Abstract
In this chapter we present two examples of primitive interaction design in action. The first illustrates several of the principles that we have discussed earlier in the book: the use of myth as inspiration, unconscious (embodied) interaction, and designing for specific emotions. In the second, morphogenetic prototyping is introduced as a practical primitive design method for actively exploring interaction possibilities. In the application of this method, a particular kind of conceptual space is created, one in which the designer can easily draw parallels between, for example, architecture, biology and everyday life. This can be used to generate a field of interaction objects and gestures. By mapping the gestures to meanings and functions within the scope of, in this example, architecture and biology, a set of actions for a designed virtual space is created.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The Exploratorium was created by members of the Interactive Institute Tools studio, including Sandra Olsson, Eva Lindh Waterworth, Kalle Jalkanen and Markus Häggqvist, assisted by other partners in the EMMA project, funded by the EU.
- 2.
The AgileX project was funded by the University of South Australia’s Research Themes Investment Scheme. The AgileX project team (listed in random order): Tim McGinley, Brett Abroe, Linus Tan, Dianela Mitteberger, Tiziano Derme, Manuel Muehlbauer, Prof Simon Biggs, James Wilson, Daish Malani, Dr Kei Hoshi, Shane Haddy, Thomas Kuys, Gwilyn Saunders, Kelly Carpenter, Timothy Tuppence, Clare Timpani, Conor Mannering, William Mount, Andrew Lymn-Penning, Roxane Adams, Mark Langman, Fraser Murison.
References
Davies C (1998) Osmose: notes on being in immersive virtual space. In: Digital creativity, vol 9, No 2. Swets and Zeitlinger, London, ISSN 0957–9133
Fauconnier G, Turner M (2002) The way we think: conceptual blending and the mind’s hidden complexities. Basic Books
Hoshi K, Waterworth J (2009) Tangible presence in blended reality space. Presented at the PRESENCE 2009, pp 1–10
Imaz M, Benyon D (2007) Designing with blends. MIT Press, London, England
Ishii H (2008) Tangible bits: beyond pixels. In: Proceedings of the 2nd international conference on Tangible and embedded interaction (pp. 15–25).
Lakoff G (1999) Philosophy in the flesh: the embodied mind and its challenge to western thought. Basic Books
Lakoff G, Johnson M (1980) Metaphors we live by. University of Chicago Press, Chicago
McGinley T, Hoshi K, Iacopetta L (2015) MorphoCarve: carving morphogenetic prototypes. In: Presented at the 6th conference of the international association of societies of design research, Brisbane, Australia
McGinley T, Hoshi K, Gruber P, Haddy S, Zavoleas Y, Tan L, Blaiklock D (2018) A Katana design experience. In: Intersections in simulation and gaming. Springer, Cham, pp. 134–148
McGinley T, Hoshi K, Haddy S (2016) Carving morphogenetic prototypes with a Katana
Morris JD (1995) Observations: SAM: the self-assessment Manikin. An efficient cross-cultural measurement of emotional response. J Advertising Res 35(6): 63–68
Russell JA, Weiss A, Mendelsohn GA (1989) Affect grid: a single-item scale of pleasure and arousal. J Personality Soc Psych. 57:493–502
Schkolne S, Ishii H, Schroder P (2004) Immersive design of DNA molecules with a tangible interface. In: IEEE Visualization 2004, pp. 227–234
Waterworth JA, Hoshi K (2016) Human-experiential design of presence in everyday blended reality
Watson D, Tellegen A (1985) Toward a consensual structure of mood. Psychol Bull 98:219–235
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Hoshi, K., Waterworth, J. (2020). Primitive Interaction Design Examples. In: Primitive Interaction Design. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-42954-6_8
Download citation
DOI: https://doi.org/10.1007/978-3-030-42954-6_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-42953-9
Online ISBN: 978-3-030-42954-6
eBook Packages: Computer ScienceComputer Science (R0)