Kidkit Guides Children into Alarming Atmospheres: designing for embodied habituation in hospital wards

Autor: Marie Koldkjær Højlund, Sofie Kinch
Předmět:
Zdroj: Aarhus University
DPPI
Kinch, S & Højlund, M K 2013, Kidkit guides children into alarming atmospheres : designing for embodied habituation in hospital wards . in DPPI '13 : Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces . Association for Computing Machinery, New York, pp. 1-10, International Conference on Designing Pleasurable Products and Interfaces, Riverbanks of the Tyne, United Kingdom, 03/09/2013 . https://doi.org/10.1145/2513506.2513507
Kinch, S & Højlund, M K 2013, Kidkit Guides Children into Alarming Atmospheres: designing for embodied habituation in hospital wards . i Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces . s. 1-10 .
Kinch, S & Højlund, M K 2013, ' Kidkit Guides Children into Alarming Atmospheres; : designing for embodied habituation in hospital wards ' .
DOI: 10.1145/2513506.2513507
Popis: This paper presents the concept of Embodied Habituationas an architectural approach to designing contextualizedtechnologies. It does so by identifying Middle GroundExperiences acknowledging how spaces are inhabited withambiguous qualities that affect people emotionally. Theresearch is based on the development and evaluation ofKidkit, which is interactive furniture designed for youngchildren who are going to visit a hospitalized relative withfatal injuries for the first time. Kidkit empowers the childto engage and be present by shaping Middle GroundExperiences in the hospital ward environment that is full ofintimidating medical equipment and alarms. The evaluationresults indicate collective rewards gained when childrensucceed in Embodied Habituation. Finally, the paperdiscusses how Middle Ground Experiences inevitablyestablish grounds for how we design for spatial experienceswithin the interaction design community This paper presents the concept of Embodied Habituation as an architectural approach to designing contextualized technologies. It does so by identifying Middle Ground Experiences acknowledging how spaces are inhabited with ambiguous qualities that affect people emotionally. The research is based on the development and evaluation of Kidkit, which is interactive furniture designed for young children who are going to visit a hospitalized relative with fatal injuries for the first time. Kidkit empowers the child to engage and be present by shaping Middle Ground Experiences in the hospital ward environment that is full of intimidating medical equipment and alarms. The evaluation results indicate collective rewards gained when children succeed in Embodied Habituation. Finally, the paper discusses how Middle Ground Experiences inevitably establish grounds for how we design for spatial experiences within the interaction design community.
Databáze: OpenAIRE