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.

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

Mila Stepanovic;Venere Ferraro
2020-01-01

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.
2020
Design, User Experience, and Usability - Design for Contemporary Interactive Environments
978-3-030-49760-6
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1148782
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