2024
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design
NGUYEN, Quynh; Alexandra WINDISCH a Simone KRIGLSTEINZákladní údaje
Originální název
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design
Autoři
NGUYEN, Quynh; Alexandra WINDISCH a Simone KRIGLSTEIN
Vydání
Copenhagen, ACM Designing Interactive Systems Conference, DIS 2024, od s. 2198-2212, 15 s. 2024
Nakladatel
ACM
Další údaje
Jazyk
angličtina
Typ výsledku
Stať ve sborníku
Obor
10201 Computer sciences, information science, bioinformatics
Stát vydavatele
Spojené státy
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
elektronická verze "online"
Kód RIV
RIV/00216224:14330/24:00136414
Organizační jednotka
Fakulta informatiky
ISBN
979-8-4007-0583-0
EID Scopus
2-s2.0-85200315638
Klíčová slova anglicky
Immersive prototyping; Mixed Reality; Non-immersive prototyping; Participatory Design; Virtual Reality; XR prototyping
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 3. 4. 2025 23:03, RNDr. Pavel Šmerk, Ph.D.
Anotace
V originále
Participatory Design (PD) aims to create technological solutions that improve users’ lives and to foster users’ empowerment. While PD has received extensive attention regarding its processes and methods, less research exists on the effects of PD. With the increasing inclusion of Extended Reality (XR) into PD, this gap necessitates a critical analysis of how and to which end XR can be best used in PD activities to achieve the desired effects. Through the analysis of 16 XR prototyping workshops, we explore the impact of immersive and non-immersive XR prototyping on PD effects. Furthermore, we delineate differences between the immersive and non-immersive approaches. Our work contributes to a comprehensive understanding of the effects of XR prototyping for PD, rooted in theoretical and empirical insights. It further illustrates what each approach offers and presents design considerations to assist practitioners in successfully integrating XR prototyping into their design practice.