twu_week5analysis

====**As part of 'Experience Prototyping', bodystorming has been developed as a method of enquiry for interactive design. Research the definition of 'bodystorming', and write a paragraph describing its characteristics.**====

According to Jesse Beach, an interactive designer, bodystorming is an idea-generating technique that uses artifacts to encourage innovative thinking. Role-playing is a characteristic and technique of bodystorming, where participants can fully experience the effects of the exercise. This will ultimately help in the creation of ideas, concepts, and solutions, and valuable insight. Furthermore, bodystorming can also be defined as the brainstorming that occurs either during or between scenes in response to problems that are uncovered. Many ideas are expressed verbally, but some are expressed physically and come spontaneously through interaction with proposed design elements, or quickly improvised stand-ins (Buchenau & Suri).

In this case, a participant was blindfolded and asked to walk down the street and up a level of stairs. She was able to use a walking stick to guide her way. In addition, she was asked to navigate in an elevator. According the researchers, the experienced provided them insight on using multi-sensory approaches such as sound and touch. Furthermore, they received reports that the participant had a heightened use of other senses and heavily relied on them to form decisions. The participant also felt disoriented and dependant, causing her to cope with blindness by counting her steps to mentally map out the location of the stairs after crossing the street.
 * Case Study #1: Visual Impairment (Blindness)**

This case presented an activity where the participant had to correctly recite a telephone number, while solving quick-paced math problems using the stylus on a Nintendo DS. The insights gained from the experience were to use clear narration to assist the user and present enjoyable, yet challenging activities to improve attention. Regarding the specific activity, the participant reported difficulty in performing both tasks at the same time because he was constantly frustrated, which caused a build-up of negative self-esteem.
 * Case #2: Cognitive – Attention Deficit Disorder (ADD)**

The final case study was to simulate the feeling of arthritis. Tape was used to attach pens to the fingers of the participant to decrease mobility. Gloves were also placed over the hands to simulate the feeling of chronic arthritis. The participant was asked to slice cucumbers with a large knife and had to put glass bowls away in an out-of-reach cupboard. The participant’s experience provided insight on using accessible routes, passing space, and tangible objects composed of safe materials to decrease the fear of participation. Looking into the activity, the participant had a constant fear of injury, which made him extremely nervous, even in non-threatening situations. Since he had to expend more energy, his body temperature rose and added to his stress levels. As a result, it is important to empower the use and to enhance interactions. Speech recognition systems should also be further researched to solve this issue.
 * Case Study #3: Motor – Chronic Arthritis**

**Works Cited:**
Beach, Jesse. “Interactive Design Portfolio: Bodystorming.” Splendid Noise Portfolio.  Buchenau, Marion & Jane Fulton Suri. “Experience Prototyping.” Brooklyn: ACM, 2000.

Deruna, J. "Part 1: Bodystorming - Experiencing A Disability." YouTube. 12 May 2008. 