TY - GEN
T1 - Immersive sims
T2 - Human Computer Interaction thematic area of the 24th International Conference on Human-Computer Interaction, HCII 2022
AU - Blasonato, Myles
AU - Cremona, Cinzia
AU - Kavakli, Manolya
AU - Staines, Dan
PY - 2022
Y1 - 2022
N2 - In this paper, first we discuss how sets of common principles constitute paradigms in HCI and what creates a paradigm shift; second, we analyse characteristics of immersive sims and examine if they qualify as a new paradigm. The first HCI paradigm, an amalgam of engineering and human factors, accepts interaction as a form of man-machine coupling in ways inspired by industrial engineering and ergonomics. The second HCI paradigm, in contrast, hinges on a metaphor of mind and computer as symmetric, coupled information processors. The third HCI paradigm focuses on embodied interaction, meaning and meaning construction, situated knowledge, an explicit focus on values and the centrality of context. In this paper, we build a rigorous speculative set of concepts to test our hypothesis that immersive sims present a paradigm shift. We align this conceptual clarity with a structured and systematic analysis of the high and low-level characteristics of immersive sims based on Samoylenko’s description of the five pillars of immersive sim design. We propose more refined low-level characteristics within the three high-level characteristics of immersion, simulation, and interaction. This methodical analysis of principles and practices results in a set of reliable tools supported by examples drawn from the full history of immersive sims. Using these principles, we develop an immersive sim and conduct a usability test to verify the low-level characteristics listed above in a UX case study. Finally, we conclude by stating that the immersive sim design principles constitute a paradigm shift in HCI, rather than a new genre.
AB - In this paper, first we discuss how sets of common principles constitute paradigms in HCI and what creates a paradigm shift; second, we analyse characteristics of immersive sims and examine if they qualify as a new paradigm. The first HCI paradigm, an amalgam of engineering and human factors, accepts interaction as a form of man-machine coupling in ways inspired by industrial engineering and ergonomics. The second HCI paradigm, in contrast, hinges on a metaphor of mind and computer as symmetric, coupled information processors. The third HCI paradigm focuses on embodied interaction, meaning and meaning construction, situated knowledge, an explicit focus on values and the centrality of context. In this paper, we build a rigorous speculative set of concepts to test our hypothesis that immersive sims present a paradigm shift. We align this conceptual clarity with a structured and systematic analysis of the high and low-level characteristics of immersive sims based on Samoylenko’s description of the five pillars of immersive sim design. We propose more refined low-level characteristics within the three high-level characteristics of immersion, simulation, and interaction. This methodical analysis of principles and practices results in a set of reliable tools supported by examples drawn from the full history of immersive sims. Using these principles, we develop an immersive sim and conduct a usability test to verify the low-level characteristics listed above in a UX case study. Finally, we conclude by stating that the immersive sim design principles constitute a paradigm shift in HCI, rather than a new genre.
KW - Immersive sims
KW - HCI paradigms
KW - Design principles
KW - Characteristics of immersive sims
UR - https://www.scopus.com/pages/publications/85133028742
U2 - 10.1007/978-3-031-05311-5_2
DO - 10.1007/978-3-031-05311-5_2
M3 - Conference proceeding contribution
AN - SCOPUS:85133028742
SN - 9783031053108
T3 - Lecture Notes in Computer Science
SP - 18
EP - 39
BT - Human-Computer Interaction. Theoretical approaches and design methods
A2 - Kurosu, Masaaki
PB - Springer, Springer Nature
CY - Cham
Y2 - 26 June 2022 through 1 July 2022
ER -