Camping in the digital wilderness: tents and flashlights as interfaces to virtual worlds
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Experience Design 1
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Shaping experiences in the hunt museum: a design case study
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Proceedings of the 12th annual ACM international conference on Multimedia
Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW
Computer Supported Cooperative Work
Technology as Experience
Context-based design of mobile applications for museums: a survey of existing practices
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Task modeling for ambient intelligent environments: design support for situated task executions
TAMODIA '05 Proceedings of the 4th international workshop on Task models and diagrams
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Enhancing children's learning in museums: a design-based research approach
ICLS '06 Proceedings of the 7th international conference on Learning sciences
The experience of enchantment in human–computer interaction
Personal and Ubiquitous Computing
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design
Assembling history: achieving coherent experiences with diverse technologies
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
Interactive floor support for kinesthetic interaction in children learning environments
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Interactive spatial multimedia for communication of art in the physical museum space
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Designing for participation in public knowledge institutions
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Pursuing aesthetic inquiry in participatory design
Proceedings of the Tenth Anniversary Conference on Participatory Design 2008
U.F.O.scope!: families playing together at the public library
Proceedings of the 8th ACM Conference on Designing Interactive Systems
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This paper discusses the principle of Peepholes in the context of aesthetics of interaction. The idea of Peepholes is to stimulate curiosity, imagination, and exploration by allowing users access to only a small part of a larger universe. The paper discusses the development and first evaluation of a concrete instance of the Peephole principle for a marine centre, where Peepholes are designed as mixed reality Hydroscopes to study a digital ocean universe with fish and other undersea phenomena. The design and evaluation of the Hydroscope installation is discussed and issues for future design are outlined. Following this discussion, we move to consider the concept of Peepholes in relation to interaction design and aesthetics of interaction more generally and outline four central dimensions of peepholes: the senses, the social, the spatiality, and the tangibility.