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.
Self-representation online can be difficult for those who are in life transitions that involve exploring new identity facets and changes in personal style. Many desire to tailor their online representations for different audiences. Social media site profiles and sharing settings offer varying levels of anonymity, privacy, and thus safety, but these settings are often opaque and poorly understood. To understand the complex relationship between identity, personal style and online selfrepresentation, we examine how people explore and experiment with new styles in public and in private online settings during gender transition. We present the results of interviews with transgender people who have recently reinvented their personal style, or are planning to do so in the near future. We find that people explore new styles in online settings to craft possible or ideal future selves. When involving others, people engage intimate and unknown others, but often avoid weak ties. Our results indicate that to account for changing identities, social media sites must be designed to support finding inspiration and advice from strangers and style experimentation with close friends.
Concepts utilizing applied ethics, such as responsible conduct of research (RCR), can prove difficult to teach due to the complexity of problems faced by researchers and the many underlying perspectives involved in such dilemmas. To address this issue, we created Academical, a choice-based interactive storytelling game for RCR education that enables players to experience a story from multiple perspectives. In this paper, we describe the design rationale of Academical, and present results from an initial study comparing it with traditional web-based educational materials from an existing university RCR course. The results highlight that utilizing a choicebased interactive story game is more effective for RCR education, with learners developing significantly higher engagement, stronger overall moral reasoning skills, and better knowledge scores for certain RCR topics.
Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration and 5) Non-interactive Teaching. These dimensions demonstrate that there are a number of design considerations for supporting learning through Visual Novels. This work has implications for designers of educational games by classifying the different designs a Visual Novel can employ to teach-ultimately informing how to better present educational subject matter in interactive narrative games. CCS CONCEPTS • Applied computing → Interactive learning environments; • Human-centered computing → Human computer interaction (HCI); HCI theory, concepts and models.
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