ABSTRACT
This paper presents the concept of Embodied Habituation as an architectural approach to designing contextualized technologies. It does so by identifying Middle Ground Experiences acknowledging how spaces are inhabited with ambiguous qualities that affect people emotionally. The research is based on the development and evaluation of Kidkit, which is interactive furniture designed for young children who are going to visit a hospitalized relative with fatal injuries for the first time. Kidkit empowers the child to engage and be present by shaping Middle Ground Experiences in the hospital ward environment that is full of intimidating medical equipment and alarms. The evaluation results indicate collective rewards gained when children succeed in Embodied Habituation. Finally, the paper discusses how Middle Ground Experiences inevitably establish grounds for how we design for spatial experiences within the interaction design community.
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