Proceedings of the Halfway to the Future Symposium 2019 2019
DOI: 10.1145/3363384.3363402
|View full text |Cite
|
Sign up to set email alerts
|

Sketching & Drawing as Future Inquiry in HCI

Abstract: Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider 'worldbuilding' in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
27
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
3
2

Relationship

2
7

Authors

Journals

citations
Cited by 52 publications
(27 citation statements)
references
References 66 publications
0
27
0
Order By: Relevance
“…Parents, caregivers and participant with DS used drawing to demonstrate how to overcome the identified barriers and appropriate use of these features identified above (Table 3). All participants were given a minimum of five minutes to describe their sketch, which we later analysed sketches along with recorded audio [69]. Two representative sketches are described below.…”
Section: App Prototype Drawingsmentioning
confidence: 99%
“…Parents, caregivers and participant with DS used drawing to demonstrate how to overcome the identified barriers and appropriate use of these features identified above (Table 3). All participants were given a minimum of five minutes to describe their sketch, which we later analysed sketches along with recorded audio [69]. Two representative sketches are described below.…”
Section: App Prototype Drawingsmentioning
confidence: 99%
“…For instance, techniques such as paper-based prototyping (for example, Sefelin et al, 2003) and wireframing (for example, Marquardt, 2017) are often used for early low-fidelity prototypes, before evolving into constructions with greater material and technical complexity. Similarly, design sketching (for example, Sturdee and Lindley, 2019) can be used to elicit and explore participants' thought processes to portray visuospatial ideas about the aesthetic of a technology and a user's potential experience of it (Sefelin et al, 2003;Tversky, 2002).…”
Section: Background: the Use Of Arts-based Methods Within Participatory Hci Researchmentioning
confidence: 99%
“…There is both tension and understanding between person and machine, the barriers between what constitutes `art' are becoming blurred. On one hand, where how can traditional creative practices find a home in our digital age [15,35], and on the other, how can those works created with and by technology find acceptance amongst ones created by more traditional means [9,17]? There are also divides between our artistic endeavours and our research, for some these are clear cut, for others it is almost impossible to draw the line between the two.…”
Section: Tension/easementioning
confidence: 99%