5 research outputs found

    From interaction to trajectories: designing coherent journeys through user experience

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    notes: Best of CHI 2009 Awardpublication-status: PublishedThe idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns, identify technology requirements, and provide a boundary object to connect HCI with performance studies

    Cinema-going trajectories in the digital age

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    The activity of cinema-going constantly evolves and gradually integrates the use of digital data and platforms to become more engaging for the audiences. Combining methods from the fields of Human Computer Interaction and Film Studies, we conducted two workshops seeking to understand cinema audiences’ digital practices and explore how the contemporary cinema-going experience is shaped in the digital age. Our findings suggest that going to the movies constitutes a trajectory during which cinemagoers interact with multiple digital platforms. At the same time, depending on their choices, they construct unique digital identities that represent a set of online behaviours and rituals that cinemagoers adopt before, while and after cinema-going. To inform the design of new, engaging cinemagoing experiences, this research establishes a preliminary map of contemporary cinema-going including digital data and platforms. We then discuss how audiences perceive the potential improvement of the experience and how that would lead to the construction of digital identities

    Playful campaigning

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    While gamification is becoming an increasingly popular tool in HCI, it is often criticized for not being meaningful. In this work, we present a new approach: narrative-oriented gamification, applied in the context of environmental conservation. A biodata-driven game experience was developed to raise awareness during an environmental non-governmental organization (NGO) event at a music festival. The NGO representatives developed narratives, tailored to each potential outcome of the game, which encouraged participants to immediately reflect on the broader environmental issues and take action. In this paper we present the findings from this work suggesting that this form of gamification, predicated on narrtives and reflection, can be a powerful tool for creating engagement with, and raising public awareness of, environmental issues
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