Abstract: Embodied embedded cognition (EEC) has gained support in cognitive science as well as in human–computer interaction (HCI). EEC can be characterized both by its action-centeredness as well as its roots in phenomenology. The phenomenological aspects of EEC could be seen as support for trends in design emphasizing the user experience. Meanwhile, usability issues often are still approached using traditional methods based on cognitivist assumptions. In this paper, I argue for a renewed focus on improving usability from an EEC perspective. I draw mainly on a behavior-oriented interpretation of the theory, the key aspects of which are reviewed. A tentative sketch for an embodied embedded usability is proposed, doing justice to the embodied embedded nature of interaction while retaining the goal of developing technology that is easy to use in everyday practice.
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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From the article: Abstract Over the last decades, philosophers and cognitive scientists have argued that the brain constitutes only one of several contributing factors to cognition, the other factors being the body and the world. This position we refer to as Embodied Embedded Cognition (EEC). The main purpose of this paper is to consider what EEC implies for the task interpretation of the control system. We argue that the traditional view of the control system as involved in planning and decision making based on beliefs about the world runs into the problem of computational intractability. EEC views the control system as relying heavily on the naturally evolved fit between organism and environment. A ‘lazy’ control structure could be ‘ignorantly successful’ in a ‘user friendly’ world, by facilitating the transitory creation of a flexible and integrated set of behavioral layers that are constitutive of ongoing behavior. We close by discussing the types of questions this could imply for empirical research in cognitive neuroscience and robotics.
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To reach for abstraction is a major but challenging goal in mathematics education: teachers struggle with finding ways how to foster abstraction in their classes. To shed light on this issue for the case of geometry education, we align theoretical perspectives on embodied learning and abstraction with practical perspectives from in-service teachers. We focus on the teaching and learning of realistic geometry, not only because this domain is apt for sensori-motor action investigations, but also because abstraction in realistic geometry is under-researched in relation to other domains of mathematics, and teachers’ knowledge of geometry and confidence in teaching it lag behind. The following research question will be addressed: how can a theoretical embodied perspective on abstraction in geometry education in the higher grades of primary school inform current teacher practices? To answer this question, we carried out a literature study and an interview study with in-service teachers (n = 6). As a result of the literature study, we consider embodied abstraction in geometry as a process of reflecting on, describing, explaining, and structuring of sensory-motor actions in the experienced world through developing and using mathematical artifacts. The results from the interview study show that teachers are potentially prepared for using aspects of embodied learning (e.g., manipulatives), but are not aware of the different aspects of enactment that may invite students’ abstraction. We conclude that theories on embodiment and abstraction do not suffice to foster students’ abstraction process in geometry. Instead, teachers’ knowledge of embodied abstraction in geometry and how to foster this grows with experience in enactment, and with the discovery that cognition emerges to serve action.
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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.
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from the article: "We present a case study as part of an investigation into the value of Embodied theory for the design of mixed physical digital interactive products. An interactive light system was designed that empowers an independent living person with an Autistic Spectrum Disorder (ASD) in managing domestic activities. Reflecting on the case we develop our vision of Embodied Functionality (EF). Designing for EF goes beyond ‘distributing’ information technology in the environment. It aims at creating interactive physical digital products that play a functional role (i.e. become part of) a person’s embodied being‐in‐the- world, involving a person’s identity. It does so by utilizing existing structure and by supporting action ‐perception couplings, reflection in- and on action and autonomy in social coordination. EF opens up an alternative design space holding the promise of a more successful appropriation of interactive (assistive) products into people’s everyday lives. "
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Veerkracht is a game for servant-leadership development. Although the first version of the game already provided a rather authentic environment for professional training, some players reported that it did not sufficiently provide the rich and meaningful interaction required to practice leadership skills. To revise the game we took inspiration from the literature on embodied cognition and added embodied interactions with non-player characters. An evaluation of the revised game, Veerkracht 2.0, yielded significant increases in some of the learning effects when compared to the original game. Further analysis showed that the increased learning was to a large extent due to the revised (embodied) interactions in the game. We concluded that, although some questions remain unanswered, embodied cognition seems a promising area of research for improving game designs and game design theories.
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Workshop paper Taking an embodied perspective, we report on the design of two interactive products aimed at empowering people with an Autistic Spectrum Disorder in coping with challenges of everyday life. Our Research-through-Design study combined theory with hands-on co-design work and in situ user observation, in close collaboration with clients and their professional caretakers, constructing experienceable prototypes as tangible anchors for reflection. Reflection resulted in guiding principles addressing the design potential of designing for Embodied Empowerment, centering on the client’s embodied-being-in-the-world.
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This six-year study, consisting of four sub-investigations (one conceptual, three empirical), describes how subjectifying education with positioning of the body and embodiment of students in the educational practice requires teacher artistry, and forms by which teachers can stimulate learners' desire to become an embodied person in the world. The purpose of this research is to reconsider subjectification as the main target domain of education from the perspective of embodied cognition. The main research question is: How can Dutch teachers develop their artistry to create an inclusive educational practice that encourages their learners (in Dutch (v)mbo and higher education) to become embodied persons situated in the world? Since schools and classrooms are mini societies, there are many opportunities in these settings for learners' encounters with the world and their micro sociocultural worlds. Qualities like feeling what is happening inside oneself, expression of emotions, reflection and reflexivity, being able to be where the other is, having meaningful relationships with teachers and other learners, and engaging with the world are important for learners' wellbeing (De Haan, 2021; Zembylas, 2007; Zheng, 2022). The sort of curriculum that would pedagogically foster the development of these qualities in education is more likely to have the learner's body (or better, their embodied mind, Varela et al., 1992) at a central position in teaching and learning, thus enhancing opportunities for emotional and bodily expression (Zembylas, 2007). An overarching conclusion follows to answer the main research question. Teaching is not implementing a method or proven intervention 'that works' in the classroom, nor is it following a recipe (Biesta, in publication). It is both craft (technē) and art (including practical knowledge, phronesis) (Eisner, 2002). Through constant attention to embodied perception in the curriculum and evoking aesthetic experiences (Stenhouse, 1988), through 'making', working with 'experientiality' (Caracciolo, 2019) and 'doing the arts', giving shape to the environment (Alibali & Nathan, 2018), vitality, emotions, uncertainties and unpredictable activities and outcomes (Eisner, 1985), teachers develop their artistry. It is important for teachers to come together, add knowledge to each other and make education together. They have a responsibility to create inclusive spaces in the classroom for plurality and possible transformation. There are at least three current barriers in Dutch education that make it difficult for teachers to create inclusive spaces in the classroom: the Dutch 'measurement culture', the gap between academic "for the head" and vocational "for the hand" education, and Cartesian dualism as the paradigm underlying education. These three barriers do not disappear when teachers 'make' and 'do arts' with their learners' Artistic principles, however, in addition to recognizing the embodiment of learners, spark the joy of improvisation and experimentation and inspire teachers to further develop their teacher artistry. Schools then become spaces where teachers approach their learners as embodied persons who are in the world, rather than as individuals with separate brains, and bodies that are not being addressed. This is an important step toward embodied subjectification in education.
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