Designing computational technologies for people and society is often viewed as an ill-defined problem-solving task, where the identification of problems and the development of solutions evolve simultaneously. This chapter presents a case study on designing two novel interactive MR (Mixed-Reality) tools, examining how people accept physically and digitally blended phenomena in ways similar to how they engage with fiction in novels and films. We demonstrate how the concept of fictionality, drawn from the humanities, helps us analyze the design of these MR tools by understanding the intertwined relationship between users and technologies.

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Reframing Problems: Analyzing the Design of Mixed Reality Tools Through the Lens of Fictionality

  • Toshiro Kashiwagi,
  • Yasuhiro Yamamoto,
  • Kumiyo Nakakoji

摘要

Designing computational technologies for people and society is often viewed as an ill-defined problem-solving task, where the identification of problems and the development of solutions evolve simultaneously. This chapter presents a case study on designing two novel interactive MR (Mixed-Reality) tools, examining how people accept physically and digitally blended phenomena in ways similar to how they engage with fiction in novels and films. We demonstrate how the concept of fictionality, drawn from the humanities, helps us analyze the design of these MR tools by understanding the intertwined relationship between users and technologies.