Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/105036
DC Field | Value | Language |
---|---|---|
dc.contributor | School of Design | - |
dc.creator | Chow, KKN | - |
dc.date.accessioned | 2024-04-03T01:45:50Z | - |
dc.date.available | 2024-04-03T01:45:50Z | - |
dc.identifier.issn | 1462-6268 | - |
dc.identifier.uri | http://hdl.handle.net/10397/105036 | - |
dc.language.iso | en | en_US |
dc.publisher | Routledge | en_US |
dc.rights | © 2020 Informa UK Limited, trading as Taylor & Francis Group | en_US |
dc.rights | This is an Accepted Manuscript of an article published by Taylor & Francis in Digital Creativity on 29 Dec 2020 (published online), available at: http://www.tandfonline.com/10.1080/14626268.2020.1863822. | en_US |
dc.subject | Conceptual blending | en_US |
dc.subject | Conceptual metaphor | en_US |
dc.subject | Data visualization | en_US |
dc.subject | Gamification for behaviour change | en_US |
dc.subject | Personal informatics | en_US |
dc.title | Crafting animated parables : an embodied approach to representing lifestyle behaviours for reflection | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.spage | 1 | - |
dc.identifier.epage | 21 | - |
dc.identifier.volume | 32 | - |
dc.identifier.issue | 1 | - |
dc.identifier.doi | 10.1080/14626268.2020.1863822 | - |
dcterms.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. | - |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | Digital creativity, 2021, v. 32, no. 1, p. 1-21 | - |
dcterms.isPartOf | Digital creativity | - |
dcterms.issued | 2021 | - |
dc.identifier.scopus | 2-s2.0-85098504309 | - |
dc.identifier.eissn | 1744-3806 | - |
dc.description.validate | 202402 bckw | - |
dc.description.oa | Accepted Manuscript | en_US |
dc.identifier.FolderNumber | SD-0054 | en_US |
dc.description.fundingSource | Others | en_US |
dc.description.fundingText | The Hong Kong Polytechnic University | en_US |
dc.description.pubStatus | Published | en_US |
dc.identifier.OPUS | 52514877 | en_US |
dc.description.oaCategory | Green (AAM) | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Chow_Crafting_Animated_Parables.pdf | Pre-Published version | 1.46 MB | Adobe PDF | View/Open |
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