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

Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction
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DOI:
10.1007/s00779-006-0135-y
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发表时间:
2007-12-01
影响因子:
--
通讯作者:
Klooster, Sietske
Klooster, Sietske
中科院分区:
计算机科学3区
文献类型:
--
作者:
Hummels, Caroline;Overbeeke, Kees C. J.;Klooster, Sietske

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世界对我们来说本质上是有意义的,也就是说,我们通过我们能用它做什么来感知世界,通过与它物理上的互动,我们获得了这一意义并表达了它的意义。我们认为,这是转向以运动为基础的互动的核心原因和基础。“互动创造意义”不仅适用于互动过程中的用户,也适用于设计师在产生想法和发展概念时。因此,我们假设,如果一个人真的喜欢为基于运动的交互进行设计,他必须成为或成为运动方面的专家,不仅是理论上的,通过想象或书面的,而是通过在设计时进行和体验。为了做到这一点,我们认为设计师需要设计工具、技术、知识、意识和技能来支持他们对富有表现力和丰富行为的追求。我们对这种支持的搜索产生了几种方法、工具和知识,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,如设计运动方法及其互动编排、手势设计工具、互动装置和互动有形草图,不仅支持和激励设计师进行基于运动的互动设计,而且与相当统一和传统的电子消费产品的有限范围相比,也产生了令人惊讶的、新鲜的设计。本文讨论了我们方法的可能性和局限性。
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.