Interaction relabelling and extreme characters: methods for exploring aesthetic interactions
By J. P. Djajadiningrat, William W. Gayer, Joep W. Frens. Symposium on Designing Interactive Systems, 2000
335 citations recorded by the source corpus.
Subfields: Mechanical Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/9621b4fb4219241b0f32421381870c8de892bf5f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Mechanical Engineering
In Human-Computer Interaction
- John Zimmerman
- Jodi L. Forlizzi
- John S. Pruitt
- Peter Dalsgård
- Mark O. Riedl
- Kim Halskov
- Upol Ehsan
- Bam Ben Schouten
Citations in the corpus
- Personas: practice and theory (2003, background): “based design researchers who suggest using caricatures, perhaps shockingly extreme caricatures [7, 10].”
- Crafting a Place for Interaction Design Research in HCI (2008, background): “…and the increasingly popular cultural probes; 15 methods intended to increase empathy between designers and users including bodystorming 16 and experience prototyping; 17 and methods intended to extend the creative ability of designers such as interaction relabeling 18 and transfer scenarios.”
- Inspiration card workshops (2006, methodology): “Interaction Relabelling and Extreme Characters ‘Interaction Relabelling’ and ‘Extreme Characters’, which have been suggested by Djajadiningrat, Gaver, and Frens [ 10 ], are two methods for exploring aesthetic interaction.”
- From use to presence (2002, neutral): “Djajadiningrat et al. [2000]).”
- Personas, Participatory Design and Product Development: An Infrastructure for Engagement (2002, background): “Designers explored the use of shocking, caricatured personas in a short-term study and reported engagement and discussion [9].”
- Human-centered Explainable AI: Towards a Reflective Sociotechnical Approach (2020, methodology): “To operationalize the CTP perspective, we can incorporate rich strategies from other methodological traditions rooted in HCI, critical studies, and philosophy such as participatory design [11,18], value-sensitive design [24,23], reflection-inaction [35,40,15], and ludic design [26,27].”