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

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

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Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. / Frankjær, Raune; Flanagan, Patricia; Gilgen, Daniel.

Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag, 2013. p. 31-35.

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

Harvard

Frankjær, R, Flanagan, P & Gilgen, D 2013, Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. in Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag, pp. 31-35, 4th 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, 02/08/2015. https://doi.org/10.1007/978-3-642-39473-7_7

APA

Frankjær, R., Flanagan, P., & Gilgen, D. (2013). Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. In Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts (pp. 31-35). Springer Verlag. https://doi.org/10.1007/978-3-642-39473-7_7

CBE

Frankjær R, Flanagan P, Gilgen D. 2013. Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. In Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag. pp. 31-35. https://doi.org/10.1007/978-3-642-39473-7_7

MLA

Frankjær, Raune, Patricia Flanagan and Daniel Gilgen "Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies". Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag. 2013, 31-35. https://doi.org/10.1007/978-3-642-39473-7_7

Vancouver

Frankjær R, Flanagan P, Gilgen D. Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. In Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag. 2013. p. 31-35 https://doi.org/10.1007/978-3-642-39473-7_7

Author

Frankjær, Raune ; Flanagan, Patricia ; Gilgen, Daniel. / Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies. Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.: Posters’ Extended Abstracts. Springer Verlag, 2013. pp. 31-35

Bibtex

@inproceedings{598f9f61b9304b68981ffd50ffdb11a4,
title = "Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies",
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.",
keywords = "Creative practice, alternative research methods, wearable technolo- gies, interactive technologies, Arts-Based Research, insight, outsiders percep- tion, Bamboo Whisper, perception of communication",
author = "Raune Frankj{\ae}r and Patricia Flanagan and Daniel Gilgen",
year = "2013",
doi = "10.1007/978-3-642-39473-7_7",
language = "English",
pages = "31--35",
booktitle = "Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.",
publisher = "Springer Verlag",
address = "Germany",
note = "4th International Conference on Design, User Experience and Usability, DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction, HCI International 2015 ; Conference date: 02-08-2015 Through 07-08-2015",

}

RIS

TY - GEN

T1 - Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies

AU - Frankjær, Raune

AU - Flanagan, Patricia

AU - Gilgen, Daniel

PY - 2013

Y1 - 2013

N2 - 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.

AB - 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.

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

U2 - 10.1007/978-3-642-39473-7_7

DO - 10.1007/978-3-642-39473-7_7

M3 - Article in proceedings

SP - 31

EP - 35

BT - Design, User Experience, and Usability: Users and Interactions: 4th International Conference, DUXU 2015.

PB - Springer Verlag

T2 - 4th International Conference on Design, User Experience and Usability, DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction, HCI International 2015

Y2 - 2 August 2015 through 7 August 2015

ER -