Academia.eduAcademia.edu

Outline

Designing for Movement Experience

https://doi.org/10.1145/1979742.1979690

Abstract

The contribution of the phenomenological aspects of movement to the construction to user experience is relatively unknown. A better understanding of the characteristics of movement experience has the potential to transform the quality of interaction and to assist in the development of alternative interaction methods for ubiquitous and tangible computing systems. My research integrates research methods from a diverse range of disciplines – including design, social science, and somatics – to identify design principles that can guide the development of systems that incorporate aspects of movement experience.

References (10)

  1. Alexander, F.M. The use of the self: Its conscious direction in relation to diagnosis, functioning and the control of reaction. E.P. Dutton, New York, (1932).
  2. Damasio, A.R. Descartes' error: Emotion, reason, and the human brain. Avon Books, New York, (1995).
  3. Djajadiningrat, T., Wensveen, S., Frens, J., and Overbeeke, K. Tangible products: Redressing the balance between appearance and action. Personal and Ubiquitous Computing 8, 5 (2004).
  4. Fitts, P.M. The information capacity of the human motor system in controlling the amplitude of movement. Journal of Experimental Psychology 47, 6 (1954), 381-391.
  5. Lakoff, G. and Johnson, M. Metaphors we live by. University of Chicago Press, Chicago, (1980).
  6. Larssen, A.T., Robertson, T., and Edwards, J. Experiential bodily knowing as a design (sens)- ability in interaction design. Design and Semantics of Form and Movement, Eds. L. Feijs, S. Kyffin, B. Young. Newcastle, UK (2007), 117-126.
  7. Levisohn, A. and Gromala, D. Taro(t)ception: eliciting embodied, interoceptive awareness through interactive art. In Proc. Digital Arts and Culture (2009).
  8. Levisohn, A. The body as a medium: reassessing the role of kinesthetic awareness in interactive applications. In Proc. 15th International Conference on Multimedia, ACM (2007), 485-488.
  9. Loke, L. and Robertson, T. Making strange with the falling body in interactive technology design. Design and Semantics of Form and Movement, Eds. L. Feijs, S. Kyffin, B. Young. Newcastle, UK (2007), 164 -175.
  10. Schiphorst, T. and Andersen, K. Between bodies: Using experience modeling to create gestural protocols for physiological data transfer. In Proc. CHI 2004, Fringe, (2004).