Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Really, really small: the palpability of the invisible
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Putting ‘felt-life’ at the centre of human–computer interaction (HCI)
Cognition, Technology and Work
Organic user interfaces: designing computers in any way, shape, or form
Communications of the ACM - Organic user interfaces
Designing kinetic interactions for organic user interfaces
Communications of the ACM - Organic user interfaces
LIFELONG INTERACTIONS: Embodied child computer interaction: why embodiment matters
interactions - The Counterfeit You
Designing Gestural Interfaces: Touchscreens and Interactive Devices
Designing Gestural Interfaces: Touchscreens and Interactive Devices
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Eek! a mouse! organic user interfaces: tangible, transitive materials and programmable reality
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Programming Interactivity: A Designer's Guide to Processing, Arduino, and Openframeworks
Programming Interactivity: A Designer's Guide to Processing, Arduino, and Openframeworks
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How can design teams constitute human bodily attributions as the locus of productive forces, the site in which an interaction language links up with phenomenological practices of human users? I propose that the salient characteristic of this matter is inter-subjective in that bodily interaction should not exclude either sustenance of different phenomenological bodies or intervention with them. Acknowledging the design challenge of the matter, I discuss a comprehensive survey of bodily attributions as generative design materials, consisting of sensory, grounded cognition, and socio-cultural levels. The framework is intended to help design teams systematically establish prioritized relationships among these bodily attributions as discovered in behavioural sequences. The framework is justified with the example of the bodily interactions of the Ocarina application of the iPhone. Ultimately, this paper emphasizes inter-subjective description that not only is inclusive of phenomenological bodies, but also establishes consistency of what they might afford.