wearables, quantified-self systems, and movement-based interactive systems (e.g., exertion games). These technologies bear a close relationship to the body: They may be worn (wearables), carried and kept close to the body (mobile technology), or involve body movements or physiological responses as their main interaction modality (e.g., exertion games, quantified-self systems). They stand in stark contrast to technologies and applications within the previously prevalent desktop computing paradigm, which involved interacting with computers in a way that required minimal bodily engagement and In late 2017, 23 researchers and academics from Europe, Australia, and the U.S. gathered for a week to discuss the future of body-centric computing. Dagstuhl, a nonprofit center for computer science research located in a rural area in Germany, hosted the seminar in a picturesque 18th-century castle. The goal of the seminar was to discuss the future of this novel area of interaction design: what it means to design interactive technology when centering on the human body. This area evolved in part with the emergence of movement-, physiological-, and bio-based sensors and actuators, after which followed I Insights → Embodied interaction design must encompass in-bodied design (knowing about how we work as complex systems under the skin) and circumbodied design (understanding how bodies are mediated both inside and outside via the microbiome) → We need to negotiate the balance between body-driven and technologydriven development. → As designers of artifacts for the body, we need to train our skills in designing with the body. Body-Centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle Florian “Floyd” Mueller, RMIT University Josh Andres, RMIT University and IBM Research – Australia Joe Marshall, University of Nottingham Dag Svanæs, Norwegian University of Science and Technology m.c. schraefel, University of Southampton Kathrin Gerling, KU Leuven Jakob Tholander, Stockholm University Anna Lisa Martin-Niedecken, Zurich University of the Arts Elena Márquez Segura, University of California, Santa Cruz Elise van den Hoven, University of Technology, Sydney Nicholas Graham, Queen’s University Kristina Höök, KTH Royal Institute of Technology Corina Sas, Lancaster University
[1]
Dag Svanæs,et al.
Wag Your Tail and Flap Your Ears: The Kinesthetic User Experience of Extending Your Body
,
2016,
CHI Extended Abstracts.
[2]
Florian Mueller,et al.
Life Tree: Understanding the Design of Breathing Exercise Games
,
2017,
CHI PLAY.
[3]
Kristina Höök,et al.
Somaesthetic Appreciation Design
,
2016,
CHI.
[4]
Florian Mueller,et al.
Five Lenses for Designing Exertion Experiences
,
2017,
CHI.
[5]
Anna Lisa Martin-Niedecken,et al.
Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment "Plunder Planet"
,
2017,
JCSG.