Investigating a ludic approach to environmental HCI through batch prototyping
Using a ludic approach, rather than "utilitarian or persuasive" methods, is a new and different approach which was tested in this project. It is contrary to ideas of the 'smart' home since it doesn't primarily promote efficiency, instead it appeals to the idea of 'intelligent' spaces for "exploration and reflection".
Designs avoided persuasive technologies and avoided established relations of environment and person, "exploration, surprise, improvisation and wonder can be useful tools in approaching complex and serious issues."
"Provocation requires a level of defamiliarization, but this fails if devices are either too familiar or too alien."
This project hoped the users would consider their home as just another 'environment', in which climactic patters can be observed. The designs aimed to help visualise and therefore help the users interact with their home environment, for example converting environmental concern into visual appreciation.
Designs consider elements of the home environment that are overlooked and reduce the 'black box' idea of technology by showing their outputs, this makes technology more comfortable for people to surround themselves with.
Consider long-term, will people still like/use the designs over time? Will they become part of the furniture or be an annoyance?
Is being able to compare your results with a community a good or bad idea? Findings showed this helped people engage however the competitive spirit was not necessary.
People gravitated towards using the objects in a utilitarian rather than ludic manner, this seemed to be ingrained.
Are the objects designed to live in the background or foreground?
Could you install multiple sensors for one element of the microclimate instead? To give an overall view of the home in 'one sense'.
Comments