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Smart glasses have the potential to transform healthcare, but their acceptance and use are under pressure due to concerns about social interaction around smart glasses, such as privacy, intended use, and the social isolation of the user. However, the value is seen in healthcare, where they could potentially help manage demographic changes and growing staff shortages. This dissertation poses questions about the acceptance and appropriation of smart glasses in healthcare, including social and ethical implications. Under the premise that humans and technology mutually influence each other, a theoretical framework has been constructed to investigate the complexity of both acceptance and social interaction around smart glasses. In this dissertation, theoretical perspectives from technology acceptance and social cognitive theory are combined with the mediation perspective from philosophy of technology to better understand the appropriation of smart glasses. Through multiple studies, including analyses of YouTube comments, focus groups, a developed and validated questionnaire, and interviews with healthcare professionals, a detailed portrayal of the potential and challenges associated with the appropriation of smart glasses is provided. The results show that although there may initially be concerns and resistance, the perception of smart glasses can change positively after prolonged use. This dissertation emphasizes the importance of studying the appropriation of technology at different stages of diffusion and from different perspectives, to get a richer and more comprehensive picture of how innovations like smart glasses can best be integrated into healthcare.
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Collaborative Mixed Reality Environments (CMREs) enable designing Performative Mixed Reality Experiences (PMREs) to engage participants’ physical bodies, mixed reality environments, and technologies utilized. However, the physical body is rarely purposefully incorporated throughout such design processes, leaving designers seated behind their desks, relying on their previous know-how and assumptions. In contrast, embodied design techniques from HCI and performing arts afford direct corporeal feedback to verify and adapt experiential aesthetics within the design process. This paper proposes a performative prototyping method, which combines bodystorming methods with Wizard of Oz techniques with a puppeteering approach, using inside-out somaesthetic- and outside-in dramaturgical perspectives. In addition, it suggests an interdisciplinary vocabulary to share and evaluate PMRE experiences during and after its design collaboration. This method is exemplified and investigated by comparing two case studies of PMRE design projects in higher-art education using the existing Social VR platform NEOS VR adapted as a CMRE.