1) How did physically acting out help to explore ideas?
Many movements are sometimes subconscious. When the designer is in the same simulated environment as users, his body can gives the solutions even without realizing them. For example, we created the environment “when the person sitting next to you keep playing games and making noise”. I covered my ears and eyes and turned to the other side without thinking. Physically acting can show the designer’s subconscious solutions and it is also better to understand users needs.
2) Did you refine your ideas and solutions to the problem through bodystorming? In what way?
Yes. At first, we wanted to add something more like earplugs to make it quiet when sleeping on the airplane. When we did the bodystorming trying to block up our ears with fingers, we found it more uncomfortable than using hands and decided to make it more like a headset. So bodystorming made us think more and experienced more to come up with better ideas.
3) What was difficult or challenging about bodystorming?
Bodystorming needed props and sometime it was quite difficult to find a proper one. This would have an effect on the simulation degree of the environment and also make the “actors” feel less plunged into it.
4) Does bodystorming lend itself to certain types of problems?
Yes, I think bodystorming works on scenarios that related to realistic life but has limitations in props and environments. And also if the participants cannot be totally absorbed in the performance, it will be hard for us to come up with a right solution.