This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing motivating feedback to players’ behavior; they can allow players to create their own game goals and rules in an open-ended play context and support social player interaction patterns. This design approach is illustrated by six design cases in which our assumptions were examined in various play contexts. The results show that the application of these design values can lead to rich and appealing innovative play concepts. Players can create a wide range of (physical) games using open-ended play objects, and properties of the play objects, such as being personal or shared, influence the type of social interaction.
Most systems that we use in everyday life are shared—because multiple people can interact or because an interaction by one person can affect other people. However, everyday Internet of Things systems are often designed for individual use. Prior research on collaboration technologies (Computer Supported Collaborative Work) has shown that to coordinate system sharing people require awareness of the social context, which interfaces can support by making salient information visible. Although literature exists on how to design for awareness, this can be fragmented and difficult to relate to other application domains. To introduce a broader audience of interaction designers to awareness, we aim to make the available design knowledge more generalizable and operational. With this aim, we construct the Designing for Awareness in Shared Systems framework that gives a structured and comprehensive overview of design considerations for awareness. The framework can stimulate reflection and inform decision-making when designing interactions with shared systems.
This study aims at validating the transferability of the Empathic Handover approach, which we originally developed for the co-design process of a dementia simulator. We argue that empathy in design is operationalised using five factors: emotional interest, sensitivity, self-awareness, personal experience, and mixed perspectives. This heuristic proved useful in systematically comparing the empathic capacity of design students using the Empathic Handover and traditional user research approaches. Our comparative study indicates that the Empathic Handover approach enables designers to develop empathy with vulnerable users they did not meet in person (both people with dementia and people who mourn). Additionally, the study enables us to develop an elaborate notion of the working mechanisms of empathy in design as well as practical improvements to the Empathic Handover approach.
19 May 2022 in Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Data-enabled design (DED) is a promising new methodology for designing with users from within their own context in an iterative and hands-on fashion. However, the agile and flexible qualities of the methodology do not directly translate to every context. In this article, we reflect on the design process of an intelligent ecosystem, called ORBIT, and a proposed evaluative study planned with it. This was part of a DED project in collaboration with a medical hospital to study the post-operative behavior in the (remote) context of bariatric patients. The design and preparation of this project and the process towards an eventual study rejection from the medical ethical committee (METC) provide rich insights into (1) what it means to conduct DED research in a clinical context, and (2) where the boundaries of the method might lie in this specific application area. We highlight insights from carefully designing the substantial infrastructure for the study, and how different aspects of DED translated less easily to the clinical context. We analyze the proposed study setup through the lenses of several modifications we made to DED and further reflect on how to expand and scale up the methodology and adapt the process for the clinical context.