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When noise becomes voice: designing interactive technology for crowd experiences through imitation and invention

机译:当噪音变成声音时:通过模仿和发明为人群体验设计交互式技术

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In this paper, we present crowd experience as a novel concept when designing interactive technology for spectator crowds in public settings. Technology-mediated experiences in groups have already been given serious attention in the field of interaction design. However, crowd experiences are distinctive because of the spontaneous, uninhibited behavior exhibited. In crowds, extreme sociality and the experience of performing identity in public emerge spontaneously. By bridging crowd theory and pragmatics of experience, we establish an understanding of crowd experience as a distinct sociality within interaction design that unfolds through imitation and invention. We deploy that understanding in an exploration of spectator experiences at three football matches in which an experimental prototype, BannerBattle, was deployed. Banner-Battle is an interactive banner on which spectators can grab space in competition with their rivals. The more noise and movement they make, the more screen real estate they gain. BannerBattle therefore enabled us to explore the emergence of imitative and at times inventive behavior in enriched crowd experience, by augmenting and supporting spectator performance in this way. We discuss the value of a conceptual understanding of crowd experience for technology as an unexplored potential for designing new interactive technology at spectator venues.
机译:在本文中,我们为公共场所的观众设计互动技术时,将观众体验作为一种新颖的概念呈现。在交互设计领域,小组中以技术为媒介的经验已经受到重视。但是,由于表现出的自发性,不受抑制的行为,人群的体验是独特的。在人群中,极端的社交性和在公共场所表现身份的经验自发出现。通过将人群理论和经验语用学联系起来,我们建立了对人群体验的理解,将其理解为通过模仿和发明展开的交互设计中的独特社会性。我们在探索三场足球比赛的观众体验时运用了这种理解,并在其中部署了实验原型BannerBattle。 Banner-Battle是一种互动式横幅,观众可以在该横幅上抢占与竞争对手的空间。他们产生的噪音和运动越多,获得的屏幕空间就越多。因此,BannerBattle通过以这种方式增强和支持观众的表演,使我们能够探索模仿和有时是创造性行为在丰富的人群体验中的出现。我们讨论了对观众体验的概念理解对技术的价值,这对于在观众场馆设计新的互动技术具有未开发的潜力。

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