Bannerbattle: introducing crowd experience to interaction design

Rune Veerasawmy, O. Iversen
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引用次数: 7

Abstract

We introduce crowd experience as an emergent field in interaction design research. Crowds as social phenomena are already well-established as a research theme in sociology and social psychology. However, the understanding of crowds as users of technology is so far unexplored. Based on the existing literature on crowd behavior, we identify three distinct qualities of crowd experience, which we introduce to interaction design: imitation, emergence, and self-organization. These three qualities informed the design of the research prototype, BannerBattle, which is an interactive display to support crowd experiences at football stadiums. Based on findings in the case study, we discuss how crowd theory complements and challenges existing experience-centered design approaches. We suggest that crowd theory is an important resource when designing technology to support crowd experiences. Moreover, a focus on crowd experience may nuance and expand the already well-established field of experience-centered design research.
Bannerbattle:将人群体验引入交互设计
我们将群体体验作为交互设计研究的一个新兴领域。群体作为一种社会现象,已经成为社会学和社会心理学的研究主题。然而,对大众作为技术用户的理解迄今尚未得到探索。基于现有的关于群体行为的文献,我们确定了三种不同的群体体验品质,并将其引入交互设计:模仿、涌现和自组织。这三个特点为研究原型BannerBattle的设计提供了灵感,这是一个支持足球场人群体验的互动展示。基于案例研究的发现,我们讨论了群体理论如何补充和挑战现有的以体验为中心的设计方法。我们认为,在设计支持人群体验的技术时,群体理论是一个重要的资源。此外,对人群体验的关注可能会对已经建立起来的以体验为中心的设计研究领域进行细微的调整和扩展。
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