当前位置: X-MOL 学术Digital Creativity › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection
Digital Creativity ( IF 1.3 ) Pub Date : 2020-12-29 , DOI: 10.1080/14626268.2020.1863822
Kenny K. N. Chow 1
Affiliation  

ABSTRACT

Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation of animated parables wherein causality between a behaviour and its virtual outcomes is easy to understand. The guidelines include metaphorical mapping and blending the behaviour with a direct cause-effect scenario with similarities in embodied experiences. Application of the guidelines in a series of design workshops generates 47 parables. To evaluate the parables, metrics include naturalness of integrating with life routines, aesthetics of blending into environments, and ease of interpreting the causality. Evaluation results show that more embodied mapping and blending are more likely to result in understandable behaviour-outcome links. Designers can follow the guidelines and metrics to generate and compare ideas. Lastly, recommendations for crafting more embodied parables are provided.



中文翻译:

制作动画寓言:体现生活方式行为以进行反思的体现方法

摘要

有关个人信息学,游戏化和反馈的最新工作表明,可视化行为数据以进行日常反思,应考虑隐喻和叙事中具有积极和消极结果的动态表示。本文基于社会心理学的行为模型和具体化的认知理论,提出了一个指导动画寓言生成的框架,其中易于理解行为与其虚拟结果之间的因果关系。该准则包括隐喻映射,以及将行为与直接因果关系场景相结合,并体现在具体经验上。在一系列设计研讨会中应用准则可产生47个比喻。为了评估比喻,指标包括与生活习惯整合的自然程度,融入环境的美学,并易于解释因果关系。评估结果表明,更加具体化的映射和融合更有可能导致可理解的行为结果链接。设计人员可以遵循准则和指标来生成和比较想法。最后,提供了有关拟订更多具体寓言的建议。

更新日期:2021-03-01
down
wechat
bug