There's more to interaction than meets the eye: some issues in manual input
Human-computer interaction
The computer reaches out: the historical continuity of interface design
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Implications for a gesture design tool
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Embodied User Interfaces: Towards Invisible User Interfaces
Proceedings of the IFIP TC2/TC13 WG2.7/WG13.4 Seventh Working Conference on Engineering for Human-Computer Interaction
An extensive empirical study of feature selection metrics for text classification
The Journal of Machine Learning Research
Augmented reality: linking real and virtual worlds: a new paradigm for interacting with computers
AVI '98 Proceedings of the working conference on Advanced visual interfaces
Understanding experience in interactive systems
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
Designing full body movement interaction using modern dance as a starting point
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Technology as Experience
The homespun museum: computers, fabrication,and the design of personalized exhibits
Proceedings of the 5th conference on Creativity & cognition
Designing ubiquitous computing to enhance children's interaction in museums
Proceedings of the 2005 conference on Interaction design and children
The magic carpet: physical sensing for immersive environments
CHI EA '97 CHI '97 Extended Abstracts on Human Factors in Computing Systems
Children's and parents' perception of full-body interaction and violence in a martial arts game
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
How it feels, not just how it looks: when bodies interact with technology
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Tangible comics: a performance space with full-body interaction
Proceedings of the international conference on Advances in computer entertainment technology
Personal and Ubiquitous Computing
Peephole experiences: field experiments with mixed reality hydroscopes in a marine center
Proceedings of the 2007 conference on Designing for User eXperiences
Design influence on social play in distributed exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A framework for exertion interactions over a distance
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Design for social interaction through physical play in diverse contexts of use
Personal and Ubiquitous Computing
Towards understanding how to design for social play in exertion games
Personal and Ubiquitous Computing
TacTowers: an interactive training equipment for elite athletes
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Transferring qualities from horseback riding to design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Pleasure is your birthright: digitally enabled designer sex toys as a case of third-wave HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wriggle: an exploration of emotional and social effects of movement
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Designing bodily engaging games: learning from sports
Proceedings of the 12th Annual Conference of the New Zealand Chapter of the ACM Special Interest Group on Computer-Human Interaction
Interaction technology for collective and psychomotor training in sports
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The lived body in design: mapping the terrain
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Don't forget about the sweat: effortful embodied interaction in support of learning
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Enactment of inter-subjectivity in phenomenological bodily interaction: a conceptual framework
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Designing playful interactive installations for urban environments --- the swingscape experience
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Moving and making strange: An embodied approach to movement-based interaction design
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
Proceedings of the 9th ACM Conference on Creativity & Cognition
Tweetris: a study of whole-body interaction during a public art event
Proceedings of the 9th ACM Conference on Creativity & Cognition
Documenting natural interactions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Combining moving bodies with digital elements: design space between players and screens
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
The slow floor: increasing creative agency while walking on an interactive surface
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Hi-index | 0.00 |
Within the Human-Computer Interaction community there is a growing interest in designing for the whole body in interaction design. The attempts aimed at addressing the body have very different outcomes spanning from theoretical arguments for understanding the body in the design process, to more practical examples of designing for bodily potential. This paper presents Kinesthetic Interaction as a unifying concept for describing the body in motion as a foundation for designing interactive systems. Based on the theoretical foundation for Kinesthetic Interaction, a conceptual framework is introduced to reveal bodily potential in relation to three design themes --- kinesthetic development, kinesthetic means and kinesthetic disorder; and seven design parameters --- engagement, sociality, movability, explicit motivation, implicit motivation, expressive meaning and kinesthetic empathy. The framework is a tool to be utilized when analyzing existing designs, as well as developing designs exploring new ways of designing kinesthetic interactions.