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.
The past decade has seen an increased focus on body movement in computer games. We take a step further to look at body games: games in which the main source of enjoyment comes from bodily engagement. We argue that for these games, the physical and social settings become just as important design resources as the technology. Although all body games benefit from an integrated design approach, the social and physical setting become particularly useful as design resources when the technology has limited sensing capabilities. We develop our understanding of body games through a literature study and a concrete design experiment with designing multiplayer games for the BodyBug, a mobile device with limited sensing capabilities. Although the device was designed for free and natural movements, previous games fell short in realizing this design ideal. By designing the technology function together with its physical and social context, we were able to overcome device limitations. One of the games was subsequently incorporated in its commercial release.
30 November 2016 in Human Technology: An Interdisciplinary Journal on Humans in ICT Environments