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Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction

机译:步步为营:寻找方法,工具和知识以进行富有表现力的,丰富的基于动作的交互设计

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摘要

The world is inherently meaningful for us, i.e. we perceive the world in terms of what we can do with it, and by physically interacting with it we access this meaning and express the meaning. We believe that this is the core reason and foundation for turning to movement-based interaction. 'Interaction creates meaning' does not only hold for users during interaction but also for designers when generating ideas and developing concepts. Therefore, we postulate that if one truly likes to design for movement-based interaction, one has to be or become an expert in movement, not just theoretically, by imagination or on paper, but by doing and experiencing while designing. In order to do so, we believe that designers need design tools, techniques, knowledge, awareness and skills that support their search for expressive, rich behaviour. Our search for this support resulted in several methods, tools and knowledge that help designers exploring, visualising and reflecting on interactions. Our developed methods and tools such as the Design Movement approach with its choreography of interaction, gestural design tools, interactive installations and interactive tangible sketching, have not only supported and inspired designers to design for movement-based interaction, but also resulted in surprising, fresh designs in comparison with the limited scope of rather uniform and traditional electronic consumer products. This paper discusses the possibilities and limitations of our approach.
机译:世界对我们而言本质上是有意义的,即,我们根据我们可以做的事情来感知世界,通过与它进行物理交互,我们可以访问该含义并表达该含义。我们认为,这是转向基于动作的交互的核心原因和基础。 “交互创造意义”不仅在交互过程中对用户有效,而且在产生想法和发展概念时也适用于设计师。因此,我们假设,如果一个人真的喜欢设计基于动作的交互,那么就必须成为或成为动作方面的专家,这不仅是理论上的,凭想象力的或纸上的,而且是在设计时的实践和体验。为了做到这一点,我们认为设计师需要设计工具,技术,知识,意识和技能,以支持他们寻求表现力丰富的行为。我们对这种支持的搜索产生了几种方法,工具和知识,可以帮助设计师探索,可视化和反思交互。我们开发的方法和工具,例如具有交互编排的设计运动方法,手势设计工具,交互式装置和交互式有形草图,不仅支持和启发了设计师进行基于运动的交互设计,而且还带来了令人惊讶的新鲜感与相当统一和传统的电子消费产品的有限范围进行比较本文讨论了我们方法的可能性和局限性。

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