Employing creative practice as a research method in the field of wearable and interactive technologies

Tania Raune Frankjaer, Patricia FLANAGAN, Daniel Gilgen

Research output: Chapter in book/report/conference proceedingConference proceedingpeer-review

3 Citations (Scopus)

Abstract

With the emergence of relatively accessible programmable microcontrollers, artistic use and designer application of wearable technologies have increased significantly over the last decade. This paper suggests these creations are more than a mere implementation of emerging technologies for creative practitioners to extend their artistic expression, but a method applicable within research and development. Creative practitioners generally approach their subject matter intuitively and holistically and are therefore capable of facilitating insights where rational approaches may not. Working on the periphery of computer science has the advantage of an outsider perspective, which can result in un-thought of solutions to previously unresolved problems. In this paper we discuss the merits of this approach within wearable and interactive research and describe one such procedure on the basis of a wearable device.

Original languageEnglish
Title of host publicationHCI International 2013 - Posters' Extended Abstracts - International Conference, HCI International 2013, Proceedings
PublisherSpringer Verlag
Pages31-35
Number of pages5
EditionPART I
ISBN (Print)9783642394720
DOIs
Publication statusPublished - 2013
Event15th International Conference on Human-Computer Interaction, HCI International 2013 - Las Vegas, NV, United States
Duration: 21 Jul 201326 Jul 2013

Publication series

NameCommunications in Computer and Information Science
NumberPART I
Volume373
ISSN (Print)1865-0929

Conference

Conference15th International Conference on Human-Computer Interaction, HCI International 2013
Country/TerritoryUnited States
CityLas Vegas, NV
Period21/07/1326/07/13

Scopus Subject Areas

  • Computer Science(all)
  • Mathematics(all)

User-Defined Keywords

  • Alternative research methods
  • Arts-Based Research
  • Bamboo Whisper
  • Creative practice
  • Insight
  • Interactive technologies
  • Outsiders perception
  • Perception of communication
  • Wearable technologies

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