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Less Is Too Little – More Is Needed : Body-Motion Experience As A Skill In Design Education

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Postprint

This is the accepted version of a paper presented at DRS2014.

Citation for the original published paper:

Tobiasson, H., Hedman, A., Gulliksen, J. (2014)

Less Is Too Little – More Is Needed: Body-Motion Experience As A Skill In Design Education. In: Johan Redström, Erik Stolterman and Anna Valtonen (General Chairs) (ed.), Design's Big

Debates: Pusching the Boundaries of Design Research (pp. 1327-1341).

N.B. When citing this work, cite the original published paper.

Permanent link to this version:

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Less is too little – more is needed

Body-Motion Experience as a Skill in Design Education

Helena Tobiasson

Anders Hedman Jan Gulliksen

School of Computer Science and Communication Media Technology and Interaction Design

Kungliga Tekniska Högskolan KTH Stockholm, Sweden

Abstract

Research shows that lack of physical activity in westernized societies has serious negative health consequences. We explore a physically sustainable design approach centered around joyful physical activity in an effort to remedy this situation in some way. Much technology development has been blind for our basic human need for healthy, joyful physical activity. This paper presents our approach as used in an explorative case study. During a college course, thirty students explored how physical movement of their bodies could be used as creative components in the design process. They engaged in what we introduce in this paper as "physical movement sketching" - a method for experiencing, sharing and reflecting on designs through body movement. The students used this approach to generate, test and discuss new design concepts for outdoor gyms. Engaging in physical movement sketching allowed the students to both enjoy and trust their bodies as design tools. We discuss how our students used physical movement in design and what we learned from the case study.

Keywords

Sketching; Physical movement; Wellbeing; Sustainability; Design space

In this paper, we explore how to open up the design space to add more focus on movement awareness together with design students. We approach the area by

introducing what we think of as physical movement sketching. Our design students were engaged in the development and redesign of outdoor gyms. We consider if physical movement sketching could be adopted and used within HCI and IxD in general as one tool among others to augment and rediscover the inherent value in movements and our need for physical load.

The World Health Organisation (WHO) reports that westernized sedentary life-styles contributes to increasing levels of health problems (Global recommendation, 2010). With interactive technologies for automation, artefacts and objects connected to the internet that take over an increasing share of our work, we are increasingly left with light tasks of supervision (Sheridan, 2002; Degani, 2004). Straker and Mathiassen (2009) argue that many modern workers need to increase their physical workload (Straker & Mathiassen, 2009).

Within the fields of Human Computer interaction (HCI) and Interaction Design (IxD) researchers have explored various forms of embodied interaction such as dance-inspired

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interaction, full-body interaction, exercise games and other, often artistic forms of interaction (Boucher, 2004; Gonzalez, Carroll & Latulipe, 2012; Schönauer, Pintaric & Kaufmann, 2011; Yim & Graham, 2007).

However, we may still ask what happened to the physical body in the everyday world of lived interaction with technology? How has it been explored in HCI? Technology

development often works with the goal of releasing us from strenuous or monotonous tasks rather than engage our bodies. Although the technology we use is increasingly mobile we ourselves seem to become increasingly inactive, immobile and sedentary in our everyday interaction with technology (Owen, Healy, Matthews & Dunstan, 2010).

Research on embodied interaction design has contributed to our understanding of body movement in interaction design and related research fields. We find reason to explore body movement in interaction design further from a physical inclusive perspective. In our work with body movement design, we are inspired by action centric qualities of using systems and associated subjective preferences such as the Do it Yourself (DiY), the Do it With Others (DIWO), the MakerMovement (http://makezine.com,

http://www.wired.com/magazine/2013/04/makermovement/) and the Practice turn in

tangible interaction, (Fernaeus, Tholander & Jonsson, 2008). One way to prevent health

problems related to inactivity is to examine and redesign how we provide opportunities for design students to make use of their body movements and to be skilled in using and inviting physical movement in the design.

Physical activity and active bodies

Most of us are aware of the benefits of physical activity. The WHO programme Global Strategy on Diet, Physical Activity & Health provide a definition and some short facts on physical activity.

Physical activity is defined as any body movement produced by skeletal muscles that require energy expenditure. Physical inactivity (lack of physical activity) has been identified as the fourth leading risk factor for global mortality (6% of deaths globally). Moreover, physical inactivity is estimated to be the main cause for approximately 21–25% of breast and colon cancers, 27% of diabetes and approximately 30% of ischaemic heart disease burden.

The WHO continues by defining exercise as something organized and planned, aiming at improving or maintaining one or more components of physical fitness. Physical activity is broader in that it includes bodily movement done as part of playing, working, active transportation, house chores and recreational activities. To address inactivity the WHO suggest action on a societal level, not only individual and their approach is population-based, multi-sectorial, multi-disciplinary and aims to be culturally relevant (Global strategy on Diet, Physical Activity, n.d.).

In Scandinavia, doctors may prescribe physical activity to aid in health recovery similarly to prescription of medication. Studies show that these prescriptions are taken seriously and effectively increase physical activity (Kallings et al., 2009). Patients with different medical conditions have gained clear benefits from physical activity (Pedersen & Saltin, 2006).

Body movement and physical activity at the work place have been well researched within work place ergonomics. Work place ergonomics has promoted health in crucially

important ways. However, work place ergonomics has traditionally aimed to unburden us from dangerous and physically demanding tasks (Shaw, Kristman & Vézina, 2013) rather than furthering physical activity as a health benefit.

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The field of interaction design has during the past two decades come to embrace physical perspectives of embodiment and movement. This quote is one example of that change: “In revisiting Engelbart’s original idea, we can think more generally about how human behaviour rather than the human intellect can be augmented with personal, social and cultural technologies, which aim to actively extend what people can do” (Rogers, 2009). Technology development has opened up possibilities for us to, from the palm of our hands, perform tasks that used to demand considerable physical ability and energy. They are often described as smart; smart phones, smart homes, smart fabrics and smart cars. Their design incorporates a vast selection of functionalities with the same physical movements for calling, taking photos, listening to music, etc. Maybe it is time to start recalling the smartness of our bodies, the myriads of functions and movements we can perform and learn to perform? Many communication tools (and other tools in our work and leisure time) do not allow us to use physical power any way near the level of what would be sufficient for the promotion of physical well-being and health. On the whole, the sedentary life style of the modern world no doubt threatens our health. As an example of how, correlations between time seated and development of metabolic syndrome have been found (Healy et al., 2008).

We explore how invite body movements to come into play and used as a skill in design education. Domains such as Human-Computer Interaction and Interaction Design could contribute to prevent health problems through a broader physical-movement inclusive perspective.

Related work in Interaction Design

Several researchers in Interaction Design have taken interest in investigating body movements as input modality. Related work on tools enabling physical sketching, on physical interaction techniques, on tracking technologies, on approaches using physical activities for interaction are presented here.

At the Exertion Games lab research the focus is on body skills and design of interfaces for sports experiences (Mueller, Edge, Gibbs, Agamanolis, Heer & Sheridan, 2012). This group of researchers have enhanced several sports through technology such as

connected running over a distance. Humantenna is a mobile and ubiquities system where the body is used as an antenna. The system recognizes whole-body gestures (Cohn, Morris, Patel & Tan, 2012). Bodystorming is a method for understanding use in context as well as for evaluating and inspiring design ideas (Buchenau & Fulton, 2000).

The method has been extended “in the wild”, outside of the conventional office

environment and activities that are unfamiliar for the researchers. It involves brainstorming and discussing the participants’ design solutions and role-playing activities for gaining understanding of specific use situations (Oulasvirta, Kurvinen & Kankainen, 2003). Focusing on design for body engagement is an important expression in Tangible

Aesthetics (Djajajdiningrat, Matthews & Stienstra, 2007). Tangible User Interfaces (TUIs) tries to bridge the digital and the physical world with interfaces that take into account user skills and knowledge from the non-digital world making them physically graspable not only invisible (Shaer &Hornecker, 2010).

Research has been done in analysing video of physical practices and the results are qualities of movement that could potentially inform interaction design. Buur et al., (2004) states; “This focus on actions requires a reconsideration of the design process”. Our take of action is similar to their approach in that they make visible the variety of action possible for a human body (Buur, Jensen & Djajadiningrat, 2004). Researchers have collected

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ideas for design from physical activities such as those of skateboarders, golfers

(Tholander & Johansson, 2010) and horseback riding (Höök, 2010). These ideas are also inspiring and give hope for a “body” longing to be active.

The Spatial Sketch is a 3D sketch application using cut planar materials developed to facilitate the step from physical spatial movement to design and fabrication (Willis, Lin, Mitani & Igarashi, 2010). The Kinetic Sketch-up system consists of a series of mechanical modules that can be physically programmed through gestures to visualize kinetic

behaviour thereby providing a method for motion prototyping in the tangible design process (Parkes & Ishii, 2009). Sketch-a-Tui produces 3D paper objects that can be tracked by a capacitive surface. It is a method for rapid low cost prototyping using cardboard and conductive ink (Wiethoff, Schneider, Rohs, Butz & Greenberg, 2012). Sketching with haptic material has been explored by Mousette were he describe that “The sketcher can see or read more information than what is visually depicted. These added meanings or unexpected interpretations directly feed back into the drawing activities, invariably altering the sketcher’s actions and understanding of the situation” (Mousette, 2012). The potential for forceful motor skills in interaction design has mostly been left unexplored, but a complete full-body mode of interaction, being carefully adapted to the size, weight, strength and capabilities of the human body was found in an analysis of the pre-electronic predecessors of computers, the wooden Jacquard loom (Fernaeus, Jonsson & Tholander, 2012).

Researchers have looked into the physical experience dimension of technology interaction through movement and touch (Larssen, Robertson & Edwards, 2007). An especially concrete way of approaching the design space of physical movement interaction can be found in recent explorations of human-powered devices (Pierce & Paulos, 2012).

The Wii and the Kinect game-systems that have been frequently used and adopted in art and design projects are both examples of a more body-inclusive design (Márquez Segura, Johansson, Moen & Waern, 2011). These game systems have also found their way into rehabilitation (Schönauer, Pintaric &Kaufmann, 2011). Techniques for monitoring physical movements are also developed to motivate us to be physically active in the Internet of Things research. Kevin Ashton (2009) coined the phrase “the Internet of Things” (IoT) in 1999 (Ashton, 2009).

Approaching Body Movement as a Skill

We focus on ways to open up for more possibilities to incorporate physical movement and use it in design. Development and design of information and communication technology is part of the reason why we are facing health problems related to sedentary life styles. The motivation for our approach lies in this situation. We are aiming at preventing future health problems through a physically sustainable design approach.

We have investigated some of the potential values of physically demanding interaction and movement exploration in design in a college course. 30 industrial engineering and management students, all in their 4th (and last year) followed the course. The course was entitled Human Product Interaction and was given at The Royal Institute of Technology, Stockholm, Sweden. The students were encouraged to discuss, reflect, examine and explore physical interaction between humans, products and the built environment. We provided the students with a design brief: to design or redesign an outdoor gym.

One of their first tasks was to account for how they move during a 24 hour period. They came up with categories of movements and calculated average time values within categories. Even though they are students and therefore may be seated for most of the days they were surprised of how physically inactive they were. Sitting came to over nine hours. We invited lecturers from Public Planning on how the built environment has an

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impact on the way people can physically move in their neighbourhood and with lecturers from The Institute of Gymnastics on how the motor system and the nervous system works to help us orchestrate our movements.

The Design Task - Outdoor Gym

The students were given the design task to examine, explore and redesign either an existing outdoor gym or to develop a new design. Outdoor gyms, (see examples in Figure 1) have become increasingly popular and can be seen in many public parks, as well as in connection to sports arenas, running tracks, swimming pools and green-areas for

recreation and spontaneous activities in the city. The different groups (they were divided into 9 groups) had to locate outdoor gyms in their given area (in or around the city) and physically explore them, hopefully more at ease with using their movements as an

exploration tool and hopefully more tuned into movements through the physical-movement experience in mind.

Figure 1: Two Outdoor gyms visited before developing the course, the first in Beijing, China and the second in Zaragoza, Spain.

Physical Movement Sketching

In the initial phase of the design project, the students explored physical movement

sketching for the first time.

Instructed to sketch by using their bodies’ ability to perform physical movements they started to explore range of motion and movement possibilities. First they tried out physical movement sketching individually. This can be defined as a kind of warming up the

instrument or the tool. They were guided by a suggestion to explore “Limits of your

physical movement, and note what thoughts and feelings are evoked” Then they went

through the first one again, this time guided by the question: What kind of movements

would you like to do in an outdoor gym?

Then the sketch is (a) performed in front of their project group members. The other students in the group tried to (b) mimic or mirror the same physical sketches. Sharing is done through the same movement being performed in another body. Finally they

discussed their experiences and (c) reflected in terms of common ground and differences. The concept of physical movement sketching incorporates:

a. Moving the body so as to transport an idea of movement b. Experiencing that movement

c. Reflecting on the movement

It was a matter of trust to feel at ease showing others unconventional movements or ways of interaction during the course. In order to cater for a more relaxed environment video at this initial exploration was not used. However, video recordings could potentially serve as

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reminders and trigger muscle/motor memory and feelings for those that have participated in the methods related to physical movement sketching.

Bill Buxton (2007) emphasizes the importance of sketching in interaction design practices. He makes a distinction between sketching and prototyping where sketches suggest,

explore, question, propose, provoke and are tentative whereas prototypes describe, refine, test, resolve and are specific. Buxton sees sketching as a tool to: explore the design

space, understand the design problem, ground discussion, and communicate progress and user experiences. User experience becomes the key object of design. “Despite the technocratic and materialistic bias of our culture, it is ultimately experiences that we are designing, not things”. He has provided a list of attributes that are characteristic of design sketches. One of the attributes is that they “suggest and explore rather than confirm [..]. Their value lies not in the artefact of the sketch itself, but in its ability to provide a catalyst to the desired and appropriate behaviours, conversations, and interactions” (Buxton, 2010).

This has motivated us to consider physical movement sketching as a suggestive exploration tool. It directly provides experience of behaviour, it can be put in context, in interaction with objects or materials, it highlights our physical movement abilities and brings it to the design as a resource to consider in early design phases. It is not an ergonomic checklist but a method to generate experience and if observed by others also observations of movement dimensions. Dimensions of movements can be duration, intensity, frequency and from an aesthetic perspective also beauty.

When contrasting our approach with methods such as bodystorming, role-playing or different ways of sketching (on paper, in 3D or similar) we see both similarities and differences. With Physical movement sketching we align ourselves closer to sketching than “storming”. Sketching usually comes after the idea-generating phase of brain- or bodystorming. Physical movement sketching is perhaps best seen as an iterative learning and design processes, aiming at opening up the positive effects of movement in the digital domain. Physical movement sketching is a way of designing for and building bodily

awareness as we move.

Design Ideas and Concepts

As mentioned earlier, the assignment was to either redesign an existing gym or design a new one. All nine groups (three to four students in each group) searched through a given area for an outdoor gym where they lived.

The first group discovered a shoulder press machine designed in wood. The gym was too heavy for some and too light for others. The original design from the producer did not address the flexibility of changing weight. The group designed a solution where it was possible to change weight with a flexible system. In their prototype they used containers of water to try out different weight levels in the movement exercise. They measured the weight required for doing shoulder presses (see figure 2).

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Figure 2: Prototyping with Water container and Dynamometer and the final design concept The second group went to an outdoor gym that had very few instructions. In their report they write: “Many of us in the design-group did not understand what movements to perform. Even when we checked the instructions it was hard to transform the illustrations into movements. We reflected on how difficult it can be to illustrate movements.” They explored ways of designing the activity to make it contextually clear without the need for additional instructions. They chose students as their target group since they could benefit from being physically active for free at the outdoor gym. They also developed a mobile application to motivate and remind the user to exercise at the outdoor gym or suggest ways to use the nearby environment for physical activity. In Figure 3, the wooden sign says: "Ready, steady run!" The aim is to encourage physical activity. Here the everyday city environment becomes an outdoor gym. In Figure 4 – Exploring physical force.

Figure 3: “Ready Steady, run” Figure 4: “Heavy Activities”

The third group examined settings for outdoor gyms. They found that many outdoor gyms only use a small, restricted area without taking advantage of the potentially larger space opportunities that many outdoor environments could provide. Considering larger potential gym areas, this group used color-coded lines (similar to the colour coding of ski slopes) green, blue, red and black. Within these lines different gym equipment was to be placed.

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The blue line was for light movement and the black was designed to be heavy and a real challenge.

Group five focused on a specific public park situated in the city. The city park was rarely used which the group found problematic. They came up with solutions to facilitate for the local community to use the park for physical activity. The design concept (see Figure 5) for the park in the central city where people mostly had picknicks and went for a stroll with their dogs was focused around a less obtrusive visual design.

The students sought a design that did not disturb or interfere with other uses of the park. They also designed a meeting point and a water-station to be used after or during the exercise. The main design was a mobile application designed to guide visitors to expand the use the park for a variety of physical activities.

Figure 5: The park concept – “Gymlan”.

Group six found an outdoor gym targeting senior citizens in a suburb. By interacting with and collecting data from elderly in the area, this design group found that many of the seniors thought that the gym was not demanding enough for them to use since it hardly involved any forceful movements at all. The design solution included three new modules that gave the seniors opportunities to engage more muscle power.

Group seven and eight targeted play and exercise with parents and children. During data collection the parents expressed a wish to be outdoor and collaboratively perform physical activities while “playing” with their kids. They could easily find indoor activities such as “mother and child workout” but outdoor activities in the vicinity mostly provided standard playgrounds. Parents mostly sat on the bench and watched their kids play or helped them to swing. Finding motivation to participate in the opportunities for physical action available on the playground was difficult. One group developed the concept of an obstacle course and the other group developed a concept for a collaboration course with the aim of attracting both parent and kids up to the age eleven. This collaboration course required active participation from both parent and child. Figure 6 shows the concepts of parent-child gym and the parent-parent-child obstacle course.

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Figure 6: The two versions of Parent and Children Gym

Group nine developed a new module, an "Interactive Carpet” (see Figure 7). The aim was to allow and inspire the user to move in various ways. It was developed to meet the need from users asking for similar resistance as when walking or running in deep snow or sand.

Figure 7: The Interactive Carpet

Student reflection on Physical Movement Sketching

All students wrote a three-page reflection on their experience of the methods used during the course. Through a thematic analysis of the reflection texts on physical movement sketching (examining the texts several times and clustering categories), the descriptions could be arranged into four categories. These categories were: (1) Open Up Discussion,

(2) Generate Early Moving Concepts, (3) Generate Feelings, (4) Generate a Notion of Physical load.

(1) Open Up Discussion These quotes, all from different students, suggest that physical

movement sketching can play a role in bridging the communication between stakeholders in design. It seems to have the potential to provide a common ground, a language that may unit and to ease tension or break-the-ice in communication. Performing physical movements helped to create a more relaxed environment for design of physical

movement. They reflected on physical movement sketching as “strange movements” that served to facilitate the design discussion. This is understandable considering that design sketching usually occurs with paper and pen or using software. In dance or sports contexts, exploring physical movement is common and fully natural; people are usually comfortable with sharing and “discussing” physical movements. The participants also expressed how physical movement sketching could open up for discussion of body

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movement in design. This is in line with how Buxton (2007) define sketching as “catalyst to conversation”.

“The experience in your body of the movement sketch gives you some material to discuss with end-users”. Student 4

“We used movement sketching as an ice-breaker between us, the designer and the end-user”. Student 19

“To do “strange movements” seems to have opened up the somewhat difficult language of communication between us”. Student 23

(2) Generate Early Moving Concepts Physical movement sketching seems to have a

potential to create value in the initial concept phase. The value lies in quickly providing movement sketches for future designs. This is similar to one of the attributes that Buxton (2007) relate to sketching – quick and timely. Although there are knowledge domains such as anthropometry and biomechanics to learn from, the result of physical movement

sketching may remind designers that individuals have different abilities and preferences for movement. Performed early in the design process physical movement sketching may negotiate space for physical movement and keep it from being marginalized.

“You can generate ideas that might not have come up if using only discussion and sketching”. Student 15

“To physically explore is a good method when being in the concept phase. If this were to become a real project aiming at producing products this would not have been good enough or quite worthless. You need to be more specific and have a broader knowledge of muscles and training if constructing an Outdoor gym”. Student 2

“Through the movement sketching it became very obvious that we all had different preferences on how to move since our pre-conditions differ”. Student 7

(3) Generate Feelings Physical movement design seems to evoke strong feelings.

Apparently there were movements that created such strong feelings that it became hard to suppress when discussing with end users. Physical movement sketching is an immersive method and as such can provide internal and intrinsic motivation. The person engaged in physical movement sketching comes to trust the body as an internal frame of reference. We also see how movements are connected to feelings that change the perceived state of being. As described by Buxton (2007) – “sketches provoke and evoke”. We found physical movement sketching able to evoke and provoke feelings.

“If it “feels good” it can be difficult to change the design if the result from the end-user survey shows that they want something else”. Student 29

“Your own experiences tend to be very strong and may trigger you to solve the problem you yourselves encountered in the bodily sketching”. Student 28

“Movement sketching creates a feeling – and that feeling can be hard to suppress when you go further in the design and involve end-user that might communicate other feelings”. Student 9

(4) Generate a Notion of Physical load Physical movement sketching seems to create a

memory in your body. This is something that cannot be experienced through sketching with software or paper and pen. To get an immediate sense of “future experience” of the

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interaction may be of great value when aiming for a movement inclusive perspective. Physical movement sketching seems to provide a taste of “user-experience”. This is important since as Buxton (2007) states it is experience and not simply products that we are ultimately designing.

“We experienced how parts of our body became heavy after quite a short amount of time. We used the experience of the movement sketch to inform the questions in our end-user survey”. Student 5

“One tested and two observed. The one that tested told the observers what he was feeling. It helped to see physical expressions”. Student 12

“After body sketch you can easily go back in your memory and refer to the experience the feeling of weight or the load”. Student 11

Discussion

Aiming at exploring ways to open up the design space for a richer palette of tools to incorporate and explore movements may be criticised as too obvious when selecting a traditional physical activity such as gym setting. The choice of outdoor gyms as domain was intentional and deliberate. The experience involved in physical movement sketching becomes more perspicuous in a domain centered around physical movement. At this early stage of our exploration we needed such perspicuity. Encouraging students to use a

method that is not fully developed and evaluated but in its very early phase of explorations, to our judgements, caters for some parts of that setting to be ”stable”. The choice of

outdoor gyms as the focus for the design tasks was a “stable” parameter in this

exploration. Physical movement is obvious as a part of the design for such products or settings. It would not put the students in an uncomfortable situation or challenge them too much from a social or physical perspective.

In some of the student reflections, they refer to their participation in the physical movement sketching as an important experience that would allow them to see future design work differently. It was found to open up the design space for a broader variety of physical skills using knowledge inherent in physical movements. This relates to the overall aim of our approach.

From the student reflections we see that physical movement sketching can remind designers that individuals have different abilities and preferences with regards to

movement. Engaging in physical movement sketching, the students were also able to trust the body as an internal frame of reference. We relate this to the more specific aim of providing ways for designers to be physically literate and movement skilled. They also discussed issues of social trust. It was important to learn to be at ease with sharing “silly movements” within the design team. Many found it to be a positive experience although more time consuming than ordinary sketching, but also adding a physical memory. Physical movement sketching seems to be a way to generate felt observations and reflections on movement along an open-ended set of dimensions.

In our study we examined sketching to explore movement as experience rather than as skilled depiction. Our work steps away from traditional sketching where the hand and eye is dominating in the sketching activity and the outcome is a graphic illustration. The body becomes the brush or pen performing the physical movement and the sketch is the memory of the action that captures the feeling in the body. We experienced a growing confidence in the students' abilities during the course to embrace and use physical movement sketching for design of physical movement in public spaces. The nine design concepts span from including more forceful interaction in the case of the elderly's gym and

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allowing a parent to find possibilities for physical activity at playgrounds to students’ need for cheap out-door activities.

During the course the students frequently came to discuss and share their reflections with us. They shared their discovery of the lack of physically demanding interaction

opportunities in their everyday life. The physical focus also seems to have influenced the students’ everyday life; some started to walk to school or perform push-ups as a short break during studies. Some showed an increasing awareness of their postures and became more receptive of body signals. The lack of variation in physical strain and relaxation is a subject worthy of further investigation.

Conclusion

We have described an explorative case study of physical movement sketching in product and systems design that aims to explore, build and reflect upon physical movement as a skill. The impact from this initial exploration (communicated in the students' written

reflections and during conversations in class) suggests that physical movement sketching can open up the design space and invite the body to come into play to a greater extent. In this setting it managed to open up discussion, generate early moving concepts, generate feelings and last but not least a notion of physical load. In promoting and including our motion abilities as a skill we see benefits for learning, enhancing user experience and for future sustainable wellbeing.

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Helena Tobiasson

is a PhD Student in the department of Media and Interaction Design at the Royal Institute of Technology in Stockholm, Sweden.

Anders Hedman

is an associate prof. in the department of Media and Interaction Design at the Royal Institute of Technology in Stockholm, Sweden. He has previously

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worked as a national expert for the EC and been a visiting fellow in the department of Philosophy at the University of California at Berkeley.

Jan Gulliksen D

ean of the School of Comp

uter Science and Communication

and

professor in the department of Media and Interaction Design at the Royal Institute of Technology in Stockholm, Sweden

.

Figure

Figure 1: Two Outdoor gyms visited before developing the course, the first in Beijing,  China and the second in Zaragoza, Spain
Figure 2: Prototyping with Water container and Dynamometer and the final design concept  The second group went to an outdoor gym that had very few instructions
Figure 5: The park concept – “Gymlan”.
Figure 6: The two versions of Parent and Children Gym

References

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