Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies

Raune Frankjær, Patricia Flanagan, Daniel Gilgen

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

Abstract

With the emergence of relatively accessible programmable micro- controllers, artistic use and designer application of wearable technologies have increased significantly over the last decade. This paper suggests these creations are more than a mere implementation of emerging technologies for creative practitioners to extend their artistic expression, but a method applicable within research and development. Creative practitioners generally approach their sub- ject matter intuitively and holistically and are therefore capable of facilitating insights where rational approaches may not. Working on the periphery of com- puter science has the advantage of an outsider perspective, which can result in un-thought of solutions to previously unresolved problems. In this paper we discuss the merits of this approach within wearable and interactive research and describe one such procedure on the basis of a wearable device.
Original languageEnglish
Title of host publicationDesign, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015. : Posters’ Extended Abstracts
PublisherSpringer
Publication date2013
Pages31-35
DOIs
Publication statusPublished - 2013
Event4th International Conference on Design, User Experience and Usability, DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction, HCI International 2015 - Los Angeles, United States
Duration: 2 Aug 20157 Aug 2015

Conference

Conference4th International Conference on Design, User Experience and Usability, DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction, HCI International 2015
Country/TerritoryUnited States
CityLos Angeles
Period02/08/201507/08/2015

Keywords

  • Creative practice, alternative research methods, wearable technolo- gies, interactive technologies, Arts-Based Research, insight, outsiders percep- tion, Bamboo Whisper, perception of communication

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