90 6 DesigningBlended Reality Spaces usingalreadyintheireverydaylife.Thesesuggestionsprovidevaluableinformation in the developmentof improvedtangible objects. The aspects related to sensual perception, such as wood, soft fabric and even the breeze, were also appreciated. In contrast to using current mobile phones, such simplified interaction methods as tapping and knocking were for the most part appreciatedbythem.Allseemedtobeverycuriousabouttheambientdisplay.They generally liked the lights and breeze, but questioned whether it would be possible to differentiate the various colours from one another. Sound as an alternative was put forwardandthishasbeenadoptedforlaterversions.Theircommentsalsosuggested that the ambient display should be installed in an appropriate location at their home for them to effectively sense and recognize the implicit information conveyed. The quality of fabric material for displaying the implicit information is very critical in order to let them use their sensory perception. Such user-led innovation is an absolutely key part of the experiential design approach. References Ballesteros S, Reales J (2004) Intact haptic priming in normal aging and Alzheimer’s disease: evidence for dissociable memory systems. Neuropsychologia 42(8):1063–1070 Ballesteros S, Reales J, Mayas J (2007) Picture priming in aging and dementia. Psicothema 2:239– 244 Ballesteros S, Gonzalez M, Mayas J, Reales JM, Garcia B (2009) Crossmodal object priming in young and older adults: multisensory processing in vision, touch, and audition. Eur J Cogn Psychol Aging Cogn Neurosci 21(2,3):366–387 Becker B, Mark G(2001) Social conventions in computer-mediated communication: a comparison of three online shared virtual environments. In: Schroeder R (ed) The social life of avatars. Springer, London Borberg M, Piippo P, Ollila E (2008) Designing avatars. In: Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts (DIMEA’08), Athens, Greece, 2008. ACM, New York Castranova E (2003) Theory of the avatar. from CESifo: http://papers.ssrn.com/sol3/papers.cfm? abstract_id=385103 Donetti L (2011). Ambient display and tangible interaction to support elderly people: the AGNES project and its possible evolution. Master Thesis, Universita’ Degli Studi di Milano – Bicocca, Faculty of Psychology and Mathematics, Physics and Natural Sciences Ehrsson HH (2007) The experimental induction of out-of-body experiences. Science 317(5841):1048 Hoshi K, Waterworth JA (2009) Tangible presence in blended reality space. Paper presented at the 12th annual international workshop on presence. International Society for Presence Research, Los Angeles Ishii H (2008) Tangible bits: beyond pixels. Paper presented at the The 2nd international conference on tangible and embedded interaction, ACM press, Kingston Ishii H, UllmerB(1997)Tangiblebits:towards seamless interfaces betweenpeople,bitsandatoms. Paper presented at the SIGCHI conference on Human factors in computing systems, Atlanta, GA Johnson M (1987) The body in the mind: the bodily basis of meaning, imagination and reason. University of Chicago Press, Chicago

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