Rights statement: © ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in HTTF 2019: Proceedings of the Halfway to the Future Symposium 2019November 2019 Article No.: 18 Pages 1–10https://doi.org/10.1145/3363384.3363402
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Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Sketching & drawing as future inquiry in HCI
AU - Sturdee, M.
AU - Lindley, J.
N1 - © ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in HTTF 2019: Proceedings of the Halfway to the Future Symposium 2019November 2019 Article No.: 18 Pages 1–10https://doi.org/10.1145/3363384.3363402
PY - 2019/11/19
Y1 - 2019/11/19
N2 - Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider ‘world-building’ in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes.
AB - Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider ‘world-building’ in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes.
U2 - 10.1145/3363384.3363402
DO - 10.1145/3363384.3363402
M3 - Conference contribution/Paper
T3 - ACM International Conference Proceeding Series
BT - HTTF 2019 - Proceedings of the Halfway to the Future Symposium 2019
PB - ACM
CY - New York
T2 - Halfway to the Future Symposium 2019
Y2 - 19 November 2019 through 20 November 2019
ER -