In this monograph the use of physical movements in the human-computer interaction situation is treated historically, theoretically and empirically. Current technology enables use of a broad variety of movements in interaction, which here has been studied in designing activities for and with elderly people. That experience is put into context of theories of bodily movement, and participatory design.
A theme is to visualize perspectives on physical movements in the human computer interaction situation and to point out possible synergies for the design of interactive system from the domains of HCI (Human-Computer Interaction), Interaction Design and Human Factors/Ergonomics.
With the thesis I want to add to the motivation to ensure that physical movements, and the way we physically can use our bodies, is incorporated as material in design and as a parameter in evaluation of interactive systems.
My interest in this field derives from my background as practitioner in physiotherapy and expert in physical ergonomics during eight years and from ten years of design experience from research projects within the HCI domain. This background, with one leg from physiotherapy and ergonomics and the other in the HCI research domain, influences my perspective.
The motivation for this work is that movements are central for human well-being in many situations and over time. We, as human beings, move. The way we seem to get opportunities to move differs in different stages of age.
In the two projects described the theme has been to observe, analyse and reflect on the way bodily movements can be involved in and enhance interaction with computers in social situations. I have looked at the reaction and changed situation for elderly at caring institutions when introducing technology that encourages bodily movements. This includes analysis of bodily movements and participatory design with the elderly.
My main study is about what will happen if elderly living at Special Housing for dementia or outer elderly patients coming for rehabilitation are given access to physical action gaming. The resulting outcome was way over our expectations. They surprised us all! So much of forceful, vivid and focused movements were hidden in the old gamers bodies when motivated to take action and enjoy.
Stockholm: KTH , 2010. , 170 p.