Biofeedback - Future of Design Thinking Talk

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Slides from a talk I did for the "Future of design thinking" seminar - http://www.eidos.org.au/v2/index.php?option=com_content&view=article&id=355&Itemid=319

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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

Saturday, 26 March 2011

Why?

Wicked problems - Rittel and Webber (1973)Saturday, 26 March 2011

Bla

ck &

Whi

te, L

ionh

ead

Stu

dios

, 200

1

Saturday, 26 March 2011

Saturday, 26 March 2011

Saturday, 26 March 2011

Saturday, 26 March 2011

Neurosky

Emotiv

Saturday, 26 March 2011

Lightstone (Wild Divine)

Saturday, 26 March 2011

Wild Divine

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Saturday, 26 March 2011

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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

Saturday, 26 March 2011

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