Abstract
Human computer interaction (HCI) was originally a product of an ad hoc conjunction of the cognitive sciences and computing. Its original aim, which was to make interactive technology both usable and accessible by the non-specialist, has long been extended to reach very many aspects of our everyday lives. As the remit of HCI has extended, so too has the range of academic disciplines it now draws upon. HCI has enjoyed a “turn to the social”, a “turn to the corporeal”, has disappeared, became ubiquitous and in doing so has become a “whatif” discipline. Its drivers are the power of make-believe rather than the strictures of cognition. Every time we write a scenario or persona or create a prototype we are make-believing how the yet-to-be-created technology might be used and by whom and how it might look. Further, make-believe is not confined to the HCI design process as it may play a significant role in how we engage with interactive technology itself.
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Turner, P. (2016). A Make-Believe Narrative for HCI. In: Turner, P., Harviainen, J. (eds) Digital Make-Believe. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-29553-4_2
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DOI: https://doi.org/10.1007/978-3-319-29553-4_2
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