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  • Sketching the Polyphonic Design Space of Theme Parks

Durrant, Abigail, Golembewski, Michael and Kirk, David, 2018, Book Section, Sketching the Polyphonic Design Space of Theme Parks In: Blythe, M.A., Overbeeke, K, Monk, A.F. and Wright, P.C., (eds.) Funology 2 : From Usability to Enjoyment. Springer Human–Computer Interaction Series, 2 . Springer International Publishing, New York City, USA. ISBN 978-3-319-68212-9 (In Press)

Abstract or Description:

Drawing is a fundamental human practice of making sense of the world and communicating ideas. It embodies and gives form to acts of imagination and free thought, and it enables not only collaboration but also co-creation. As such, drawing is also fundamental to design practice; it is core to design ideation, design reasoning, technical specification, and also practice-based inquiry. The direct relationship between drawing, cognition and expression through action is well understood, and has been open to new interpretation and relevance as computer-related technologies have developed and proliferated. In the field of Human Computer Interaction, understandings of drawing practice have informed, amongst other things, the development of digital tools for communication and collaboration, and design methodologies for research and development. Sketching as a distinct form of drawing, is recognised as being central to methods for attending to user experience. In this chapter, we further consider drawing practice in the context of an HCI research project investigating technology and service design in a UK theme park, based on experiences of visiting. As members of the project team – with backgrounds in art and design, and psychology and ergonomics, we reflect on the practice of sketching in our design process of ideating, prototyping, evaluation and stakeholder engagement. Specifically, we consider the aesthetic experience of sketching as designing, and how we used the medium of sequential art for pictorial expression in a way that enabled the complexity of both our setting and our design space to be identified, critically engaged, and worked with. We had a precedent for working with this medium in the HCI field, that informed our thinking. Central to our account is a proposition that sketching afforded us a deep and at times optimal level of collaborative engagement with our research subject, one both constructive and enjoyable.

Official URL: http://www.springer.com/gb/book/9783319682129
Subjects: Other > Mathematical and Computer Sciences > G400 Computer Science > G440 Human-computer Interaction
Creative Arts and Design > W200 Design studies > W280 Interactive and Electronic Design
School or Centre: School of Design
Date Deposited: 14 Dec 2017 10:14
Last Modified: 09 Nov 2018 14:30
URI: https://rca-9.eprints-hosting.org/id/eprint/3054
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