Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
From use to presence: on the expressions and aesthetics of everyday computational things
ACM Transactions on Computer-Human Interaction (TOCHI)
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
The Public Availability of Actions andArtefacts
Computer Supported Cooperative Work
All robots are not created equal: the design and perception of humanoid robot heads
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Towards people based movement interaction and kinaesthetic interaction experiences
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Personal and Ubiquitous Computing
Designing the ground for pleasurable experience
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Performing perception—staging aesthetics of interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
soft(n): toward a somaesthetics of touch
CHI '09 Extended Abstracts on Human Factors in Computing Systems
An analysis and critique of Research through Design: towards a formalization of a research approach
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Designing for perceptual crossing to improve user involvement
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design Research Through Practice: From the Lab, Field, and Showroom
Design Research Through Practice: From the Lab, Field, and Showroom
Designing for perceptive qualities: 7 showcases
Proceedings of the Designing Interactive Systems Conference
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Perceptual crossing is the reciprocal interplay of perceiving while being perceived. In this paper we discuss the last iteration of our ongoing research project on designing for perceptive qualities in systems of interactive products. We describe the design of explorative behavior in an artifact to enable the artifact and a person to engage in perceptual crossing. The explorative behavior is compared to the following and active behavior, the results of two earlier iterations. Through the iterations we formulated, applied and evaluated design relevant knowledge in the form of seven design notions. These notions inform design-researchers and design-practitioners on how to design for perceptive qualities in systems of interactive products. Here we specifically focus on how the artifact detects active perceptive behavior of a person, and how the artifact becomes aware of bygone perception and anticipates on future perception. An experiment shows how participants preferred the resulting explorative behavior that is closest to our theoretical framework based on phenomenology.