Publication | Open Access
The Designer's Body as Resource in Design: Exploring Combinations of Point-of-view and Tense
50
Citations
37
References
2020
Year
Unknown Venue
EngineeringExploring CombinationsUser-centered DesignUser Interface DesignSocial SciencesDesign ResourceDesign LanguageDesign ScienceEmbodimentInteractive ProductsDesignUser ExperienceDesign MethodsHuman-centered DesignArchitectural DesignIndustrial DesignDesign ThinkingHuman-computer InteractionDesign Management
The design of wearable, tangible and embedded interactive products requires a focus on bodily/kinesthetic aspects of the user experience, that is, how the product "feels" in use. Although best practice in user-centered design (such as iterative design, prototyping, user testing) also applies for this new type of product, the designer's skill set needs to be supplemented with design methods and practices that utilize bodily intelligence and empathy with the user. We present a framework for categorizing such body-centered design practices based on two dimensions: point-of-view (1st, 2nd, 3rd person) and tense (past, present, future). Inspired by Merleau-Ponty's phenomenology of the body, Shusterman's work on somaesthetics, and Buber's theories on intersubjectivity, the framework provides a language for talking about different ways designers and co-designers can utilize their body as a design resource. The intention is not to be prescriptive on method, but to provide guidance during planning, execution and analysis.
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