CHI '86 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
eMoto: emotionally engaging interaction
Personal and Ubiquitous Computing
BodyBeats: whole-body, musical interfaces for children
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Proceedings of the 1st international conference on Tangible and embedded interaction
The feel dimension of technology interaction: exploring tangibles through movement and touch
Proceedings of the 1st international conference on Tangible and embedded interaction
Supple interfaces: designing and evaluating for richer human connections and experiences
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Easy doesn't do it: skill and expression in tangible aesthetics
Personal and Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Aesthetics and experience-centered design
ACM Transactions on Computer-Human Interaction (TOCHI)
Inventing and devising movement in the design of movement-based interactive systems
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
soft(n): toward a somaesthetics of touch
CHI '09 Extended Abstracts on Human Factors in Computing Systems
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Bodies, boards, clubs and bugs: a study of bodily engaging artifacts
CHI '10 Extended Abstracts on Human Factors in Computing Systems
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Revisiting the jacquard loom: threads of history and current patterns in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of physical controllers in motion video gaming
Proceedings of the Designing Interactive Systems Conference
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
Don't open that door: designing gestural interactions for interactive narratives
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
4 design themes for skateboarding
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing interactive technology for skateboarding
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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What is it that is makes swinging a club to hit a ball so captivating and fun that people spend their whole lives perfecting that one movement? In this paper we present how we, rather than to invent something off-line in a lab, have returned to the real world to get inspiration and studied full body movement activities with non-digital artefacts that have track records of ensnaring and hooking practitioners for a life time, golf and skateboarding. We have also looked at a new interactive movement device called the BodyBug. We explore how the skilled use of the artefacts puts people in contact with and let them experience the world in an essentially new way. We identify and present 8 design qualities for Whole Body Interaction, based on people's performances in these activities. The interdependency between user, artefact and physical environment was a primary driving forces behind rich, sustained and graceful interaction with the artefacts.