Using and facilitating social videogames as warm-ups for embodied design

Jose Font, Mats Johnsson, Søren Lekbo, Rasmus Vestergaard Andersen, Maximus D. Kaos, Lars Elbæk
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Abstract

Warm-ups, as preliminary activities to physical training, are an inherent part of any physical exercise and sports practice. Rooted in the concept of embodied cognition, embodied design is a paradigm that shifts the focus of interaction design from external artefacts and devices to the human body (Svanæs & Barkhuus, 2020). A body-centred design emphasises the importance of having the human body at the centre of the entire design cycle, conveying movement, physical expressivity, feelings, and aesthetics, in a design process that uses the body as both a resource and target. Designing with the body is, therefore, a physically demanding activity that requires a specific set of warm-ups to educate and prepare designers mentally, socially, and physically for the act of embodied design. We propose social videogames as a resourceful framework for creating such a set of warm-up exercises. This paper presents a methodology comprising off-the-shelf commercial videogames whose rules have been adapted for embodied design. Three studies have been executed to validate the game's capacity as warm-up activity and icebreaker for embodied creativity and to study the conditions for an optimal method facilitation to external instructors in preparation for an applied session. The method applied is qualitative and quantitative feedback data gathered from the three studies using questionnaires, tests, observation, and open interviews. The results of the series of studies showed the potential of the proposed methodology as warm-ups for teaching, training, and practising embodied design, as well as giving insights on how to facilitate it. Overall, the game-based warm-ups for embodied design preparation using off-the-shelf movement games have a social and playful nature. The proposed twisted gameplays make them suitable to exert body moves and get ready to think and design with their bodies. The study on facilitation shows the need for a preparation session supported by an experienced person. However, one introductory session is enough for the toolbox to become an easily configurable resource that adapts to the facilitator's needs and goals. We suggest including sample implementation cases along with instruction cards of the embodied games. Further, the warm-up games are customisable using the toolbox's modifier cards.
使用和促进社交电子游戏作为体现设计的热身
热身作为体育训练的前期活动,是任何体育锻炼和体育锻炼的固有组成部分。基于具身认知的概念,具身设计是一种范式,它将交互设计的焦点从外部人工物品和设备转移到人体(Svanæs &Barkhuus, 2020)。以身体为中心的设计强调了将人体置于整个设计周期中心的重要性,在将身体作为资源和目标的设计过程中,传达运动、身体表现力、感觉和美学。因此,用身体设计是一项对身体要求很高的活动,需要一套特定的热身活动来教育和准备设计师在心理上、社会上和身体上进行具体化设计。我们建议将社交电子游戏作为创造这类热身练习的资源框架。本文提出了一种包含现成商业电子游戏的方法论,这些游戏的规则已经适应了具体化设计。已经进行了三项研究,以验证游戏作为体现创造力的热身活动和破冰活动的能力,并研究在准备应用课程时为外部教师提供最佳方法的条件。采用的方法是从三个研究中收集的定性和定量反馈数据,采用问卷调查、测试、观察和公开访谈。这一系列研究的结果表明,所提出的方法有潜力作为教学、培训和实践具身设计的热身,并就如何促进它提供了见解。总的来说,利用现成的动作游戏为具体化设计准备的基于游戏的热身活动具有社交性和游戏性。所提出的扭曲的游戏玩法使他们适合发挥身体动作,并准备用他们的身体来思考和设计。关于促进的研究表明,需要一个有经验的人支持的准备会议。然而,一个介绍性的会话就足以使工具箱成为一个易于配置的资源,以适应促进者的需求和目标。我们建议在嵌入游戏的说明卡中加入示例实施案例。此外,热身游戏可以使用工具箱的修改卡来定制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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