2022
DOI: 10.34190/ecgbl.16.1.667
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Mind the gap: The 4M Bridge Between 4E-Cognition and Movement-Based Design

Abstract: Along with technology trends like extended reality, wearables, IoT, and exergames, new design approaches have emerged, focusing on full-body interactions by actively working with the lived body’s capacity to sense, feel, and create. Thus, designers are recommended to use movement as part of the design activity when designing for and of movement, regardless of the targeted application domain. However, designing for bodily experiences is challenging. We have identified a gap of no movement-based design framework… Show more

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Cited by 5 publications
(7 citation statements)
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“…In Civilization VI and Humankind , every unit can move one time per turn, making up an important part of gameplay. To make gameplay more complex and fun, game ecology then offers mechanics to either assist or hinder the movement of units (Elbæk et al, 2022). To this end, the author combines “movement” with the commonly used game term “modifier” to refer to these mechanics.…”
Section: Resultsmentioning
confidence: 99%
“…In Civilization VI and Humankind , every unit can move one time per turn, making up an important part of gameplay. To make gameplay more complex and fun, game ecology then offers mechanics to either assist or hinder the movement of units (Elbæk et al, 2022). To this end, the author combines “movement” with the commonly used game term “modifier” to refer to these mechanics.…”
Section: Resultsmentioning
confidence: 99%
“…The objective of mood setters, based on Márquez Segura et al (2021b) and Elbaek et al (2022), is to prepare students mentally, physically, and socially for movement-based design activities. In our adoption, we employed this method to reduce the barrier to social interaction and establish a starting point for a foundation of trust, which is essential for interdisciplinary collaboration and forming a shared thesaurus.…”
Section: Thesaurize: Mood Settersmentioning
confidence: 99%
“…Its exploration requires a designer to facilitate the right mindset and state of a body being by choosing and interconnecting mood setting methods to form an appropriate process and modify it accordingly. MeCaMInD has gathered MbDM into an easy-to-use method card toolbox by making inventories of existing theories and methods, categorised them, and made a model (4M) of four distinct card categories to make the method cards actionable in the field of interaction design (Elbaek, et al, 2022). The 4M model is founded in the theory of embodied cognition 4E, extended, embedded, enactive, embodied and supplemented with the fifth E as emotive (Stilwell & Harman, 2021).…”
Section: Mecamindmentioning
confidence: 99%