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Toolkits, cards and games–a review of analogue tools for collaborative ideation
Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customize, critique, analyse and/or build tools to support collaborative designerly inquiry
Design Resources in Movement-based Design Methods:A Practice-based Characterization
Movement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice.This research was supported by the EU Erasmus+ project Method Cardsfor Movement-based Interaction Design (2020-1-DK01-KA203-075164) IO4: Gathering movement-frst methods for the design of movement-based experiences. This work was also partially supported by the Madrid Government (Comunidad de Madrid) under the Multiannual Agreement with UC3M in the line of Research Funds for Beatriz Galindo Fellowships (MovIntPlayLab-CM-UC3M 2021/00050/001) in the context of the V PRICIT (Regional Programme of Research and Technological Innovation), and by the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (grant agreement No 101002711; project BODYinTRANSIT). We would like to collectively acknowledge all the people and institutions that have made possible the individual projects featured in this paper: ACHIEVE, KOMPAN Workshop, Astaire, Super Trouper (Vetenskapsrådet grant number 2017-04880), Magic outFit (Spanish Agencia Estatal de Investigación, PID2019-105579RBI00), Sense2makeSense (SpanishAgencia Estatal de Investigación, PID2019-109388GB-I00), LearnSPORTtech, Tangibles, DigiFys (Sweden Innovation Agency Vinnova grant number 2016-03777), Diverging Squash, GIFT, and Online Course in Embodied Interaction