Embodied Sketching
summary
Argues that bringing bodily experience into early ideation yields richer movement-based games and shows how via three workshops: a 30-minute bodystorming using TRX and Pilates ball plus props (skateboard, swords, basketball) that generates dozens of embodied sketches where the Pilates-ball balance idea consistently engages everyone while the skateboard constrains movement; a somatic hammock session that surfaces felt aesthetic qualities; and participatory work with the Oriboo toy where children reconfigure play (discovering the Oriboo vertical races) and immediately tweak rules and social layouts — demonstrating technology-supported not sustained design.
AI-written summary · about
chapters (8)
- 0:00Introduction and research focus
- 1:54Technology supported vs sustained
- 3:24Embodied sketching defined
- 4:50Case study Hanging Off a Bar
- 8:19Sensitizing designers workshop
- 10:04Participatory embodied sketching
- 13:46Key principles of embodied sketching
- 15:14Q&A
related talks
03mTechnology, Movement, and Play Is Hampering and Boosting Interactive Play.
07mFrom Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Acce...
14mA Framework for Motivating Sketching Practice with Sketch-based Gameplay
08mParticipatory Design of an Embodied Mixed Reality Experience Aimed to Assessing Individual and Co...
08mLearning from Users: Everyday Playful Interactions to Support Architectural Spatial Changes
16mStrange New Bodies: Design Beyond Robots
15mA Canvas for Participation-Centered Game Design
21mDesigning for play and friction in a fast-paced world
