Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105036
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dc.contributorSchool of Design-
dc.creatorChow, KKN-
dc.date.accessioned2024-04-03T01:45:50Z-
dc.date.available2024-04-03T01:45:50Z-
dc.identifier.issn1462-6268-
dc.identifier.urihttp://hdl.handle.net/10397/105036-
dc.language.isoenen_US
dc.publisherRoutledgeen_US
dc.rights© 2020 Informa UK Limited, trading as Taylor & Francis Groupen_US
dc.rightsThis 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.subjectConceptual blendingen_US
dc.subjectConceptual metaphoren_US
dc.subjectData visualizationen_US
dc.subjectGamification for behaviour changeen_US
dc.subjectPersonal informaticsen_US
dc.titleCrafting animated parables : an embodied approach to representing lifestyle behaviours for reflectionen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage1-
dc.identifier.epage21-
dc.identifier.volume32-
dc.identifier.issue1-
dc.identifier.doi10.1080/14626268.2020.1863822-
dcterms.abstractLatest 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.accessRightsopen accessen_US
dcterms.bibliographicCitationDigital creativity, 2021, v. 32, no. 1, p. 1-21-
dcterms.isPartOfDigital creativity-
dcterms.issued2021-
dc.identifier.scopus2-s2.0-85098504309-
dc.identifier.eissn1744-3806-
dc.description.validate202402 bckw-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberSD-0054en_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThe Hong Kong Polytechnic Universityen_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS52514877en_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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