Abstract
Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation of animated parables wherein causality between a behaviour and its virtual outcomes is easy to understand. The guidelines include metaphorical mapping and blending the behaviour with a direct cause-effect scenario with similarities in embodied experiences. Application of the guidelines in a series of design workshops generates 47 parables. To evaluate the parables, metrics include naturalness of integrating with life routines, aesthetics of blending into environments, and ease of interpreting the causality. Evaluation results show that more embodied mapping and blending are more likely to result in understandable behaviour-outcome links. Designers can follow the guidelines and metrics to generate and compare ideas. Lastly, recommendations for crafting more embodied parables are provided.
| Original language | English |
|---|---|
| Pages (from-to) | 1-21 |
| Number of pages | 21 |
| Journal | Digital Creativity |
| Volume | 32 |
| Issue number | 1 |
| Early online date | 29 Dec 2020 |
| DOIs | |
| Publication status | Published - 2 Jan 2021 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 3 Good Health and Well-being
User-Defined Keywords
- Personal informatics
- data visualization
- gamification for behaviour change
- conceptual metaphor
- conceptual blending
Fingerprint
Dive into the research topics of 'Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver