Using Design Fiction to Inform Shape-Changing Interface Design and Use

Miriam Sturdee, Paul Coulton, Jason Mark Alexander

Research output: Contribution to journalArticlepeer-review

16 Citations (SciVal)
95 Downloads (Pure)

Abstract

Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces.
Original languageEnglish
Pages (from-to)S4146-S4157
JournalThe Design Journal
Volume20
Issue numberSuppl. 1
DOIs
Publication statusPublished - 6 Sept 2017

Bibliographical note

EAD 2017 : Design for Next ; Conference date: 11-04-2017 Through 14-04-2017

Keywords

  • Shape-Change
  • Design Fiction
  • Interfaces

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