|
ABSTRACT
The field of tangible interaction shows an increasing focus on embodiment; how the body has a central role in how we as human beings experience, understand, and interact with the world we live in. In this paper we present a design exercise that has a strong focus on the body and how interaction is experienced. The exercise utilizes the designer's own bodily experiences in the design of new tangible interfaces. The design exercise was done with a group of design students. We asked them to design interactive sculptures to convey the interaction qualities they had extracted from video material. The interactive sculptures served as a physical reflective tool that allowed the students to test and experience the qualities of interaction they wanted to bring into a new design, before they moved on to designing the actual product. We conclude that interactive sculptures serve as a rich design material that provide the students with relevant insights and a richer vocabulary concerning interaction qualities from a bodily perspective.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
Jacob Buur , Mads Vedel Jensen , Tom Djajadiningrat, Hands-only scenarios and video action walls: novel methods for tangible user interaction design, Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques, August 01-04, 2004, Cambridge, MA, USA
[doi> 10.1145/1013115.1013141]
|
| |
2
|
Buur, J. and M. Stienstra (2007), Towards Generic Interaction Styles for Product Design, in HCI International 2007. Beijing, China: Springer Verlag
|
| |
3
|
|
| |
4
|
Djajadiningrat, J. P., B. Matthews, and M. Stienstra (forthcoming), Easy Doesn't Do It: Skill and Expression in Tangible Aesthetics, Special Issue on Movement of the Journal for Personal and Ubiquitous Computing.
|
| |
5
|
Donovan, J., et al. (2003), Exploratypes: Expressing and Provoking Actions, in Third Danish Human-Computer Interaction Research Symposium. Roskilde University, Denmark, p. 33--36
|
| |
6
|
|
 |
7
|
J. P. Djajadiningrat , W. W. Gaver , J. W. Fres, Interaction relabelling and extreme characters: methods for exploring aesthetic interactions, Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, p.66-71, August 17-19, 2000, New York City, New York, United States
[doi> 10.1145/347642.347664]
|
| |
8
|
|
 |
9
|
George W. Fitzmaurice , William Buxton, An empirical evaluation of graspable user interfaces: towards specialized, space-multiplexed input, Proceedings of the SIGCHI conference on Human factors in computing systems, p.43-50, March 22-27, 1997, Atlanta, Georgia, United States
[doi> 10.1145/258549.258578]
|
 |
10
|
|
| |
11
|
|
 |
12
|
|
| |
13
|
Horst, W. (2005), From Gorillas Passing Around a Kitten: Representing Interaction Qualities, in Proceedings of the DPPI conference. Designing Pleasurable Product Interfaces. Eindhoven, the Netherlands
|
| |
14
|
Hutchinson, A. (1977), LABANOTATION, The System of Analyzing and Recording Movement. New York: Theatre Arts Books.
|
 |
15
|
|
 |
16
|
|
| |
17
|
Klooster, S., R. Appleby, and K. Overbeeke (2004), Design (Education) Moves. Movement as a Tool for Design Education, to Develop Sensitivity and Empathy, in 2nd International Engineering and Product Design Education Conference. Delft, the Netherlands
|
 |
18
|
|
 |
19
|
|
 |
20
|
|
|