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Summary Definities Design for Interaction - Embodied Interaction $6.43   Add to cart

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Summary Definities Design for Interaction - Embodied Interaction

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This document contains all definitions for the Design for interaction - Embodied Interaction exam given by Lucas Van Campenhout. The document is in English as the subject matter and exam are also in English.

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  • January 12, 2024
  • 6
  • 2023/2024
  • Summary
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Te kennen definities – Embodied interaction
• Design for interaction
Build an interaction layer around the central PCB which translates these processes into a
tangible form. Time is a design driver, it’s dominantly present in interactive design.
In UA: We design products and product service systems, which have a meaning in the life of
the end user. The interface with the digital is merely one part of this bigger whole.

• Form, function and interaction
Interactive products contains 3 components: form, function and interaction. They are all on
an equal level. Interaction itself can be designed.

• interactive products and systems
Contain digital components and are able to compose their own output based on input
parameters/digital products

• mechanical products versus interactive products
Mechanical products: Form, function and interaction are a direct result of its physical
construction. They are determined by the internal layout of the product. They can be easily
understood by the user.

Interactive products: Usually consist of a central PCB, sensors and actuators, all packaged in a
housing. Their shape and interaction is less determined by their internal layout.

• the time dimension in interactive products
Interaction supposes physical movement, and physical movement takes place in time.
It is one of the main characteristics of design for interaction. It’s a considered as a design
driver and dominantly present in interaction design.

• Cartesian perspective - phenomenological perspective
Cartesian perspective: mind and body are 2 separate and disconnected entities. Mind is
superior and rules the body and the world. The body perceives the world, this perception is
stored in the mind. The mind performs calculations on inner representations of the world
and commands the body to execute the result.

Phenomenological perspective: Mind and body are on the same level that constitute each
other. The mind continuous participates in the world and is in interaction with it. The mind
operates immediately on the world itself, not on a representation of it.

• embodiment - embodied interaction
Is phenomenologically inspired. Digital technology is spread over the physical world and they
constitute each other. Digital information is well integrated in the physical world and we can
interact with it in a physical way. People interact with digital technology without necessarily
being aware of it. The digital “feels physical”. When digital technology is part of the world in
this way, we speak of “embodiment”.
Aims to make our handling of digital products more direct, intuitive and natural → familiarity




Ellen Loeys
1st Master Product Development
Definities Embodied Interaction 2023-2024

, • desktop computing paradigm
Physical layout of the computer hasn’t changed in years, but the scope developed rapidly.
The interaction with the computers stays the same.
Mismatch between input and output, the PC offers an enormously rich output. The input
goes through a mouse and a cursor that is singular and sequential.

• tangible interaction - tangibles – TUI
More physical interaction with digital information through embodiment of this digital
information by physical objects.
Spatial integration of input and output, data/interface-centered, Tangible interaction
integrates digital information with the physical world.
Tangibles = the physical objects
TUI = tangible user interface
Tangible interaction makes it possible to interact with the digital system and with each other
at the same time. It doesn’t detach the user from his physical and social environment.

• rich interaction
Is perceptual-motor-centered. Interaction with digital products through rich, meaningful
body movements. A digital product changes its physical shape along with the movements of
the user’s body. It is more concerned about the design of digital products and their meaning
in our lives, than about the interface with digital information.

• Temporality
Temporality is a characteristic of digital products, because they are time-based and dynamic.
Physical objects are static and persistent. That’s why it’s difficult to combine these two.

• physical shape changes
It says something about the state of the processor. The product’s shape changes, as well as
the physical movements of the user, are meaningful.

• MURPS
Mode of Use Reflected in the Physical State
= The various meaningful shapes that a digital product can take

• MR Aps
MR Aps: Mode-Relevant Action-Possibilities
A shape change reveals new controls and creates new action possibilities that are only
relevant in the mode associated with that particular shape

• the physical world as metaphor - the physical world as medium
The degree of embodiment in a digital product.
As a metaphor: these products feel digital and computeresque, traditional HCI. This shows a
representation of the physical world.
As a medium: Physical world is more integrated, plays a greater role

• familiarity
We are familiar with the physical world in which we live and have highly developed skills to
interact in and with this physical world. By integrating this familiarity in our interaction with
digital products this interaction becomes more intuitive, natural and direct.

Ellen Loeys
1st Master Product Development
Definities Embodied Interaction 2023-2024

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