Design Research
Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone

Abstract

As the extended reality (XR) field advance, the need for tools assisting designers in the early-design phases for these immersive environments also increases. Although several tools exist, we still need a method that allows non-experts to engage in designing for XR, especially for collaborative contexts such as participatory design (PD) workshops. In this paper, we introduce Immersive Video Sketching (IVS), a low-cost prototyping method for early-phase XR design that can be easily employed by novice and non-expert designers. IVS combines body storming, paper prototyping and video sketching for XR environments. We tested IVS with 23 participants in a PD session focusing on XR game wearables. Our results showed that IVS can help non-experts to grasp the immersive nature of XR environments easily. On the other hand, a 4-hour design session might not be enough for iterations on design ideas and different design skills might create discrepancies in the outcomes.

 

Role: Concept Creator, Design Researcher, Main Co-Author

Type: Full Paper

Conference: Academic Mindtrek '21: Proceedings of the 24th International Academic Mindtrek Conference [h5-index: 13, acceptance rate: %40]

Date: 2021

Co-Authors: Juho Hamari 

 

Otherworld: Ouija Board as a Resource for Design

Abstract

The Ouija board is a device to contact spirits from the so-called oth-erworld. Although it is considered paranormal activity, the way it works rests on ideomotor actions and we argue that the Ouija is a resource for design for the following aspects: It is a 1) collective tangible exploration tool operated by two or more people through a physical pointer that moves, seemingly on its own, around the letters to probe meanings by composing messages. It has been used by artists as a medium offering 2) creative stimulation to generate material and develop ideas for their work. The Ouija also enables people to express nonconscious knowledge, as research suggests, and thus can provide 3) access to tacit dimension. In this paper, we present the Otherworld Framework that describes its principal ele-ments and provide speculations on how to exploit them in design for collaborative, engaging and unconventional group interactions.

 

Role: Concept Creator, Design Researcher, Main Co-Author

Type: Short Paper

Conference: Proceedings of the Halfway to the Future Symposium 2019 [acceptance rate: %52,5]

Date: 2019

Co-Authors: Ahmet Börütecene

 

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Investigating the Effects of Legacy Bias: User Elicited Gestures from the End Users Perspective

Abstract

User elicitation studies are commonly used for designing gestures by putting the users in the designers' seat. One of the most encountered phenomenon during these studies is legacy bias. It refers to users' tendency to transfer gestures from the existing technologies to their designs. The literature presents varying views on the topic; some studies asserted that legacy bias should be diminished, whereas other stated that it should be preserved. Yet, to the best of our knowledge, none of the elicitation studies tested their designs with the end users. In our study, 36 participants compared two gesture sets with and without legacy. Initial findings showed that legacy gesture set had higher scores. However, the interviews uncovered that some non-legacy gestures were also favored due to their practicality and affordances. We contribute to the legacy bias literature by providing new insights from the end users' perspective.

 

Role: Concept Creator, Design Researcher, Advisor

Type: Extended Abstract (Poster)

Conference: Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems

Date: 2018

Co-Authors: Ceylan Beşevli, Merve Erkaya, Oğuzhan Özcan 

 

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