TY - GEN
T1 - Employing creative practice as a research method in the field of wearable and interactive technologies
AU - Frankjaer, Tania Raune
AU - Flanagan, Patricia Jean
AU - Gilgen, Daniel
N1 - Copyright:
Copyright 2017 Elsevier B.V., All rights reserved.
PY - 2013
Y1 - 2013
N2 - 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.
AB - 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.
KW - Alternative research methods
KW - Arts-Based Research
KW - Bamboo Whisper
KW - Creative practice
KW - Insight
KW - Interactive technologies
KW - Outsiders perception
KW - Perception of communication
KW - Wearable technologies
UR - http://www.scopus.com/inward/record.url?scp=84891536924&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-39473-7_7
DO - 10.1007/978-3-642-39473-7_7
M3 - Conference proceeding
AN - SCOPUS:84891536924
SN - 9783642394720
T3 - Communications in Computer and Information Science
SP - 31
EP - 35
BT - HCI International 2013 - Posters' Extended Abstracts - International Conference, HCI International 2013, Proceedings
PB - Springer Verlag
T2 - 15th International Conference on Human-Computer Interaction, HCI International 2013
Y2 - 21 July 2013 through 26 July 2013
ER -