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How to Design for Transformation of Behavior through Interactive Materiality

How to Design for Transformation of Behavior through Interactive Materiality. Jelle Stienstra 1 , Miguel Bruns Alonso 1 , Stephan Wensveen 2 , Stoffel Kuenen 3. 1 DQI, Department of Industrial Design Eindhoven University of Technology The Netherlands.

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How to Design for Transformation of Behavior through Interactive Materiality

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  1. 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 2SPIRE, Mads Clausen Institute University of Southern Denmark 3Umeå Institute of Design Umeå University Sweden NordiCHI '12 SESSION: Design practice

  2. Outline • Introduction • Interaction Frogger framework • Case1 - Augmented Speed-Skate Experience • Case2 - Affective Pen • Designing for transforming behavior • Discussion

  3. 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”

  4. 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

  5. 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

  6. Interaction Frogger framework

  7. 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

  8. Case1 - Augmented Speed-Skate Experience (1/3) • An example of a sports improvement product that addresses perceptual-motor skills in an action-perception loop • Modality sound • (left, right, • front, back)

  9. 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

  10. 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

  11. Case2 - Affective Pen (1/3) • It illustrates how products can influence emotions by addressing the perceptual-motor skills in an action-perception loop • Rock and roll, were indicators of stress • (speed, frequency, angle of the rolling…)

  12. Case2 - Affective Pen (2/3) • Preliminary results suggest that inherent feedforward reduced the heart rate of participants, which could indicate a reduction in stress

  13. Case2 - Affective Pen (3/3) • Could be dynamically influenced through inherent feedforward ; unaware interaction

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. Discussion (1/2) • Its potential through some examples that have already been observed in interaction design literature and propose potential applications in the fields of health

  20. Discussion (2/2) • 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

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