Central Claim:

         Nowadays, people’s interactions through computers by clicking and typing are constructed and interpreted differently with their everyday life. Tangible behaviors like touch and feel play a significant role in people’s everyday interactions. As interaction designers, we should think about how to re-establish the physical connectiveness of people to the lifeworld by interacting each other utilizing wrist-wear computing.

 

-          Embodiment

n  People’s everyday interactions are processing and acting through a physical manifestation in the world.

n  Most of the Interactions occur in real time and real space.

-          Breakdown/intention

n  Coming signals have been treated as a breakdown to catch people’s intentions.

n  By utilizing those signals as breakdown, we also need to consider how balance the conflict of attracting attentions and distraction.

-          Pattern

n  Looking at the pattern of people’s intention to use wrist-wear computing

n  Looking at the pattern of the ways of signaling

n  Looking at the pattern of the information conveyed via this type of interaction

-          Interpretation

n  People’s Perceptions of signals coming from different sense: visual, tactile, aural and etc

n  People have different interpretation of different signals.

n  People are constructing meaning during their interpretation of signals

-          Sociability

n  People are forming Intersubjectivity towards the common signals

n  People would like to Individualized/Personalized their own signals

n  As interaction designers, we need to re-establish physical connection to the lifeworld.

n  We also need to leverage the tangible behavior of feel and touch in everyday interactions