Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F24%3A00136414" target="_blank" >RIV/00216224:14330/24:00136414 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1145/3643834.3660715" target="_blank" >http://dx.doi.org/10.1145/3643834.3660715</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1145/3643834.3660715" target="_blank" >10.1145/3643834.3660715</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design
Popis výsledku v původním jazyce
Participatory Design (PD) aims to create technological solutions that improve users’ lives and to foster users’ empowerment. While PD has received extensive attention regarding its processes and methods, less research exists on the effects of PD. With the increasing inclusion of Extended Reality (XR) into PD, this gap necessitates a critical analysis of how and to which end XR can be best used in PD activities to achieve the desired effects. Through the analysis of 16 XR prototyping workshops, we explore the impact of immersive and non-immersive XR prototyping on PD effects. Furthermore, we delineate differences between the immersive and non-immersive approaches. Our work contributes to a comprehensive understanding of the effects of XR prototyping for PD, rooted in theoretical and empirical insights. It further illustrates what each approach offers and presents design considerations to assist practitioners in successfully integrating XR prototyping into their design practice.
Název v anglickém jazyce
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design
Popis výsledku anglicky
Participatory Design (PD) aims to create technological solutions that improve users’ lives and to foster users’ empowerment. While PD has received extensive attention regarding its processes and methods, less research exists on the effects of PD. With the increasing inclusion of Extended Reality (XR) into PD, this gap necessitates a critical analysis of how and to which end XR can be best used in PD activities to achieve the desired effects. Through the analysis of 16 XR prototyping workshops, we explore the impact of immersive and non-immersive XR prototyping on PD effects. Furthermore, we delineate differences between the immersive and non-immersive approaches. Our work contributes to a comprehensive understanding of the effects of XR prototyping for PD, rooted in theoretical and empirical insights. It further illustrates what each approach offers and presents design considerations to assist practitioners in successfully integrating XR prototyping into their design practice.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
ACM Designing Interactive Systems Conference, DIS 2024
ISBN
9798400705830
ISSN
—
e-ISSN
—
Počet stran výsledku
15
Strana od-do
2198-2212
Název nakladatele
ACM
Místo vydání
Copenhagen
Místo konání akce
Copenhagen
Datum konání akce
1. 1. 2024
Typ akce podle státní příslušnosti
CST - Celostátní akce
Kód UT WoS článku
—