Overcoming reserve - Supporting professional appropriation of interactive costumes

Michaela Honauer, Danielle Wilde, Eva Hornecker

    Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

    Abstract

    Deploying wearable technologies in the performing arts not only concerns costume wearers but affects further stakeholders whose work is impacted by the interactive effects or who help maintain the technology. Beyond the wearer, literature neglects how these other stakeholders engage with interactive costumes, though a performance production is based on the contribution of many parties. We conducted a longitudinal study to examine how stakeholders of a youth ballet production experience and appropriate interactive costuming. Our findings suggest that user experiences vary according to stakeholders' closeness to the costume, background and taste, the costume interaction mode and social environment. We expand existing models of technology appropriation with two novel technology relations: professional reserve and polite indifference. Based on these, we suggest integration into existing practices, to design for the show, and create positive experiences to incorporate interactive costumes in the performing arts and discuss relevance for other professional fields.

    Original languageEnglish
    Title of host publicationDIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference
    PublisherAssociation for Computing Machinery
    Publication date3. Jul 2020
    Pages2189-2200
    ISBN (Electronic)9781450369749
    DOIs
    Publication statusPublished - 3. Jul 2020
    Event2020 ACM Conference on Designing Interactive Systems, DIS 2020 - Eindhoven, Netherlands
    Duration: 6. Jul 202010. Jul 2020

    Conference

    Conference2020 ACM Conference on Designing Interactive Systems, DIS 2020
    Country/TerritoryNetherlands
    CityEindhoven
    Period06/07/202010/07/2020
    SponsorACM SIGCHI

    Keywords

    • Action research
    • Appropriating technologies
    • Ballet
    • Performing arts
    • Theatre
    • User experience
    • Wearable costumes

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