There is growing interest in designing for movement-based interactions with technology, now that various sensing technologies are available enabling a range of movement possibilities from gestural to whole-body interactions. We present a design methodology of Moving and Making Strange, an approach to movement-based interaction design that recognizes the central role of the body and movement in lived cognition. The methodology was developed through a series of empirical projects, each focusing on different conceptions of movement available within motion-sensing interactive, immersive spaces. The methodology offers designers a set of principles, perspectives, methods, and tools for exploring and testing movement-related design concepts. It is innovative for the inclusion of the perspective of the mover, together with the traditional perspectives of the observer and the machine. Making strange is put forward as an important tactic for rethinking how to approach the design of movement-based interaction.
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
Analogue tools offer distinct benefits for collaborative design ideation and can take a variety of tailored forms including card decks, templates, toys and board games. However, owing to the disparate and multidisciplinary sources of these tools, there is currently no easy way to gain a coherent view of the tool landscape. To resolve this, we conducted a survey of analogue ideation tools within the design and HCI literatures, and within commercial practice. Of 3,395 results, 76 met the inclusion criteria. The resulting collection is presented and classified according to 10 descriptors including a novel taxonomy for distinguishing 7 tool types (methods, prompts, components, concepts, stories, embodiment, and construction). We also discuss gaps and opportunities for future tool development in inclusivity, cultural-tailoring and embodiment. Our aim is to help designers and design teams more fluently select, customise, critique, analyse and/or build tools to support collaborative designerly inquiry.
7 December 2006 in Personal and Ubiquitous Computing
This article describes interdisciplinary research undertaken by a group of artists, designers, curators and somatic bodywork practitioners to explore a human-centred approach to the potential of touch, movement, balance and proprioception as modalities for interactive art. Somatic bodywork methodologies such as the Feldenkrais method provide highly developed frameworks for attending to these very phenomena. Re-sensitising the body through somatic investigations allowed us as makers of body-focussed interactive art to translate the subtle shifts in attention and nuances of felt sensation into the audience experience of sensor-based interactive artworks. We describe the results of a yearlong project through our experience of the making of one specific experimental artwork, surging verticality. We reflect on the conditions for audience engagement and the profound connections we experienced between Feldenkrais somatic bodywork and art practice as modes of enquiry into the world.