Design, User Experience, and Usability: Novel User Experiences

Quantum physics has undermined our traditional view of the world. Waves and particles that were once considered fundamentally opposed now can be both, depending how we look at them. This raises questions: How do we conceive the world beyond human-centric perception? How do we enrich expe‐ rience and feel empathy for other entities human and non-human? As we deconstruct the Cartesian logic of modernity, other borders fall under scrutiny. There is a fundamental change occurring in the theory and practice of art and design where the line between product and user, wearable and wearer, artwork and audience is blurring. This article explores visceral design approaches to human computer interaction and wearable technology drawing on theories of critical/speculative design, visceral thinking, humanistic computing and intraaction. Case studies are introduced to demonstrate approaches that are open to the perspectives presented and represent ways the sensibility described can be distributed through practice.

[1]  Kennon M. Sheldon,et al.  Intrinsic motivation and exercise adherence. , 1997 .

[2]  Martin Braschler Combination Approaches for Multilingual Text Retrieval , 2004, Information Retrieval.

[3]  John C. Ferrara Games for Persuasion , 2013, Games Cult..

[4]  Thomas W. Malone,et al.  Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.

[5]  Steven N. Blair,et al.  Physical activity: health outcomes and importance for public health policy. , 2009, Preventive medicine.

[6]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[7]  Andrew Large,et al.  Information Retrieval from Full-Text Arabic Databases: Can Search Engines Designed for English Do the Job? , 2001 .

[8]  Margaret Allman-Farinelli,et al.  Development of Smartphone Applications for Nutrition and Physical Activity Behavior Change , 2012, JMIR research protocols.

[9]  Bill Ferguson,et al.  Games for Wellness-Impacting the Lives of Employees and the Profits of Employers. , 2012, Games for health journal.

[10]  Richard Stålnacke Larsson Motivations in Sports and Fitness Gamification : A study to understand what motivates the users of sports and fitness gamification services , 2013 .

[11]  David R. Flatla,et al.  Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.

[12]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[13]  Aqil M. Azmi,et al.  Modern information retrieval in Arabic – catering to standard and colloquial Arabic users , 2015, J. Inf. Sci..

[14]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[15]  G. Hartvigsen,et al.  Features of Mobile Diabetes Applications: Review of the Literature and Analysis of Current Applications Compared Against Evidence-Based Guidelines , 2011, Journal of medical Internet research.

[16]  Zachary Fitz-Walter,et al.  Orientation Passport: using gamification to engage university students , 2011, OZCHI.

[17]  Juho Hamari,et al.  Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..

[18]  W. Riley,et al.  College Smoking-Cessation Using Cell Phone Text Messaging , 2004, Journal of American college health : J of ACH.

[19]  Lucy Yardley,et al.  Opportunities and challenges for smartphone applications in supporting health behavior change , 2013 .

[20]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[21]  D. Warburton,et al.  Health benefits of physical activity: the evidence , 2006, Canadian Medical Association Journal.

[22]  Adrian David Cheok Age Invaders: Entertainment for Elderly and Young , 2010 .

[23]  Brianna S Fjeldsoe,et al.  MobileMums: A Randomized Controlled Trial of an SMS-Based Physical Activity Intervention , 2010, Annals of behavioral medicine : a publication of the Society of Behavioral Medicine.

[24]  Tyler Sax,et al.  Just a Fad? Gamification in Health and Fitness Apps , 2014, JMIR serious games.

[25]  J F Sallis,et al.  The relation of physical activity and exercise to mental health. , 1985, Public health reports.

[26]  C. Caspersen,et al.  Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. , 1985, Public health reports.

[27]  K. Patrick,et al.  Health and the mobile phone. , 2008, American journal of preventive medicine.

[28]  Nizar Habash,et al.  Introduction to Arabic Natural Language Processing , 2010, Introduction to Arabic Natural Language Processing.

[29]  Peter Johan Lor,et al.  International Federation of Library Associations and Institutions , 1992 .

[30]  Jacob O. Wobbrock,et al.  Portico: tangible interaction on and around a tablet , 2011, UIST.

[31]  J. Wylie,et al.  Fitness Gamification : Concepts , Characteristics , and Applications , 2014 .