How to Design for Transformation of Behavior through Interactive Materiality
description
Transcript of How to Design for Transformation of Behavior through Interactive Materiality
How to Design for Transformation of Behavior through Interactive
Materiality
Jelle Stienstra1, Miguel Bruns Alonso1, Stephan Wensveen2, Stoffel Kuenen3
1DQI, Department of Industrial Design Eindhoven
University of Technology The Netherlands
NordiCHI '12 SESSION: Design practice
2SPIRE, Mads Clausen Institute University of Southern Denmark
3Umea Institute of Design Umea
University Sweden
Outline
• Introduction• Interaction Frogger framework • Case1 - Augmented Speed-Skate Experience• Case2 - Affective Pen • Designing for transforming behavior• Discussion
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Introduction (1/3)
• In third-wave of HCI, interaction design moved away from productivity and efficiency towards designing for experience
• “…things mediate actions as material things, not as immaterial signs”
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Introduction (2/3)
• It has been pointed out that the theoretical basis of embodied interaction in HCI helps to reflect on how people behave with products and systems, it is however difficult to apply it for generating designs
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Introduction (3/3)
• The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers
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Interaction Frogger framework
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Interaction Frogger framework
• Mapping can occur on six aspects : Time, Location, Direction, Modality, Dynamics, Expression
• A translation of action results in an amplification or reduction of feedback ; feedforward invites or inhibits the user’s action
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Case1 - Augmented Speed-Skate Experience (1/3)
• An example of a sports improvement product that addresses perceptual-motor skills in an action-perception loop
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• Modality sound(left, right, front, back)
Case1 - Augmented Speed-Skate Experience (2/3)
• Providing a self-reflective design solution that offers handles for the athlete to assess his or her own speed-skating technique
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Case1 - Augmented Speed-Skate Experience (3/3)
• An important aspect of this mapping is its continuous and (near) real time nature, mimicking the qualities of most our natural perceptual-motor skills
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Case2 - Affective Pen (1/3)
• It illustrates how products can influence emotions by addressing the perceptual-motor skills in an action-perception loop
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• Rock and roll, were indicators of stress(speed, frequency, angle of the rolling…)
Case2 - Affective Pen (2/3)
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• Preliminary results suggest that inherent feedforward reduced the heart rate of participants, which could indicate a reduction in stress
Case2 - Affective Pen (3/3)
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• Could be dynamically influenced through inherent feedforward ; unaware interaction
Designing for transforming behavior (1/3)
• First Step (Analyzing): Affirming and Appreciating the Current Behavior– As designer, it is essential to grasp and feel the
context: the space, parameters, and essences– The designer is required to develop and have
certain sensitivity for e.g. haptic or auditory sense– The value of first-hand experience
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Designing for transforming behavior (2/3)
• Second Step (Synthesis): Design Mapping for Transformation of Behavior– One can invite or inhibit an activity by means of
amplifying or reducing the feedback of the movement
– Designers can explore timing related mapping, e.g. delays and anticipations
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Designing for transforming behavior (2/3)
• Second Step (Synthesis): Design Mapping for Transformation of Behavior– Mappings can be explored as scale related
mappings (inversions, scaling and other amplifications and reductions of input towards output)
– A continuous action-perception loop
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Designing for transforming behavior (3/3)
• Third Step (Detailing): Fine-Tuning the Sensitivities in the Interactive Materiality– Interaction Frogger framework as generative tool
for transforming behavior requires more attention on sensitivities within the mapping
– Disrupted behavior can be prevented by designing unobtrusive or subliminal mappings
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Designing for transforming behavior (3/3)
• Third Step (Detailing): Fine-Tuning the Sensitivities in the Interactive Materiality– Paying attention to the uniqueness of users– Subtle mapping of an in- & output that matches
the sensitivities of the human perceptual-motor & emotional skills
– Designing for transformation requires validation in context as well as a holistic approach
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Discussion (1/2)
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• Its potential through some examples that have already been observed in interaction design literature and propose potential applications in the fields of health
Discussion (2/2)
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• we argue that transformation of behavior can also be achieved through an embodiment relation with the product or system by only addressing the perceptual-motor and emotional skills