Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2020-12-29 DOI:10.1080/14626268.2020.1863822
Kenny K. N. Chow
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引用次数: 2

Abstract

ABSTRACT Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation of animated parables wherein causality between a behaviour and its virtual outcomes is easy to understand. The guidelines include metaphorical mapping and blending the behaviour with a direct cause-effect scenario with similarities in embodied experiences. Application of the guidelines in a series of design workshops generates 47 parables. To evaluate the parables, metrics include naturalness of integrating with life routines, aesthetics of blending into environments, and ease of interpreting the causality. Evaluation results show that more embodied mapping and blending are more likely to result in understandable behaviour-outcome links. Designers can follow the guidelines and metrics to generate and compare ideas. Lastly, recommendations for crafting more embodied parables are provided.
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制作动画寓言:一种体现反映生活方式行为的方法
摘要:关于个人信息学、游戏化和反馈的最新工作表明,为日常反思可视化行为数据应考虑隐喻和叙事中的动态表征,并具有积极和消极的价值。本文以社会心理学的行为模型和具体认知理论为基础,提出了一个指导动画寓言生成的框架,其中行为与其虚拟结果之间的因果关系很容易理解。该指南包括隐喻映射,并将行为与具体体验相似的直接因果场景相结合。在一系列设计研讨会中应用该指南可生成47个抛物面。为了评估寓言,衡量标准包括与生活习惯相结合的自然性、融入环境的美学以及解释因果关系的容易性。评估结果表明,更具体的映射和混合更有可能产生可理解的行为-结果联系。设计师可以遵循指导原则和衡量标准来产生和比较想法。最后,提出了制作更多具体寓言的建议。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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