Designing for embodied being-in-the-world: Two cases, seven principles and one framework

J, van Dijk, C. Hummels

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    31 Citations (Scopus)
    876 Downloads (Pure)

    Abstract

    How may we design coherent, physical-digital hybrid artifacts as meaningful, mediating elements in a persons' embodied 'Being-in-The-World? We explore this question through two cases, one of designing for a person with autism spectrum disorder and one for people with dementia. We reflected in an iterative way on how the designs evolved, and on how our theoretical lens, grounded in embodied theory, helped to shape the designs. In the final round of reflection, we compared both case studies, looking for overall commonalities, which formed the basis for the resulting design framework that we introduce in this paper. The framework consists of seven principles, of which three support embodied activity in the here-And-now, three support developmental processes over a longer time-scale, and finally the idea of a reflective process to connect them.

    Original languageEnglish
    Title of host publicationTEI 2017 - Proceedings of the 11th International Conference on Tangible, Embedded, and Embodied Interaction
    PublisherAssociation for Computing Machinery, Inc
    Pages47-56
    Number of pages10
    ISBN (Electronic)9781450346764
    DOIs
    Publication statusPublished - 20 Mar 2017
    Event11th ACM International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2017) - Keio University, Yokohama, Japan
    Duration: 20 Mar 201723 Mar 2017
    Conference number: 11
    https://tei.acm.org/2017/

    Conference

    Conference11th ACM International Conference on Tangible, Embedded, and Embodied Interaction (TEI 2017)
    Abbreviated titleTEI 2017
    Country/TerritoryJapan
    CityYokohama
    Period20/03/1723/03/17
    Internet address

    Keywords

    • Assistive technology
    • Embodied Being-in-The-World
    • Empowerment
    • Tangible interaction
    • Ubiquitous computing

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