Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of The 2019
DOI: 10.1145/3341162.3350767
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A social wearable that affords vulnerability

Abstract: We present 'True Colors': a social wearable prototype designed to augment co-located social interaction of players in a LARP (live action role play). We designed it to enable the emergence of rich social dynamics between wearers and non-wearers. True Colors is Y-shaped, worn around the upper body, and has front and back interfaces to distinguish between actions taken by the wearer (front), and actions taken by others (back). To design True Colors, we followed a Research-through-Design approach, used experienti… Show more

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Cited by 7 publications
(8 citation statements)
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“…Keep-Up-With-Me [60]; and to initiate meaningful social connections, e.g. True Colors [15]. We also presented 5 inspiring design features in the form of recommendations that can guide the design of future Technology for Situated and Emergent Play: i) transcending traditional game elements; ii) using playful objects to resignify serious situations; iii) affording flexibility of interaction; iv) using ambiguity to elicit curiosity; and v) creating unexpected disruptions that help people to let go.…”
Section: Discussionmentioning
confidence: 99%
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“…Keep-Up-With-Me [60]; and to initiate meaningful social connections, e.g. True Colors [15]. We also presented 5 inspiring design features in the form of recommendations that can guide the design of future Technology for Situated and Emergent Play: i) transcending traditional game elements; ii) using playful objects to resignify serious situations; iii) affording flexibility of interaction; iv) using ambiguity to elicit curiosity; and v) creating unexpected disruptions that help people to let go.…”
Section: Discussionmentioning
confidence: 99%
“…In this case, the playful disruption has additional effects: it brings people together and encourages them to initiate contact. That is also true for True Colors [15], which periodically puts the wearer into a diegetic state of vulnerability that opens a window of opportunity for social and playful engagement between people: non-wearers can offer their help as a starting point of social interaction. Mood Squeezer [24] also uses oddity to bring people together: it attracts people through a series of out-of-context spheres that can be squeezed-an interaction that can be seen as pleasurable.…”
Section: Unexpected Disruptions Encourage People To Let Gomentioning
confidence: 99%
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“…Existing works have used approaches centred around a design artefact [8,9,14,15,25,35], data [7,9,32], or the users' proximity [7,32]. Only few studies [11,45] have investigated the social settings, practices and rules in place. This deficit corresponds with Olsson and co-authors' observations for all collocated social interactions technology [50].…”
Section: Related Work 21 Augmenting Face-to-face Social Interactionsmentioning
confidence: 99%
“…[57]). Timed elements, inputs and outputs requiring a continuous timed characteristic have been described or explored in [4,6,11,23]. Time has also been used as a kind of contextual variable [35,71].…”
Section: Computational Behaviour Over Timementioning
confidence: 99%