses of body maps as generative tools for soma-based design, ranging from sampling bodily experience, heightening bodily self-awareness, understanding changing bodily experience over time, identifying patterns of bodily experience, and transferring somatic experiential qualities into physical designs. The different requirements for scaffolding the use of body maps in user-centred design versus first-person autobiographical design research are discussed. We provide this Pictorial as a resource for designers and researchers who wish to integrate body maps into their practice. © 2022 Owner/Author.
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2.
  • Cochrane, Karen, et al. (författare)
  • A Comparison Design Study of Feedback Modalities to Support Deep Breathing Whilst Performing Work Tasks.
  • 2021
  • Ingår i: Work -A Journal of Prevention Assessment & Rehabilitation. - : IOS Press. - 1051-9815. ; 68:4, s. 1187-1202
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND:Deep breathing exercises are known to help decrease stress. Wearable and ambient computing can help initiate and support deep breathing exercises. Most studies have focused on a single sensory modality for providing feedback on the quality of breathing and other physiological data. OBJECTIVE:Our research compares different feedback modalities on an individual’s experience and ability to perform breath-based techniques at work. METHODS:We designed three different interactive prototypes that used light, vibration and sound feedback modalities. We tested each prototype with 19 participants whilst they were performing typical work tasks in a naturalistic setting, followed by semi-structured interviews. RESULTS:We found that sound was the most successful feedback for the majority of participants, followed by vibration and ambient light. We developed an analytic tool, the Extended Cycle of Awareness, to facilitate understanding of the patterns of awareness and the flow of experience generated by participant interaction with prototype systems that provide feedback on the quality of breathing. Participants followed one of three different types of patterns: (1) ignoring the feedback; (2) not understanding the feedback and being overwhelmed by it; (3) successfully using the feedback to initiate deep breathing and reflect on the change in the quality of breathing. CONCLUSIONS:We offer a set of design recommendations for crafting interactive systems to support deep breathing at work, including personalization, designing for the cyclical process of attention and awareness, and designing for reflective practice.
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3.
  • Höök, Kristina, 1964-, et al. (författare)
  • Embracing First-Person Perspectives in Soma-Based Design
  • 2018
  • Ingår i: INFORMATICS-BASEL. - : MDPI. - 2227-9709. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
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4.
  • Lewis, Makayla, et al. (författare)
  • Is it Art, is it HCI? Exploring Tensions Between Practice and Research
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. ; CHI 2023
  • Konferensbidrag (refereegranskat)abstract
    • Art has the weight of our history as a people behind it, whilst in comparison, Human-Computer Interaction is relatively young. Artistic practice is a propeller of the innovations within HCI but works in this area often focus on the user study, the interaction, or the need for empirical evaluation. The plurality and tensions in art practice clash with this focus. Arts need not define the beholder as a 'user', but the addition of interaction and technology challenges its purpose. Aesthetics in isolation is not seen as impactful output, but as we investigate ways to bring art and HCI together, should we not focus on process and influence? This panel brings together a diverse group of artists, designers, practitioners, makers, and researchers, focusing on the challenges and variety of approaches in this space. The aim is to build dialogue to encourage a plurality of practices and creative responses in HCI.
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5.
  • Núñez-Pacheco, Claudia, et al. (författare)
  • Getting Into Someone Else's Soul: Communicating Embodied Experience
  • 2020
  • Ingår i: Digital Creativity. - : Informa UK Limited. - 1462-6268 .- 1744-3806. ; 31:4, s. 245-258
  • Tidskriftsartikel (refereegranskat)abstract
    • The idea of connecting with the sensory realities of others can help us to build empathic ties and to think outside the boundaries of our preconceived ideas. Envisioning these opportunities, this paper introduces a framework with a set of embodied modalities derived from communicating embodied experiences through a prototype for storytelling called SOUL. This prototype was built to transmit some experiential qualities based on a first-person narrative truthfully. Three ways of bodily connecting with the experience of others are here identified as (1) assertion, (2) negotiation or (3) dissension, and described as different ways of generating embodied connections with the prototype. This approach is intended to enrich the value of alterity in HCI, including disagreement and tension in times where the design of one size fits all artefacts appear as the general rule. We conclude that this sensory way of transmitting meaning can be useful for communicating assertive messages.
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6.
  • Schiphorst, Thecla, et al. (författare)
  • Designing for Sensory Appreciation : Cultivating Somatic Approaches to Experience Design
  • 2020
  • Ingår i: CHI'20. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • This course explores somatic approaches to experience design in HCI. Designing for Sensory Appreciation focuses on cultivating our bodily sensory experience as a resource for design. This course exemplifies how somatic approaches can be applied through sensory appreciation in the form of case studies that incorporate experience-based activities. The course invites a rethinking of the process of designing for technology based on the emerging somatic turn within Human Computer Interaction [15, 19, 20, 25, 26] that acknowledges design for the experience of the self [15,31] and recognizes the interiority of human experience as an equal partner in technological design processes.
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  • Resultat 1-6 av 6

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