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Author: 6611
13 results

Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body Perception

Sensory technologies alter how we perceive our body, which can have profound implications for multiple domains. Prior work has contributed a myriad of artefacts and evaluative studies, but we still lack design knowledge to design meaningful body perception alterations facilitated by sensory technologies. To address th…

LV
Laia Turmo Vidal et al.KTH Royal Institute of Technology

Movits: a Minimalist Toolkit for Embodied Sketching

We present the design and evaluation of the Movits, a minimalist toolkit for embodied sketching design explorations. The toolkit includes technology probes featuring minimalist wearable digital units that support the hands-on exploration and design of movement-driven interactions using multisensory feedback. The Movit…

JV
José Manuel Vega-Cebrián et al.Carlos III University of Madrid

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 employe…

JV
José Manuel Vega-Cebrián et al.Carlos III University of Madrid

Physical Warm-up Games. Exploring the Potential of Play and Technology Design

Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up game…

ES
Elena Márquez Segura et al.Carlos III University of Madrid
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

The Design Space of Wearables for Sports and Fitness Practices

The growing interest in wearables for sports and fitness calls for design knowledge and conceptualizations that can help shape future designs. Towards that end, we present and discuss a design space of wearables for these practices, based on a survey of previous work. Through a thematic analysis of 47 research publica…

LV
Laia Turmo Vidal et al.KTH Royal Institute of Technology

Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design

In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and…

FB
Ferran Altarriba Bertran et al.University of California

Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda

Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitat…

FB
Ferran Altarriba Bertran et al.University of California

Designing 'True Colors': A Social Wearable that Affords Vulnerability

Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended t…

ED
Ella Dagan et al.University of California

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of…

AM
Anna Lisa Martin-Niedecken et al.Zurich University of the Arts

Designing Future Social Wearables with Live Action Role Play (Larp) Designers

Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and larp designers have a longstanding tradition of designing and mak…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

Social Affordances at Play: Game Design Toward Socio-Technical Innovation

In this paper we propose that game design strategies and theories can be useful tools for supporting the design of innovative socio-technical systems aimed at supporting social co-presence. We support this proposal with an annotated portfolio of a series of research prototype games that investigate sensor affordances…

KI
Katherine Isbister et al.University of California

Designing for Transformative Play

Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play ta…

JB
Jon Back et al.Uppsala University
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body Perception

Sensory technologies alter how we perceive our body, which can have profound implications for multiple domains. Prior work has contributed a myriad of artefacts and evaluative studies, but we still lack design knowledge to design meaningful body perception alterations facilitated by sensory technologies. To address th…

LV
Laia Turmo Vidal et al.KTH Royal Institute of Technology

Movits: a Minimalist Toolkit for Embodied Sketching

We present the design and evaluation of the Movits, a minimalist toolkit for embodied sketching design explorations. The toolkit includes technology probes featuring minimalist wearable digital units that support the hands-on exploration and design of movement-driven interactions using multisensory feedback. The Movit…

JV
José Manuel Vega-Cebrián et al.Carlos III University of Madrid

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 employe…

JV
José Manuel Vega-Cebrián et al.Carlos III University of Madrid
emoji_events

Physical Warm-up Games. Exploring the Potential of Play and Technology Design

Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up game…

ES
Elena Márquez Segura et al.Carlos III University of Madrid
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

The Design Space of Wearables for Sports and Fitness Practices

The growing interest in wearables for sports and fitness calls for design knowledge and conceptualizations that can help shape future designs. Towards that end, we present and discuss a design space of wearables for these practices, based on a survey of previous work. Through a thematic analysis of 47 research publica…

LV
Laia Turmo Vidal et al.KTH Royal Institute of Technology

Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design

In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and…

FB
Ferran Altarriba Bertran et al.University of California

Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda

Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitat…

FB
Ferran Altarriba Bertran et al.University of California

Designing 'True Colors': A Social Wearable that Affords Vulnerability

Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended t…

ED
Ella Dagan et al.University of California

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of…

AM
Anna Lisa Martin-Niedecken et al.Zurich University of the Arts

Designing Future Social Wearables with Live Action Role Play (Larp) Designers

Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and larp designers have a longstanding tradition of designing and mak…

ES
Elena Márquez Segura et al.Carlos III University of Madrid

Social Affordances at Play: Game Design Toward Socio-Technical Innovation

In this paper we propose that game design strategies and theories can be useful tools for supporting the design of innovative socio-technical systems aimed at supporting social co-presence. We support this proposal with an annotated portfolio of a series of research prototype games that investigate sensor affordances…

KI
Katherine Isbister et al.University of California

Designing for Transformative Play

Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play ta…

JB
Jon Back et al.Uppsala University