Högskolan i Skövde

his.sePublications
System disruptions
We are currently experiencing disruptions on the search portals due to high traffic. We are working to resolve the issue, you may temporarily encounter an error message.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
A prehistory of the interactive reader and design principles for storytelling in postdigital culture
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0000-0002-3509-8293
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Media, Technology and Culture (MTEC))ORCID iD: 0000-0001-7008-0526
2020 (English)In: Book 2.0, ISSN 2042-8022, Vol. 10, no 1, p. 7-42Article in journal (Refereed) Published
Abstract [en]

This article examines historical examples to illuminate a prehistory of the interac- tive reader in analogue media, tracing a rich genealogy that is helpful for under- standing and designing current works such as augmented reality (AR) books. In addition, a set of generative design strategies to help shape current practice are discussed, based both on formal qualities and characteristics of historical exam- ples and the authors’ own experiences as designers working in mixed reality over many years. Theoretical framing is provided to persuasively make the case for the relevance of historical works for designers today. From medieval manuscripts, to Renaissance medical texts, to seventeenth, eighteenth and nineteenth century movable books, to the elaborate paper engineering of twentieth century and contemporary pop-up books, the history of the active reader and interactive book design is long and fascinating, and is presented here as an important and direct source of inspiration for digital designers today. Finally, recent interactive book projects designed by the authors are discussed and analyzed for both continuities and disruptions of historical interactive book design strategies, and a framework is presented for conceptualizing the postdigital interactive reader today.

Place, publisher, year, edition, pages
Intellect Ltd., 2020. Vol. 10, no 1, p. 7-42
Keywords [en]
book history, movable books, augmented reality, interactivity, design, media archaeology
National Category
Human Computer Interaction Cultural Studies Computer Sciences General Literature Studies
Research subject
Media, Technology and Culture (MTEC)
Identifiers
URN: urn:nbn:se:his:diva-18488DOI: 10.1386/btwo_00018_1OAI: oai:DiVA.org:his-18488DiVA, id: diva2:1436070
Available from: 2020-06-05 Created: 2020-06-05 Last updated: 2020-08-27Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records

Rouse, RebeccaHolloway-Attaway, Lissa

Search in DiVA

By author/editor
Rouse, RebeccaHolloway-Attaway, Lissa
By organisation
School of InformaticsInformatics Research Environment
Human Computer InteractionCultural StudiesComputer SciencesGeneral Literature Studies

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 345 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf