Towards Designing Playful Bodily Extensions: Learning from Expert Interviews

Shape-Changing Interfaces & Soft Robotic MaterialsFull-Body Interaction & Embodied InputUI/UX DesignersMakers & DIY EnthusiastsVisual Artists & DesignersDancers & Performing Artists

Title of the Paper

Towards Designing Playful Bodily Extensions: Learning from Expert Interviews

Paper Information

  • Research Area: Bodily Interaction, Gamified Design, and Bodily Extension Technologies
  • Keywords: Bodily Extensions, Wearables, Play, Games, Cyborg, Transhuman, Posthuman, Expert Interviews, Thematic Analysis

Research Background and Problem

  • What issues or challenges did the authors identify? Most bodily extension technologies (such as prosthetics and wearable devices) tend to focus on their instrumental or functional aspects, neglecting the playfulness and experiential dimensions these technologies can offer. Designing bodily extension technologies for gaming purposes could lower the barrier to technology adoption and foster broader public understanding.

  • Why is this issue important? Playfulness not only encourages users to explore new technologies but also creates a safer and freer experimental environment, thereby enhancing user acceptance and broadening the application scope of bodily extension design.

  • Research Motivation and Related Work The authors observed that current research on bodily extensions rarely addresses best practices and experiential dimensions in gaming scenarios. By addressing this research gap, the authors aim to reveal methods for designing gamified bodily extension technologies, thereby helping designers create devices that emphasize both functionality and playfulness.

Solutions

  • What methods or solutions did the authors propose? By conducting semi-structured interviews with the designers of four gamified bodily extension technology projects, the authors identified five design themes and summarized 16 design recommendations.

  • What is innovative about this solution? The study proposes a comprehensive framework based on the first-hand experiences of designers, using thematic analysis to uncover the principles of gamified design for bodily extension technologies. The research not only focuses on the instrumental aspects of technology but also delves into social interaction, identity transformation, and experiential dimensions.

  • What are the implementation steps? What key techniques were used?

    1. Selection of four bodily extension technology projects (e.g., Wigglears, Arm-A-Dine, etc.).
    2. Conducting interviews with five designers.
    3. Performing thematic analysis to extract design themes and related recommendations.
    4. Proposing practical design guidelines linked to specific case studies.

Research Outcomes

  • What specific results were achieved?

    • Five design themes:
      1. Treating extensions as organs for social interaction to facilitate communication.
      2. Allowing varying levels of autonomy in controlling the extensions.
      3. Adjusting the integration process of extensions, particularly considering the user experience during initiation, adjustment, and removal phases.
      4. Dynamically adapting to different environments, balancing playfulness and social acceptability.
      5. Enabling identity transformation and role-playing through bodily extensions.
    • 16 design recommendations (e.g., amplifying emotional states through extensions, creating unique communication methods, etc.).
  • What advantages does it have compared to existing solutions?

    1. Focuses on playfulness and experiential quality rather than just instrumentality or functionality.
    2. Emphasizes social interaction and identity transformation, making extension designs more emotionally and socially engaging.
    3. Provides clear design guidelines to help designers address specific challenges.
  • What are the experimental or evaluation results?

    • For example, the design of Wigglears triggered playful social interactions through users’ unexpected ear movements; the design of Arm-A-Dine granted autonomy to others, resulting in engaging user interaction experiences.
  • Limitations and Future Directions

    • Limitations: The sample size is relatively small, including only five designers; the interviewees represent only the designers’ perspectives, without in-depth exploration of user experiences.
    • Future Directions:
      1. Expanding the sample size and research scope to include users, engineers, game designers, and other relevant groups.
      2. Conducting long-term behavioral and experiential studies with actual users to further validate the design recommendations.
      3. Exploring new bodily extension technologies tailored to complex gameplay and diverse user needs.

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https://hci.top/en/papers/chi/96500/2023

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DOI: https://doi.org/10.1145/3544548.3581165
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Source
CHI
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Year
2023
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3 authors
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Subtopics
Shape-Changing Interfaces & Soft Robotic Materials, Full-Body Interaction & Embodied Input
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UI/UX Designers, Makers & DIY Enthusiasts, Visual Artists & Designers, Dancers & Performing Artists
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