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

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

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Using Design Fiction to Inform Shape-Changing Interface Design and Use. / Sturdee, Miriam.
Design for Next, 12th EAD Conference Proceedings. European Academy of Design, 2017.

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

Harvard

Sturdee, M 2017, Using Design Fiction to Inform Shape-Changing Interface Design and Use. in Design for Next, 12th EAD Conference Proceedings. European Academy of Design.

APA

Sturdee, M. (2017). Using Design Fiction to Inform Shape-Changing Interface Design and Use. In Design for Next, 12th EAD Conference Proceedings European Academy of Design. Advance online publication.

Vancouver

Sturdee M. Using Design Fiction to Inform Shape-Changing Interface Design and Use. In Design for Next, 12th EAD Conference Proceedings. European Academy of Design. 2017 Epub 2017 Apr 14.

Author

Sturdee, Miriam. / Using Design Fiction to Inform Shape-Changing Interface Design and Use. Design for Next, 12th EAD Conference Proceedings. European Academy of Design, 2017.

Bibtex

@inproceedings{e96c9484fa4d4acb8cfcc561d0f77cc0,
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. ",
author = "Miriam Sturdee",
year = "2017",
month = apr,
day = "14",
language = "English",
booktitle = "Design for Next, 12th EAD Conference Proceedings",
publisher = "European Academy of Design",

}

RIS

TY - GEN

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

AU - Sturdee, Miriam

PY - 2017/4/14

Y1 - 2017/4/14

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.

M3 - Conference contribution/Paper

BT - Design for Next, 12th EAD Conference Proceedings

PB - European Academy of Design

ER -