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YAMOVE! A Movement Synchrony Game that Choreographs Social Interaction.
(Department of Computational Media, University of California, Santa Cruz, USA)
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (HCI)ORCID iD: 0000-0002-3124-2286
(ITP Program, New York University, USA)
(Game Innovation Lab, New York University, USA)
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(English)In: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Human-Technology Choreographies: Body, Movement and Space [Special Issue].Article in journal (Refereed) Submitted
National Category
Interaction Technologies
Research subject
Human-Computer Interaction
URN: urn:nbn:se:uu:diva-284598OAI: oai:DiVA.org:uu-284598DiVA: diva2:920691
Available from: 2016-04-19 Created: 2016-04-19 Last updated: 2016-05-23
In thesis
1. Embodied Core Mechanics: Designing for movement-based co-located play
Open this publication in new window or tab >>Embodied Core Mechanics: Designing for movement-based co-located play
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD).

A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers.

Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.

Place, publisher, year, edition, pages
Uppsala: Department of Informatics and Media, 2016. 174 p.
Uppsala Studies in Human-Computer Interaction, 3
Embodied core mechanics, embodied sketching, movement-based interaction, phenomenology, embodied interaction, play, play design, research through design, social play, co-located, movement, technology-supported, interactive toy, robot, playification
National Category
Interaction Technologies
Research subject
Human-Computer Interaction
urn:nbn:se:uu:diva-284601 (URN)978-91-506-2549-3 (ISBN)
Public defence
2016-06-10, Lecture Hall 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:00 (English)
Available from: 2016-05-20 Created: 2016-04-19 Last updated: 2016-05-23

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Márquez Segura, Elena
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