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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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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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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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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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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Creative arts engagement has been shown to be related to maintaining wellbeing in older adulthood (Tymoszuk et al., 2019). For people living with dementia, music can be engaging and rewarding (Baird & Thompson, 2018), and is often presented as a therapeutic activity. It is theorised that music’s capacity to effect change is due to its engaging, emotional, physical, personal, social and persuasive qualities (Brancatisano et al., 2020). However, music itself is a complex intervention (Loui, 2020) and the ‘creative’ in music activities in the small number of studies with people living with dementia is rarely described or critiqued (Creech et al., 2020). Music is often described as passive (receptive)/active to reflect different listening or playing activities. Only a few studies detail opportunities for people living with dementia to exercise creativity (e.g. Zeilig et al., 2019).Technology to assist these musical interactions in dementia falls under distinct categories of listening to music, or playing music, with very little afforded in the way of agency, choice or control (MacRitchie et al., 2023). A few possible explanations could be: i) the musical activity is valued in terms of pre/post cognitive or social changes (Kontos & Grigorovich, 2018) i.e., the activity itself is not particularly critiqued, ii) creativity is assumed to be embedded in the activity and does not need to be enhanced or supported, iii) the locus of creativity is in cognitive processes occurring in the brain, so people living with dementia are often ascribed a passive role in creative musical interactions (Zeilig et al., 2019). We propose a new way of thinking about musical interactions for people living with dementia, building from the enactive, embodied experience of music (Schiavio et al., 2022), and considering a more relational view. Leaving aside the framing where the person with dementia is limited in what creativity they can offer, we propose instead a framework of design where subtle acts of agency and (mini-C) creativity are afforded, supporting a myriad of musical interactions that sit between listening and performing.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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