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Reflecting on New Approaches for the Design for Behavioural Change Research and Practice: Shaping the Technologies Through Immersive Design Fiction Prototyping

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Design, User Experience, and Usability. Design for Contemporary Interactive Environments (HCII 2020)

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Abstract

This position paper is founded on an on-going research aimed in developing new approaches for the design for behavioural change research and practice, based on design fiction principles considered able to trigger critical thinking related to the use of technologies. The focus of this research is on the role of disruptive technologies in fostering the behavioural change, and on the importance of critical thinking related to the societal, and ethical issues when designing for these technologies. In regard, this paper proposes to reflect on the implementation of virtual reality (VR) as a tool for prototyping the design fiction for the technologies able to tackle the behavioural change. The VR can be a powerful tool for creating the context and experiences related to these technologies, especially when it gets about the near future scenarios, and not-yet-existing products and services. Besides, VR technology is used as a tool in different applications with a purpose to influence human behaviour and perception (i.e. safety training, psychological therapy, rehabilitation, etc.). This paper will discussed the benefits of virtual design fiction prototyping in relation to the near future technologies able to tackle behavioural change. How this kind of approach might evoke critical thinking in a work of designers and researches, and also help in testing of the not yet existing technologies with users, is the question of this paper. In conclusion we will introduced the further development of the research that considers the implementation of VR as a medium for prototyping the design fiction scenarios and artefacts.

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Notes

  1. 1.

    (1) The Cognitive lens takes inputs from the behaviourist economy and cognitive psychology. (2) The Perceptual is combining the concepts of gestalt psychology and product’s semantic. (3) The Machiavellian is proposing solutions based on the thought that “end justifies the means”. (4) The Ludic proposes the strategies that can engage the user long in time, while (5) the Interactive lens is using the interaction modalities and interfaces to stimulate the user’s behaviour.

  2. 2.

    Seealsology is an open access tool that allows quick exploration of the semantic area related to any Wikipedia page, by extracting of the all links in the “See also” section producing a graph.

  3. 3.

    InData is an open access tool developed at Politecnico di Milano. This tool scrapes data from the open-access on-line repositories, in particular, Internet Movie data Base (IMdB) and it produces the plots with different films, episodes, games and other content, regarding the relevance to the inserted keywords.

  4. 4.

    “An object used by the actors performing in a play or film” (Cambridge Dictionary).

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Correspondence to Mila Stepanovic or Venere Ferraro .

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Stepanovic, M., Ferraro, V. (2020). Reflecting on New Approaches for the Design for Behavioural Change Research and Practice: Shaping the Technologies Through Immersive Design Fiction Prototyping. In: Marcus, A., Rosenzweig, E. (eds) Design, User Experience, and Usability. Design for Contemporary Interactive Environments. HCII 2020. Lecture Notes in Computer Science(), vol 12201. Springer, Cham. https://doi.org/10.1007/978-3-030-49760-6_39

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  • DOI: https://doi.org/10.1007/978-3-030-49760-6_39

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