Biofeedback - Future of Design Thinking Talk
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Designing forBiofeedback
Andrew Dekker, ITEE, University of Queensland
THE FUTURE OF DESIGN THINKING
Brisbane, Australia, 24 March 2011Saturday, 26 March 2011
Designing forBiofeedback
Andrew Dekker, ITEE, University of Queensland
THE FUTURE OF DESIGN THINKING
Brisbane, Australia, 24 March 2011
Changing existing digital environments
Saturday, 26 March 2011
dynamic, adaptive and user centric environments
computer games context
computers cannot understand the user...or can they?
real-time biometric devices
Saturday, 26 March 2011
we are investigating the methods that dynamically allow a game to react and adapt to the user through
low-cost and easily modifiable prototypes
“”Saturday, 26 March 2011
IDEO - Design ThinkingSaturday, 26 March 2011
Saturday, 26 March 2011
Process
Iterative Design Process
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Why?
Wicked problems - Rittel and Webber (1973)Saturday, 26 March 2011
Bla
ck &
Whi
te, L
ionh
ead
Stu
dios
, 200
1
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Neurosky
Emotiv
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Lightstone (Wild Divine)
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Wild Divine
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• Aged between 15 and 50. • Both female and male (25% female, 75%
male). • Experienced and not experienced in first
person shooters and Half-Life 2. • Had not been previously involved in the
project or performed informal evaluation. • Enjoyed and didn’t enjoy horror computer
games, movies and books. • Had various levels of computer game
experience (from users who rarely played computer games to users who played games as a hobby).
User Gamer? Played FSP? Played HL 2? Liked Horror Games/films?
1 casual yes no neutral 2 casual yes yes neutral 3 no yes yes yes 4 yes yes yes yes 5 yes yes yes yes 6 no yes no neutral 7 no yes yes no 8 casual yes no yes 9 casual yes yes yes 10 no yes no yes 11 yes no no no 12 no yes no yes 13 yes yes yes neutral 14 yes no no neutral Yes 5 12 7 7 Neutral 4 - - 5 No 5 2 7 2 Total 14 14 14 14
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observations
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Wii Vitality SensorProprietary
Proprietary Wii Remote
?Ubiquity
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Thank you for your time
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