Advertisement

Mettle: Reframing Messaging as a Felt Anticipation

  • Amy Yo Sue ChenEmail author
  • Rung-Huei Liang
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 529)

Abstract

For the past few years, instant messaging (IM) has become the mainstream of social media due to its convenience and efficiency. People, however, tend to exchange message rapidly without further thinking and caring about others or environments. Hence, we develop a non-instant messaging (non-IM) model where anticipation is naturally born. To find design opportunities, we put design probing into practice and found out an emotional expression problem, and that there were still other meaningful perceptions. As a result, we made a prototype of our preliminary concepts aiming to articulate anticipation and sense of place. After the interview with users, we made an adjustment in proposed design to meet users’ needs. The whole working process was done with Research through Design (RtD) method. Our work targets at optimizing this dialogical research so that everyone can create and share their personal felt experiences easier via Mettle.

Keywords

Experience design Anticipation Non-instant messaging Sense of place Emotional communication 

References

  1. 1.
    Nardi, B.A., Whittaker, S., Bradner, E.: Interaction and outeraction: instant messaging in action. In: Proceedings 2000 ACM Conference Computer Supported Cooperative Work, pp. 79–88 (2000)Google Scholar
  2. 2.
    Hallnäs, L., Redström, J.: Slow technology–designing for reflection. Pers. Ubiquit. Comput. 5, 201–212 (2001)CrossRefGoogle Scholar
  3. 3.
    Pierce, J., Paulos, E.: Counterfunctional Things: Exploring Possibilities in Designing Digital Limitations 1, 375–384 (2014)Google Scholar
  4. 4.
    McCarthy, J., Wright, P.: Technology as experience. Interactions 11, 42–43 (2004)CrossRefGoogle Scholar
  5. 5.
    Gaver, B., Dunne, T., Pacenti, E.: Design: cultural probes. Interactions 6, 21–29 (1999). doi: 10.1145/291224.291235 CrossRefGoogle Scholar
  6. 6.
    Jorgensen, B., Stedman, R.: Sense of place as an attitude: lakeshore owners attitudes toward their properties. J. Environ. Psychol. 21, 233–248 (2001)CrossRefGoogle Scholar
  7. 7.
    Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings 15th… (2011)Google Scholar
  8. 8.
    Kristiansen, E.: Design Games for In-Situ Design. Int. J. Mob. Hum. Comput. (2013)Google Scholar
  9. 9.
    Dunn, E.W., Gilbert, D.T., Wilson, T.D.: If money doesn’t make you happy, then you probably aren’t spending it right. J. Consum. Psychol. 21, 115–125 (2011). doi: 10.1016/j.jcps.2011.02.002 CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.National Taiwan University of Science and TechnologyTaipeiTaiwan

Personalised recommendations