Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design 2012
DOI: 10.1145/2399016.2399020
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How to design for transformation of behavior through interactive materiality

Abstract: This paper presents a design approach tackling the transformation of behavior through 'interactive materiality' from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the discussion of two researchthrough-design cases, the augmented speed-skate experience and affective pen, it highlights the opportunities for design of an action-perception loop. Consequently, an approach is suggested… Show more

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Cited by 51 publications
(25 citation statements)
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“…Heart rate monitors have also been used to select music in manner that support mood and exercise [39], and to control game features [25]. [34]. In line with this recent trend, we argue that the experiential aspect of sports holds a potential ground for unexplored forms of interactions [29] which has received little attention in the performance-oriented, motivational, and gamification approaches.…”
Section: Introductionmentioning
confidence: 89%
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“…Heart rate monitors have also been used to select music in manner that support mood and exercise [39], and to control game features [25]. [34]. In line with this recent trend, we argue that the experiential aspect of sports holds a potential ground for unexplored forms of interactions [29] which has received little attention in the performance-oriented, motivational, and gamification approaches.…”
Section: Introductionmentioning
confidence: 89%
“…Hand in hand with this, a proliferation of mobile technologies dedicated to sports and exercise has emerged, such as watches, sensors, and apps. This technical and commercial development has brought increased attention of HCI to the domain of sports and novel ways of using technology in sports activities, examples include social sharing of heart-rate during cycling [34], interactive shirts for sharing running data [33], and novel feedback mechanisms for golfers [28], skiers [21], and runners [27]. So far, a significant part of the research in interactive sports technologies has been concerned with socio-motivational technologies [2,23,24], new forms of play [12,15], gamification [5], bodily interaction [36], and explorations of technical challenges for wearable sports technologies [3,4,21,39].…”
Section: Introductionmentioning
confidence: 99%
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“…However, when the properties of a product, such as its shape, change, our perceptions will follow these changes through a process of adaptation [12]. A product that changes its shape can potentially give rise to a feedback loop playing on the action-perception possibilities, offering a dynamic interaction between the action of the user and the reaction Touch DIS 2014, June 21-25, 2014, Vancouver, BC, Canada of the product, which has been named interactive materiality [34]. Our perspective on designing shapechanging interfaces and evaluating emerging interactions takes this broader perspective.…”
Section: Generative Frameworkmentioning
confidence: 99%