1,171
views
0
recommends
+1 Recommend
1 collections
    0
    shares

      Studying business & IT? Drive your professional career forwards with BCS books - for a 20% discount click here: shop.bcs.org

      scite_
       
      • Record: found
      • Abstract: found
      • Conference Proceedings: found
      Is Open Access

      Blended Experience Narratives

      Published
      proceedings-article
      , , , ,
      35th International BCS Human-Computer Interaction Conference (HCI2022)
      Towards a Human-Centred Digital Society
      July 11th to 13th, 2022
      Blending Theory, Mixed Reality, Blended Experiences, Speculative Design, Design Fiction
      Bookmark

            Abstract

            Our work employs conceptual integration, otherwise known as blending, as a tool for designing interactions that work across and between the digital/physical divide. Theoretical approaches to blends can be difficult to navigate and a hard subject to get to grips with, particularly for novice designers. This paper offers a synthesis of the literature around this topic developed into a framework. We use speculative design as a means for iterating solutions that employ physical/digital transitions. Working collaboratively with thirteen undergraduate university students attending a twelve-day Blended Interactions workshop, we developed speculative narrative storyboards over the course of a live theatre festival ultimately presenting proposed solutions as part of the festival itself. Narratives drew on data gathered through participant observation and interviews of stakeholders with data and feedback from over 380 festival visitors. Presenting the storyboards to festival participants provided direct feedback. The student storyboards were professionally illustrated affording us a means for evaluating our framework in further work.

            Content

            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 1-10
            Affiliations
            [0001]Edinburgh Napier University
            [0002]Farmingdale State College
            [0003]University of Lancaster
            Article
            10.14236/ewic/HCI2022.9
            f9d46934-85a9-48e7-b0c1-a52c76c4233d
            © Flint et al. Published by BCS Learning & Development. Proceedings of the 35th British HCI and Doctoral Consortium 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            35th International BCS Human-Computer Interaction Conference
            HCI2022
            35
            Keele, Staffordshire
            July 11th to 13th, 2022
            Electronic Workshops in Computing (eWiC)
            Towards a Human-Centred Digital Society
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/HCI2022.9
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Speculative Design,Blending Theory,Design Fiction,Blended Experiences,Mixed Reality

            REFERENCES

            1. Auger, J. 2013. Speculative design: crafting the speculation. Digital Creativity 24, 1 11–35.

            2. Benford, S and Giannachi, G. 2011.Performing mixed reality. The MIT Press.

            3. Benyon, D. 2012. Presence in blended spaces. Interacting with Computers 24, 4 219–226.

            4. Benyon, D. 2014. Spaces of interaction, places for experience. Synthesis Lectures on Human- Centered Information Morgan & Claypoole

            5. David Benyon. 2019. Designing user experience. Pearson UK.

            6. Benyon, D Quigley, A O’Keefe,B and Riva, G. 2014. Presence and digital tourism. AI & society 29, 4, 521–529.

            7. Bodker, S. and Nylandsted, M Klokmose.1999. Scenarios in user-centred design-setting the stage for reflection and action. In Proceedings of the 32nd Annual Hawaii International Conference on Systems Sciences.1999.

            8. Bødker, S and Nylandsted Klokmose, C. 2016. Dynamics, multiplicity and conceptual blends in HCI. In Proceedings of the 2016 chi conference on human factors in computing systems. 2538–2548.

            9. Brown, B, Bleecker,J D’adamo, M, Ferreira,P Formo, J, Gloss, M, Holm, M Hook, K Carin, E Johnson, B, Kaburuan,E et al.. 2016. The IKEA Catalogue: Design fiction in academic and industrial collaborations. In Proceedings of the 19th International Conference on Supporting Group Work. 335–344.

            10. Chow, K. 2017. Designing Swing Compass with Liveliness: From Personal to Public Interactions. In Proceedings of the Eleventh International Conference on Tangible, Embedded,and Embodied Interaction. 435–441.

            11. Chow, K. 2020. Incingarette: Blending Concepts and Crafting Animated Parables to Track Smoking. In Proceedings of the Fourteenth International Conference on Tangible, Embedded,and Embodied Interaction. 573–580.

            12. Coulton,, P Lindley, J and Cooper, R. 2018. The little book of design fiction for the Internet of things.

            13. Coulton, P, Lindley, J, Sturdee, M ,and Stead, M. 2017. Design fiction as world building. (2017).

            14. Canovas, C and Valenzuela Manzanares, J. 2014. Conceptual mappings and neural reuse. Frontiers in Human Neuroscience 28, 4 (2014), 1–3.

            15. Dalton, N, Moreau, R and Adams, R. 2016. Resistance is fertile: design fictions in dystopian worlds. In Proceedings of the 2016 CHI conference extended abstracts on human factors in computing systems. 365–374.

            16. Dunne, A and Raby, F. 2013. Speculative everything: design, fiction, and social dreaming. MIT press.

            17. Edmonds, E Muller, L and Connell, M 2006. On creative engagement. Visual communication 5, 3 (2006), 307–322.

            18. Fauconnier, G and Turner, M. 2008. The way we think: Conceptual blending and the mind’s hidden complexities. Basic Books.

            19. Flint, T. 2016. Fiction for Design: Appropriating Hollywood Techniques for Design Fictions. In Digital Make-Believe. Springer, 49–66.

            20. Hutchins, E. 2005. Material anchors for conceptual blends. Journal of pragmatics 37, 10 (2005), 1555–1577.

            21. Imaz, M and Benyon, D. 2007. Designing with Blends: Conceptual Foundations of Human Computer Interaction and Software Engineering.

            22. Jetter, H, Geyer, F, Schwarz, T and Reiterer, H. 2012. Blended Interaction: Toward a Framework for the Design of Interactive Spaces. In AVI 2012: International Working Conference on Advanced Visual Interfaces.

            23. Jetter, H, Reiterer, H and Geyer, F. 2014. Blended Interaction: understanding natural human–computer interaction in post-WIMP interactive spaces. Personal and Ubiquitous Computing 18, 5, 1139–1158.

            24. Lakoff, G and Johnson, M. 1980. Conceptual metaphor in everyday language. The journal of Philosophy 77, 8 (1980), 453–486.

            25. Lindley, J and Coulton., P 2015. Game of drones. In Proceedings of the 2015 annual symposium on computer-human interaction in play. 613–618.

            26. O’Keefe, B and Benyon, D. 2015. Using the blended spaces framework to design heritage stories with schoolchildren. International Journal of Child-Computer Interaction 6 (2015), 7–16.

            27. O’Keefe, B, Benyon, D Chandwani, G, Menon, M and Duke, R. 2014. A blended space for heritage storytelling. In Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014) 28.90–99.

            28. O’Keefe, B, Flint, T Mastermaker, M Sturdee, M and Benyon., D 2021. Designing Blended Experiences. In Designing Interactive Systems Conference 2021 (Virtual Event, USA) (DIS ’21). Association for Computing Machinery, New York, NY, USA, 309–321.

            29. O’Neill, S and Benyon., D 2015. Extending the semiotics of embodied interaction to blended spaces. Human Technology (2015).

            30. Robert, D Wistorrt, R, Gray, J and Breazeal, C. 2010. Exploring mixed reality robot gaming. In Proceedings of the fifth international conference on tangible, embedded, and embodied interaction. 125–128.

            31. Saenz, M Strunk, J Lynn Chu, S and Seo, J 2015. Touch wire: Interactive tangible electricity game for kids. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction.655–659.

            32. Schmitz, M and Quraischy, H. 2009. Tangible interaction with real and virtual products: designing a shopping assistant for rural communities. In Proceedings of the 3rd International Conference on Tangible and Embedded Interaction. 209–212.

            33. Søndergaard, M and Hansen, L. 2016. PeriodShare: A Bloody Design Fiction. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction. 1–6.

            34. Sturdee, M, Coulton, P and Alexander, J .2017. Using Design Fiction to Inform Shape-Changing Interface Design and Use. The Design Journal 20, sup1 (2017), S4146–S4157.

            35. Sturdee, M Coulton, P, Lindley, J Stead, M Ali, H and Hudson-Smith, A. 2016. Design fiction: How to build a Voight- Kampff machine. In Proceedings of the 2016CHI Conference Extended Abstracts on Human Factors in Computing Systems. 375–386.

            36. Sturdee, M and Lindley, J. 2019. Sketching & Drawing as Future Inquiry in HCI. In Proceedings of the Halfway to the Future Symposium 2019. 1–10.

            37. Truong, K Hayes, G and Abowd, G. 2006. Storyboarding: an empirical determination of best practices and effective guidelines. In Proceedings of the 6th conference on Designing Interactive systems. 12–21.

            Comments

            Comment on this article