74,649 research outputs found

    Habitual reflexivity and skilled action

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    Theorists have used the concept habitus to explain how skilled agents are capable of responding in an infinite number of ways to the infinite number of possible situations that they encounter in their field of practice. According to some perspectives, habitus is seen to represent a form of regulated improvisation that functions below the threshold of consciousness. However, Bourdieu (1990) argued that rational and conscious computation may be required in situations of ‘crises’ where habitus proves insufficient as a basis for our actions. In the current paper, I draw on a range of evidence which indicates that conscious intervention (including self-reflective sensory consciousness) is required not only at points of crises but also as skilled performers engage in the mundane actions/practices that characterise their everyday training and performance regimes. The interaction of conscious learning and unconscious schemata leads to the development of a reflexive habitus which allows performers to refine and adapt embodied movement patterns over time

    Embodied Metaphors and Creative “Acts”

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    Creativity is a highly sought after skill. To inspire people’s creativity, prescriptive advice in the form of metaphors abound: We are encouraged to think outside the box, to consider the problem on one hand, then on the other hand, and to put two and two together to achieve creative breakthroughs. These metaphors suggest a connection between concrete bodily experiences and creative cognition. Inspired by recent advances on body-mind linkages under the emerging vernacular of embodied cognition, we explored for the first time whether enacting metaphors for creativity enhances creative problem-solving. In five studies, findings revealed that both physically and psychologically embodying creative metaphors promote fluency, flexibility, and/or originality in problem-solving. Going beyond prior research that focused primarily on the kind of embodiment that primes preexisting knowledge, we provide the first evidence that embodiment can also activate cognitive processes conducive for generating previously unknown ideas and connections

    Mind-Body-Technology: ‘Nosce te Ipsum’ and a theory of prosthetic ‘trialism’

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    This chapter will discuss a profound and fundamental interrelationship between mind, body and technology in terms of what it means to be ‘human’, or, what ‘being’ human might mean. One historical, yet enduring, theory of the human subject is René Descartes’s philosophy of the mind distinct from the body – this is termed ‘Cartesian dualism’. Whilst this is a classical, if outmoded, model of conceiving of a philosophy of the subject, it also provides a useful conceptual framework through which to critique, and arrive at, a different concept of how the terms ‘mind’ and ‘body’ might operate. For example, the mind/body binary distinction can be interrogated and deconstructed to accommodate the role of technology as having an ontologically embedded position within the very definition of ‘humanity’. Indeed, ‘anthropogenesis’ – the very becoming of humanity – might instead incorporate the role of technological prosthesis to any mind/body dualism in defining the ‘human subject’. We will propose that this ‘dualism’ should be reconsidered for a fundamentally entangled mind-body-technology ‘trialism’ in the emergence of a distinct human being. However, at the same time, this interconnected relationship is also the object of power and control

    Designing Familiar Open Surfaces

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    While participatory design makes end-users part of the design process, we might also want the resulting system to be open for interpretation, appropriation and change over time to reflect its usage. But how can we design for appropriation? We need to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that does it all for the user thereby inhibiting their own creative use of the system. Through revisiting five systems in which appropriation has happened both within and outside the intended use, we are going to show how it can be possible to design with open surfaces. These open surfaces have to be such that users can fill them with their own interpretation and content, they should be familiar to the user, resonating with their real world practice and understanding, thereby shaping its use

    Co-thought and Co-speech Gestures Are Generated by the Same Action Generation Process

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    We thank Lucy Foulkes, Rachel Furness, Valentina Lee, and Zeshu Shao for their help with data collection; Paraskevi Argyriou for her help with reliability checks of gesture coding; and Agnieszka Konopka and Josje Praamstra for their help with proofreading this article.Peer reviewedPostprin

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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