Publication statistics

Pub. period:2003-2009
Pub. count:5
Number of co-authors:5


Number of publications with 3 favourite co-authors:

Kristina Andersen:
Cliff Randell:
Yvonne Rogers:



Productive colleagues

Danielle Wilde's 3 most productive colleagues in number of publications:

Yvonne Rogers:99
Cliff Randell:15
Eric Harris:13

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Danielle Wilde

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Publications by Danielle Wilde (bibliography)

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Wilde, Danielle (2009): Swing that thing: moving to move. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 303-304.

Swing That Thing... is a practice-based doctoral research project that examines how technology in on and around the body might be used to poeticise experience. Outcomes include a range of body-worn devices that encourage people to explore and move in playful ways. The works have evolved from a common design intent: 'to move the body through real and virtual extension'. By extending the body, mechanically, gesturally and sensorially we can encourage people to move in extra-normal ways, so view and experience their bodies from perhaps hitherto unknown perspectives. This affords insight into how our bodies can move and what this feels like; individual body-centric learning preferences; and the idiosyncratic nature of personal, corporeal expressiveness. The research is leading to a deeper understanding of how thoughtful applications of technology to the body might uncover our expressive and poetic potential, and why this might be of value.

© All rights reserved Wilde and/or his/her publisher

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Wilde, Danielle and Andersen, Kristina (2009): Doing things backwards: the OWL project. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 357-360.

The OWL project is inspired by Arthur C. Clarke's Third Law of Technology Prediction: Any sufficiently advanced technology is indistinguishable from magic. It consists of a series of open and speculative body-devices designed without a pre-defined function and tested as design 'probes' in order to ascertain their functionality. While the initial forms emerge from an investigation of the body, their functionality are determined through use. The project fuses fine art and contemporary design processes to arrive at ambiguous outcomes whose functionality is being ascertained 'after the fact' through interviews, or 'probing'. While not necessarily antidesign, the methodology contrasts dramatically with traditional design processes, where the purpose and broad functionality of 'that which is being designed' is usually known in advance. It calls into question the validity of a traditional approach when trying to design 'sufficiently advanced technology'. In this paper we present our process and the theoretical scaffold that supports our underlying thinking. Our field of concerns includes enchantment and ambiguity as resources for design, encouraging 'magical thinking' and 'making strange'.

© All rights reserved Wilde and Andersen and/or their publisher

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Wilde, Danielle (2008): The hipdiskettes: learning (through) wearables. In: Proceedings of OZCHI08 - the CHISIG Annual Conference on Human-Computer Interaction 2008. pp. 259-262.

Physically engaging wearable interfaces offer a new means of self-expression. They help us move beyond our reliance on linguistics by supporting more open, dynamic and fluid forms of expression that are pre-verbal, that originate in the body. Our research suggests that they also present untapped potential for learning about how different people learn. We investigate this idea through the learning process of the hipdiskettes, a group of performers working with the hipDisk wearable musical interface. Examples from the initial rehearsal periods are presented, noting the learning affordances provided by the interface, learning supports provided by the developer, and the different needs and approaches over time of the performers. Investigating learning was not the focus of the hipDisk research yet outcomes suggest that a consideration of how different people learn through, and about, their bodies is beneficial to the development of physically engaging wearables.

© All rights reserved Wilde and/or his/her publisher

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Wilde, Danielle and Birkmayer, Sophie (2004): Dress and Ange: coercing the address of highly personal body-centric issues. In Personal and Ubiquitous Computing, 8 (3) pp. 264-273.

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Wilde, Danielle, Harris, Eric, Rogers, Yvonne and Randell, Cliff (2003): The Periscope: supporting a computer enhanced field trip for children. In Personal and Ubiquitous Computing, 7 (3) pp. 227-233.

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