DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
An iterative design methodology for user-friendly natural language office information applications
ACM Transactions on Information Systems (TOIS)
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
Understanding contexts by being there: case studies in bodystorming
Personal and Ubiquitous Computing
Design Research: Methods and Perspectives
Design Research: Methods and Perspectives
Technology as Experience
The experience of enchantment in human–computer interaction
Personal and Ubiquitous Computing
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sonic interventions: understanding and extending the domestic soundscape
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A toolkit for explorations in sonic interaction design
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
Performativity in design and evaluation of sounding interactive commodities
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
Basic exploration of narration and performativity for sounding interactive commodities
HAID'10 Proceedings of the 5th international conference on Haptic and audio interaction design
The curse of the where-rabbit: research through design of auditory trajectories
Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity
Towards a conceptual framework to integrate designerly and scientific sound design methods
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
'AIE-studio' - a pragmatist aesthetic approach for procedural sound design
Proceedings of the 8th Audio Mostly Conference
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Computing technologies turn everyday artefacts into narrative, procedural objects. This observation suggests that the narrative sound design strategies used in films and many video games could also be applied for the design of interactive commodities. However, it is unknown whether these strategies from immersive media can be applied in physical artefacts of everyday use. In this paper we describe methodological considerations and outline a structure of a revisable, design oriented, participatory research process, which allows to explore narrative sound designs and their possible application in interactive commodities in a systematic yet explorative way. The process, which focused on interpretational aspects, has been applied in two workshops and their results are reported and discussed. The experience of the prototyping and evaluation method, which made use of theatrical strategies, raised important questions about the role of performativity in the emergence of meaning and the possible limitations of a strictly hermeneutic aesthetics, when dealing with sonically enhanced interactive commodities.