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Using Design Fiction to Inform Shape-Changing Interface Design and Use

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published
<mark>Journal publication date</mark>6/09/2017
<mark>Journal</mark>The Design Journal
Issue numberSuppl. 1
Volume20
Number of pages12
Pages (from-to)S4146-S4157
Publication StatusPublished
<mark>Original language</mark>English
EventEAD 2017: Design for Next - Faculty of Architecture in Valle Giulia, Rome, Italy
Duration: 11/04/201714/04/2017

Conference

ConferenceEAD 2017
Country/TerritoryItaly
CityRome
Period11/04/1714/04/17

Abstract

Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces.