Skip to main content

Designing for Joyful Movement

  • Chapter
  • First Online:
Funology 2

Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

Interaction design research has broadened its focus from settings in which people would sit more or less still in front of static computers doing their work tasks, to instead thriving off new interactive materials, mobile use, and ubiquitously available data of all sorts, creating interactions everywhere. These changes have put into question such as play versus learning, work versus leisure, or casual versus serious technology use. As both hardware and software have become mobile—both literally and in terms of transgressing cultural categories—the different social spheres and the rules that they are associated with are changing.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 59.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 59.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Back J (2016) Designing public play: playful engagement, constructed activity, and player experience. Doctoral dissertation, Institutionen för informatik och media

    Google Scholar 

  • Back J, Waern A (2014) Codename heroes–designing for experience in public places in a long term pervasive game. In: 9th International conference on the foundations of digital games (FDG), 3–7 Apr 2014, Ft. Lauderdale, FL

    Google Scholar 

  • Benford S, Greenhalgh C, Giannachi G, Walker B, Marshall J, Rodden T (2012) Uncomfortable interactions. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 2005–2014

    Google Scholar 

  • Benford S, Greenhalgh C, Giannachi G, Walker B, Marshall J, Tennent P, Rodden T (2018) Discomfort — The Dark Side of Fun. In: M. Blythe and A. Monk (eds) Funology 2, Vol 2. Springer, Dordrecht, pp 215–130

    Google Scholar 

  • Brown B, Juhlin O (2015) Enjoying machines. Mit Press

    Google Scholar 

  • Consolvo S, McDonald DW, Toscos T, Chen MY, Froehlich D, Harrison B, Klasnja P, LaMarca A, LeGrand L, Libby R, Smith I, Landay JA (2008) Activity sensing in the wild: a field trial of Ubifit garden. In: proceedings of CHI, 1797–1806

    Google Scholar 

  • Darwin CR (1872) The expression of the emotions in man and animals, 1st ed. John Murray, London

    Google Scholar 

  • De Koven B (2013) A player’s philosophy. The well-played game. MIT Press, Cambridge

    Google Scholar 

  • Elblaus L, Tsaknaki V, Lewandowski V, Bresin R (2015) Nebula: an interactive garment designed for functional aesthetics. In: Proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems. ACM, pp 275–278

    Google Scholar 

  • Fernaeus Y, Holopainen J, Höök K, Ivarsson K, Karlsson A, Lindley S, Norlin C (2012a) Plei plei paperback, Nov 1

    Google Scholar 

  • Fernaeus Y, Jonsson M, Tholander J (2012b) Revisiting the jacquard loom: threads of history and current patterns in HCI. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 1593–1602

    Google Scholar 

  • Ferreira P (2015) Play as freedom: implications for ICT4D. Doctoral dissertation, KTH Royal Institute of Technology

    Google Scholar 

  • Fluegelman A (1976) The new games book

    Google Scholar 

  • Frank A (2012) Gaming the game: a study of the gamer mode in educational wargaming. Simul Gaming 43(1):118–132

    Article  Google Scholar 

  • Gaver W (2002) Designing for homo ludens. I3 Magazine, 12, pp 2–6

    Google Scholar 

  • Hobye M (2014) Designing for homo explorens: open social play in performative frames. Faculty of Culture and Society Malmö University

    Google Scholar 

  • Holmquist LE, Höök K, Juhlin O, Waern A (2007) Mobile life: a research foundation for mobile services

    Google Scholar 

  • Höök K (2008) Affective loop experiences—what are they? In: International conference on persuasive technology. Springer, Berlin, Heidelberg, pp 1–12

    Google Scholar 

  • Höök K (2010) Transferring qualities from horseback riding to design. In: Proceedings of the 6th Nordic conference on human-computer interaction: extending boundaries. ACM, pp 226–235

    Google Scholar 

  • Höök K, Ståhl A, Jonsson M, Mercurio J, Karlsson A, Johnson ECB (2015) Cover story somaesthetic design. Interactions 22(4):26–33

    Article  Google Scholar 

  • Höök K, Jonsson M, Ståhl A, Mercurio J (2016) Somaesthetic appreciation design. In: Proceedings of the 2016 CHI conference on human factors in computing systems. ACM, pp 3131–3142

    Google Scholar 

  • Isbister K, DiMauro C (2011) Waggling the form baton: analyzing body-movement-based design patterns in Nintendo Wii games, toward innovation of new possibilities for social and emotional experience. In whole body interaction. Springer, Berlin, pp 63–73

    Google Scholar 

  • Isbister K, Rao R, Schwekendiek U, Hayward E, Lidasan J (2011) Is more movement better?: A controlled comparison of movement-based games. In: Proceedings of the 6th international conference on foundations of digital games. ACM, New York, NY, USA, pp 331–333. http://doi.org/10.1145/2159365.2159429

  • Jarkiewicz P, Fernaeus Y (2008) September. In the hands of children: exploring the use of mobile phone functionality in casual play settings. In: Proceedings of the 10th international conference on human computer interaction with mobile devices and services. ACM, pp 375–378

    Google Scholar 

  • Johansson C, Tholander J (2011) Exploring bodily engaging artifacts among golfers, skaters and dancers. In: Whole body interaction. Springer, London, pp 75–85

    Google Scholar 

  • Johansson C, Ahmet Z, Tholander J, Aleo F, Jonsson M, Sumon S (2011) Weather gods and fruit kids-embodying abstract concepts using tactile feedback and whole body interaction. In: 9th International computer-supported collaborative learning conference, CSCL, Hong Kong, 4–8 July. International Society of the Learning Sciences, pp 160–167

    Google Scholar 

  • Juhlin O, Zhang Y (2011) Unpacking social interaction that make us adore: on the aesthetics of mobile phones as fashion items. In: Proceedings of the 13th international conference on human computer interaction with mobile devices and services. ACM, pp 241–250

    Google Scholar 

  • Juhlin O, Zhang Y, Sundbom C, Fernaeus Y (2013) Fashionable shape switching: explorations in outfit-centric design. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 1353–1362

    Google Scholar 

  • Márquez Segura E (2016) Embodied core mechanics: designing for movement-based co-located play. Doctoral dissertation, Department of Informatics and Media

    Google Scholar 

  • Márquez Segura E, Moen J, Waern A, Onco Orduna A (2013a) The oriboos going to Nepal: a story of playful encounters. In: Proceedings of the 8th ACM/IEEE international conference on human-robot interaction. IEEE Press, pp 411–412

    Google Scholar 

  • Márquez Segura E, Waern A, Moen J, Johansson C (2013b) The design space of body games: technological, physical, and social design. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 3365–3374

    Google Scholar 

  • Márquez Segura E, Turmo Vidal L, Rostami A, Waern A (2016) Embodied sketching. In: Proceedings of the 2016 CHI conference on human factors in computing systems. ACM, pp 6014–6027

    Google Scholar 

  • Mentis HM, Laaksolahti J, Höök K (2014) My self and you: tension in bodily sharing of experience. ACM Trans Comput Hum Interact (TOCHI) 21(4):20

    Article  Google Scholar 

  • Montola M, Stenros J, Waern A (2009) Pervasive games: theory and design. Morgan Kaufmann Publishers Inc.

    Google Scholar 

  • Mueller FF, Edge D, Vetere F, Gibbs MR, Agamanolis S, Bongers B, Sheridan JG (2011) Designing sports: a framework for exertion games. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 2651–2660

    Google Scholar 

  • Nylander S, Tholander J (2012) Tactile feedback in real life sports: a pilot study from cross-country skiing. In: The seventh international workshop on haptic and audio interaction design 23–24 Aug 2012, Lund, Sweden, p 35

    Google Scholar 

  • Pakinkis T (2011) Kinect has ‘some real problems’—Molyneux. But has a sense of “freedom and emotion”. Computer and videogames.com. Available from http://www.computerandvideogames.com/308315/kinect-has-some-real-problems-molyneux/

  • Sanches P, Höök K, Vaara E, Weymann C, Bylund M, Ferreira P, Peira N, Sjölinder M (2010) Mind the body!: designing a mobile stress management application encouraging personal reflection. In: Proceedings of the 8th ACM conference on designing interactive systems. ACM, pp 47–56

    Google Scholar 

  • Sheets-Johnstone M (1999) Emotion and movement: a beginning empirical-phenomenological analysis of their relationship. J Conscious Stud 6(11–12):259–277

    Google Scholar 

  • Shusterman R (2008) Body consciousness: a philosophy of mindfulness and somaesthetics. Cambridge University Press

    Google Scholar 

  • Simon B (2009). Wii are out of control: bodies, game screens and the production of gestural excess (SSRN Scholarly Paper No. ID 1354043). Social Science Research Network. Retrieved from http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1354043

  • Solsona Belenguer J (2015) Engineering through designerly conversations with the digital material: the approach, the tools and the design space, KTH Royal Institute of Technology, xvi, 89 p

    Google Scholar 

  • Ståhl A, Höök K, Svensson M, Taylor AS, Combetto M (2009) Experiencing the affective diary. Pers Ubiquit Comput 13(5):365–378

    Article  Google Scholar 

  • Ståhl A, Tholander J, Laakoslahti J, Kosmack Vaara E (2017) Being, bringing, briding—three aspects of sketching in nature. In: Proceedings of DIS’17. ACM

    Google Scholar 

  • Sundström P, Ståhl A, Höök K (2005) eMoto: affectively involving both body and mind. In: CHI’05 extended abstracts on human factors in computing systems. ACM

    Google Scholar 

  • Tholander J, Nylander S (2015) Snot, sweat, pain, mud, and snow: performance and experience in the use of sports watches. In: Proceedings of the 33rd annual ACM conference on human factors in computing systems. ACM, pp 2913–2922

    Google Scholar 

  • Waern A, Balan E, Nevelsteen K (2012) Athletes and street acrobats: designing for play as a community value in parkour. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 869–878

    Google Scholar 

  • Waern A, Back J, Pysander ELS, Heefer CJ, Rau A, Paget S, Petterson L (2015) DigiFys: the interactive play landscape. In: Proceedings of the 12th international conference on advances in computer entertainment technology. ACM, p 46

    Google Scholar 

  • Zangouei F, Gashti MAB, Höök K, Tijs T, de Vries GJ, Westerink J (2010) How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll. In: Proceedings of the 6th Nordic conference on human-computer interaction: extending boundaries. ACM, pp 571–580

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Anna Ståhl .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Fernaeus, Y., Höök, K., Ståhl, A. (2018). Designing for Joyful Movement. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-68213-6_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-68212-9

  • Online ISBN: 978-3-319-68213-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics