Embodied metaphors in tangible interaction design
Personal and Ubiquitous Computing
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In HCI there are many applications and tangible objects that focus on how we can measure quantified data about ourselves, which encourage us to pursue desired behavior and to support our achievement of goals. Yet to what extent do many of these persuasive technologies inadvertently contribute to unhealthy anxieties about, e.g., body weight? I present Hatching Scarf, which is a computational interactive design that encourages its users to reflect on their persons as both objects and subjects of knowledge. This computational object contains a range of metaphors, symbols, and concepts to help critically interrogate the relations among technology, social norms, and comforting habits.