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

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Using Design Fiction to Inform Shape-Changing Interface Design and Use. / Sturdee, Miriam; Coulton, Paul; Alexander, Jason Mark.
In: The Design Journal, Vol. 20, No. Suppl. 1, 06.09.2017, p. S4146-S4157.

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Sturdee M, Coulton P, Alexander JM. Using Design Fiction to Inform Shape-Changing Interface Design and Use. The Design Journal. 2017 Sept 6;20(Suppl. 1):S4146-S4157. doi: 10.1080/14606925.2017.1352913

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@article{72fcc6fce6d54990b411da9931e4610b,
title = "Using Design Fiction to Inform Shape-Changing Interface Design and Use",
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. ",
keywords = "Shape-Change, Design Fiction, Interfaces",
author = "Miriam Sturdee and Paul Coulton and Alexander, {Jason Mark}",
year = "2017",
month = sep,
day = "6",
doi = "10.1080/14606925.2017.1352913",
language = "English",
volume = "20",
pages = "S4146--S4157",
journal = "The Design Journal",
issn = "1460-6925",
publisher = "ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD",
number = "Suppl. 1",
note = "EAD 2017 : Design for Next ; Conference date: 11-04-2017 Through 14-04-2017",

}

RIS

TY - JOUR

T1 - Using Design Fiction to Inform Shape-Changing Interface Design and Use

AU - Sturdee, Miriam

AU - Coulton, Paul

AU - Alexander, Jason Mark

PY - 2017/9/6

Y1 - 2017/9/6

N2 - 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.

AB - 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.

KW - Shape-Change

KW - Design Fiction

KW - Interfaces

U2 - 10.1080/14606925.2017.1352913

DO - 10.1080/14606925.2017.1352913

M3 - Journal article

VL - 20

SP - S4146-S4157

JO - The Design Journal

JF - The Design Journal

SN - 1460-6925

IS - Suppl. 1

T2 - EAD 2017

Y2 - 11 April 2017 through 14 April 2017

ER -