1,747 research outputs found

    Playful Collaborative Exploration: New Research Practice in Participatory Design

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    Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for playfulness, experimentation, and new design ideas

    Creative idea exploration within the structure of a guiding framework : the card brainstorming game

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    I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game

    ManneqKit Cards:A Kinesthetic Empathic Design Tool Communicating Depression Experiences

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    While depression is a mood disorder with significant societal impact, the experiences of people living with depression are yet not easy to access. HCI’s tenet to understand users, particularly addressed by the empathic design approach, has prioritized verbal communication of such experiences. We introduce ManneqKit, a kinesthetic empathic design tool consisting of 15 cards with bodily postures and vignettes leveraging the nonverbal aspects of depression experiences. We report ManneqKit’s co-design with 10 therapists, its piloting with 4 therapists and 10 non-therapists, and evaluation through design workshops with 9 interaction designers. Findings indicate cards’ ability to elicit non-therapists’ increased empathy, and richer emotional depictions when compared to text-based description of depression symptoms. We discuss the value of these findings for interaction design in supporting richer understanding of vulnerable users experiencing depression, for more sensitive conceptual designs in the ideation stage, and more nuanced ethical values underpinning the overall design process

    Embodied-self-monitoring

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    All in the Family: Exploring Design Personas of Systems for Remote Communication with Preschoolers

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    Although there have been recent advances in remote communication technologies that foster connectedness and intimacy over a distance, systems designed for communicating with preliterate preschoolers—a desired use case—are not yet prevalent, nor are there clear guidelines for their design. We conducted a mixed-methods study to characterize the current practices, goals, and needs of people who wish to use remote communication systems with young children. We present quantitative and qualitative findings on the motivations for communicating, the habits, activities, and patterns that have been established, and the barriers and concerns faced. We synthesized these findings into four design personas that describe the desired functionality and requirements of systems to support remote communication with preschoolers. For each persona, we systematically evaluated 60 research-based systems based on the extent to which each persona’s requirements were covered, demonstrating that none of the personas were greatly satisfied with the available tools

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Developing creativity in exceptional young dancers: An investigation of the Dance4 Centre for Advanced Training (CAT) programme

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    This research study is an investigation on the development of creativity in dance training for exceptional young dancers in the UK. The aim for this research is to articulate how creativity is conceptualised in dance training and to provide insight into how creativity might be further nurtured. The Dance4 Centre for Advanced Training (CAT) programme, a pre-vocational training programme for young dance talents aged 11-18 in the East Midlands, is the primary field of study. Through an ethnographically informed approach to dance studies, this qualitative research provides a multi-dimensional narrative. As the researcher, I take on the role of both a non-participatory observer as well as an active dance teacher in the programme, allowing for the teaching and learning of dance at Dance4 CAT to be examined from both the periphery as well as within. The notion of modalities of learning is proposed as a new approach in conceptualising how learning is achieved in dance training. In order to capture findings from the ethnographic field, the Replication-Discovery Model of Creativity in Dance Learning is devised to illustrate the relationship between pedagogic intent, modalities of learning and creativity. Through investigation, reflection and development of pedagogical practices and curriculum design, this research aims to contribute to the future development of the Dance4 CAT programme as well as training for exceptional talents in dance both nationally and internationally. This study argues for dance training that embraces the integration of multiplicities stemming from the agency of young dancers as a possible way of nurturing creativity
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