Hostname: page-component-586b7cd67f-2plfb Total loading time: 0 Render date: 2024-11-25T20:08:20.188Z Has data issue: false hasContentIssue false

Enabling Designers to Generate Concepts of Interactive Product Behaviours: A Mixed Reality Design Approach

Published online by Cambridge University Press:  26 July 2019

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

To design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
© The Author(s) 2019

References

Akaoka, E., Ginn, T. and Vertegaal, R. (2010), “DisplayObjects”, Proceedings of the Fourth International Conference on Tangible, Embedded, and Embodied Interaction - TEI ’10, ACM Press, New York, New York, USA, p. 49.Google Scholar
Avrahami, D. and Hudson, S.E. (2002), “Forming interactivity”, Proceedings of the Conference on Designing Interactive Systems Processes, Practices, Methods, and Techniques - DIS ’02, ACM Press, New York, New York, USA, p. 141.Google Scholar
Ballagas, R. and Memon, F. (2007), “iStuff mobile: rapidly prototyping new mobile phone interfaces for ubiquitous computing”, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM Press, New York, New York, USA, pp. 11071116.Google Scholar
Bordegoni, M. and Ferrise, F. (2013), “Designing interaction with consumer products in a multisensory virtual reality environment”, Virtual and Physical Prototyping, Vol. 8 No. 1, pp. 5164.Google Scholar
Brandt, E. and Messeter, J. (2004), “Facilitating collaboration through design games”, Proceedings of the Eighth Conference on Participatory Design Artful Integration: Interweaving Media, Materials and Practices - PDC 04, Vol. 1, ACM Press, New York, New York, USA, p. 121.Google Scholar
Buchenau, M., Suri, J.F., Keane, K. and Nisi, V. (2000), “Experience prototyping”, Proceedings of the 3rd Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, ACM, New York, NY, USA, pp. 424433.Google Scholar
Ferrise, F., Graziosi, S. and Bordegoni, M. (2017), “Prototyping strategies for multisensory product experience engineering”, Journal of Intelligent Manufacturing, Springer US, Vol. 28 No. 7, pp. 16951707.Google Scholar
Greenberg, S., Carpendale, S., Marquardt, N. and Buxton, B. (2010), “Sketching User Experiences: Getting the Design Right and the Right Design: Getting the Design Right and the Right Design, Interactive Technologies”, Elsevier/Morgan Kaufmann.Google Scholar
Greenberg, S. and Fitchett, C. (2001), “Phidgets”, Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology - UIST ’01, Vol. 3, ACM Press, New York, New York, USA, p. 209.Google Scholar
Guilizzoni, G. (2010), “Balsamiq Mockups, Balsamiq”.Google Scholar
Halskov, K. and Dalsgård, P. (2006), “Inspiration card workshops”, Proceedings of the 6th ACM Conference on Designing Interactive Systems - DIS ’06, ACM Press, New York, New York, USA, p. 2.Google Scholar
Hartmann, B., Klemmer, S.R., Bernstein, M., Abdulla, L., Burr, B., Robinson-Mosher, A. and Gee, J. (2006), “Reflective physical prototyping through integrated design, test, and analysis”, Proceedings of the 19th Annual ACM Symposium on User Interface Software and Technology - UIST ’06, ACM Press, New York, New York, USA, p. 299.Google Scholar
Hudson, S.E. and Mankoff, J. (2006), “Rapid construction of functioning physical interfaces from cardboard, thumbtacks, tin foil and masking tape”, Proceedings of the 19th Annual ACM Symposium on User Interface Software and Technology - UIST ’06, ACM Press, New York, New York, USA, p. 289.Google Scholar
Ishii, H. and Ullmer, B. (1997), “Tangible bits”, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI ’97, Vol. 39, ACM Press, New York, New York, USA, pp. 234241.Google Scholar
Maurya, S., Arai, K., Moriya, K., Arrighi, P.-A. and Mougenot, C. (2019), “A mixed reality tool for end-users participation in early creative design tasks”, International Journal on Interactive Design and Manufacturing (IJIDeM), Springer Paris, Vol. 13 No. 1, pp. 163182.Google Scholar
Pernice, K. (2016), “UX Prototypes: Low Fidelity vs. High Fidelity”, Nielsen Norman Group (NN/G).Google Scholar
“Prototype faster, smarter and easier with Mockplus!” (2019), available at: https://www.mockplus.com/ (accessed 18 March 2019).Google Scholar
Ranscombe, C., Bissett-Johnson, K., Mathias, D., Eisenbart, B. and Hicks, B. (2019), “Designing with LEGO: exploring low fidelity visualization as a trigger for student behavior change toward idea fluency”, International Journal of Technology and Design Education, Springer Netherlands, pp. 122.Google Scholar
Raymond, E.S. (2003), “Applying the Rule of Least Surprise”, The Art of Unix Programming, Addison-Wesley, p. 525.Google Scholar
Rettig, M. (1994), “Prototyping for tiny fingers”, Communications of the ACM, ACM, Vol. 37 No. 4, pp. 2127.Google Scholar
Rieuf, V., Bouchard, C., Meyrueis, V. and Omhover, J.-F. (2017), “Emotional activity in early immersive design: Sketches and moodboards in virtual reality”, Design Studies, Vol. 48, pp. 4375.Google Scholar
Sanders, E., William, C. and William, C. (2002), “Harnessing People's Creativity: Ideation and Expression through Visual Communication”, CRC Press, pp. 147158.Google Scholar
Sefelin, R., Tscheligi, M. and Giller, V. (2003), “Paper prototyping - what is it good for?”, CHI ’03 Extended Abstracts on Human Factors in Computing Systems - CHI ’03, ACM Press, New York, New York, USA, p. 778.Google Scholar
Slater, M., Linakis, V., Usoh, M., Kooper, R. and Street, G. (1996), “Immersion, presence, and performance in virtual environments: An experiment with tri-dimensional chess”, ACM Virtual Reality Software and Technology (VRST), Citeseer, pp. 163172.Google Scholar
“Sony introduces MESH – a prototype creative technology platform – Developer world”, (2019), available at: https://developer.sonymobile.com/2014/05/22/sony-introduces-mesh-a-prototype-creative-technology-platform/ (accessed 8 October 2017).Google Scholar
Tullis, T. and Albert, W. (2013), “Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics”, Newnes.Google Scholar
Wahid, S., McCrickard, D.S., DeGol, J., Elias, N. and Harrison, S. (2011), “Don't drop it!”, Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems - CHI ’11, ACM Press, New York, New York, USA, p. 1571.Google Scholar
Wiethoff, A. (2012), “Prototyping Tools for Hybrid Interactions”, lmu.Google Scholar
Wright, P., Wallace, J. and McCarthy, J. (2008), “Aesthetics and experience-centered design”, ACM Transactions on Computer-Human Interaction, ACM, Vol. 15 No. 4, pp. 121.Google Scholar