Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play.
DOCUMENT
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.
DOCUMENT
Ons vakgebied bevindt zich in een storm die om stilte vraagt. Doen we nog wel de juiste dingen en doen we de dingen nog juist in onze fysieke leefomgeving? Hoe zorgen we ervoor dat we ondanks de dagelijkse snel, sneller, snelst dynamiek alle belanghebbenden betrekken en oog blijven houden voor trage fysische processen die we nodig hebben om snelle bouwprocessen te verankeren? Hoe kunnen we opnieuw rustmomenten inbouwen in planprocessen? En welke methoden en instrumenten hebben we hiervoor tot onze beschikking?Met het thema Storm en stilte biedt PlanDag 2024 een moment van rust voor een stormachtige dialoog over de huidige ontwikkelingen in de maatschappij en ons vakgebied. In samenwerking met de Belgische gemeente Zwijndrecht verkennen we het spanningsveld tussen hoog- en laagdynamische aspecten van de fysieke omgeving, planningsprocessen en de samenwerking met stakeholders herontdekken. We gaan op zoek naar manieren waarop we de groeiende turbulente dynamiek moeten en kunnen blijven verbinden met trage bewegingen.
DOCUMENT