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  • Designing Information Feedback

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Designing information feedback within hybrid physical/digital interactions

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

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Designing information feedback within hybrid physical/digital interactions. / Gullick, David; Coulton, Paul.
Proceedings of Design Research Society Conference 2016. ed. / Peter Lloyd; Erik Bohemia. Design Research Society, 2016. p. 3019-3032 (Proceedings of DRS 2016; Vol. 8).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Gullick, D & Coulton, P 2016, Designing information feedback within hybrid physical/digital interactions. in P Lloyd & E Bohemia (eds), Proceedings of Design Research Society Conference 2016. Proceedings of DRS 2016, vol. 8, Design Research Society, pp. 3019-3032, DRS 2016 : Future Focused Thinking, Brighton, United Kingdom, 27/06/16. https://doi.org/10.21606/drs.2016.75

APA

Gullick, D., & Coulton, P. (2016). Designing information feedback within hybrid physical/digital interactions. In P. Lloyd, & E. Bohemia (Eds.), Proceedings of Design Research Society Conference 2016 (pp. 3019-3032). (Proceedings of DRS 2016; Vol. 8). Design Research Society. https://doi.org/10.21606/drs.2016.75

Vancouver

Gullick D, Coulton P. Designing information feedback within hybrid physical/digital interactions. In Lloyd P, Bohemia E, editors, Proceedings of Design Research Society Conference 2016. Design Research Society. 2016. p. 3019-3032. (Proceedings of DRS 2016). doi: 10.21606/drs.2016.75

Author

Gullick, David ; Coulton, Paul. / Designing information feedback within hybrid physical/digital interactions. Proceedings of Design Research Society Conference 2016. editor / Peter Lloyd ; Erik Bohemia. Design Research Society, 2016. pp. 3019-3032 (Proceedings of DRS 2016).

Bibtex

@inproceedings{4709b666bbe346f8ad3a6d06fdd6f5cd,
title = "Designing information feedback within hybrid physical/digital interactions",
abstract = "Whilst digital and physical interactions were once treated as separate design challenges, there is a growing need for them to be considered together to allow the creation of hybrid digital/physical experiences. For example, digital games can now include physical objects (with digital properties) or digital objects (with physical properties), both of which may be used to provide input, output, or in-game information in various combinations. In this paper we consider how users perceive and understand interactions that include physical/digital objects through the design of a novel game which allows us to consider: i) the character of the space/spaces in which we interact; ii) how users perceive their operation; and iii) how we can design such objects to extend the bandwidth of information we provide to the user/player. The prototype is used as the focus of a participatory design workshop in which players experimented with, and discussed physical ways of representing the virtual in-game information. The results have been used to provide a framing for designers approaching information feedback in this domain, and highlight the requirement for further design research.",
keywords = "interaction, feedback, information bandwidth, Prototyping",
author = "David Gullick and Paul Coulton",
year = "2016",
month = jun,
day = "7",
doi = "10.21606/drs.2016.75",
language = "English",
series = "Proceedings of DRS 2016",
publisher = "Design Research Society",
pages = "3019--3032",
editor = "Peter Lloyd and Erik Bohemia",
booktitle = "Proceedings of Design Research Society Conference 2016",
note = "DRS 2016 : Future Focused Thinking ; Conference date: 27-06-2016 Through 30-06-2016",

}

RIS

TY - GEN

T1 - Designing information feedback within hybrid physical/digital interactions

AU - Gullick, David

AU - Coulton, Paul

PY - 2016/6/7

Y1 - 2016/6/7

N2 - Whilst digital and physical interactions were once treated as separate design challenges, there is a growing need for them to be considered together to allow the creation of hybrid digital/physical experiences. For example, digital games can now include physical objects (with digital properties) or digital objects (with physical properties), both of which may be used to provide input, output, or in-game information in various combinations. In this paper we consider how users perceive and understand interactions that include physical/digital objects through the design of a novel game which allows us to consider: i) the character of the space/spaces in which we interact; ii) how users perceive their operation; and iii) how we can design such objects to extend the bandwidth of information we provide to the user/player. The prototype is used as the focus of a participatory design workshop in which players experimented with, and discussed physical ways of representing the virtual in-game information. The results have been used to provide a framing for designers approaching information feedback in this domain, and highlight the requirement for further design research.

AB - Whilst digital and physical interactions were once treated as separate design challenges, there is a growing need for them to be considered together to allow the creation of hybrid digital/physical experiences. For example, digital games can now include physical objects (with digital properties) or digital objects (with physical properties), both of which may be used to provide input, output, or in-game information in various combinations. In this paper we consider how users perceive and understand interactions that include physical/digital objects through the design of a novel game which allows us to consider: i) the character of the space/spaces in which we interact; ii) how users perceive their operation; and iii) how we can design such objects to extend the bandwidth of information we provide to the user/player. The prototype is used as the focus of a participatory design workshop in which players experimented with, and discussed physical ways of representing the virtual in-game information. The results have been used to provide a framing for designers approaching information feedback in this domain, and highlight the requirement for further design research.

KW - interaction

KW - feedback

KW - information bandwidth

KW - Prototyping

U2 - 10.21606/drs.2016.75

DO - 10.21606/drs.2016.75

M3 - Conference contribution/Paper

T3 - Proceedings of DRS 2016

SP - 3019

EP - 3032

BT - Proceedings of Design Research Society Conference 2016

A2 - Lloyd, Peter

A2 - Bohemia, Erik

PB - Design Research Society

T2 - DRS 2016 : Future Focused Thinking

Y2 - 27 June 2016 through 30 June 2016

ER -