Augmenting fun and beauty: a pamphlet
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
The Public Availability of Actions andArtefacts
Computer Supported Cooperative Work
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A framework for designing sensor-based interactions to promote exploration and reflection in play
International Journal of Human-Computer Studies
Cooperative work and lived cognition: a taxonomy of embodied actions
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Don't forget about the sweat: effortful embodied interaction in support of learning
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Interaction design for and with the lived body: Some implications of merleau-ponty's phenomenology
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
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This paper presents thoughts to extend our understanding of bodily aspects of technology interactions. The aim of the paper is to offer a way of looking at the role our kinaesthetic sense plays in human-computer interaction. We approach this issue by framing it around how our bodies establish relationships with things when interacting with technology. Five aspects of a conceptual tool, body-thing dialogue, potential for action, withinreach, out-of-reach and movement expression are introduced. We discuss the role this tool can play in our thinking about, further exploration and eventually our design for movement enabled technology interactions. The idea is that it can help us consider, not just how a design or a technology might look but also how it might feel to use.