| HCI and environmental sustainability: the politics of design and the design of politics | | BIBAK | Full-Text | 1-10 | |
| Paul Dourish | |||
| Many HCI researchers have recently begun to examine the opportunities to use
ICTs to promote environmental sustainability and ecological consciousness on
the part of technology users. This paper examines the way that traditional HCI
discourse obscures political and cultural contexts of environmental practice
that must be part of an effective solution. Research on ecological politics and
the political economy of environmentalism highlight some missing elements in
contemporary HCI analysis, and suggest some new directions for the relationship
between sustainability and HCI. In particular, I propose that questions of
scale -- the scales of action and the scales of effects -- might provide a
useful new entry point for design practice. Keywords: environmental justice, environmental sustainability, environmentality,
political ecology, scale, social networks | |||
| A tale of two publics: democratizing design at the margins | | BIBAK | Full-Text | 11-20 | |
| Christopher A. Le Dantec; Jim E. Christensen; Mark Bailey; Robert G. Farrell; Jason B. Ellis; Catalina M. Danis; Wendy A. Kellogg; W. Keith Edwards | |||
| The design and use of Information and Communication Technology (ICT) has now
evolved beyond its workplace origins to the wider public, expanding to people
who live at the margins of contemporary society. Through field work and
participatory co-design with homeless shelter residents and care providers we
have explored design at the common boundary of these two "publics." We describe
the design of the Community Resource Messenger (CRM), an ICT that supports both
those in need and those attempting to provide care in a challenging
environment. The CRM consists of three components: 1) a message center that
pools messages to and from mobile users into a shared, persistent forum; 2) a
text and voice messaging gateway linking the mobile phones of the homeless with
the web-enabled computer facilities of the care providers; 3) a shared message
display accessible from mobile texting, voice, e-mail, and the web, helping the
two groups communicate and coordinate for mutual good. By democratizing design
and use of technology at the margins of society, we aim to engage an entire
"urban network," enabling shared awareness and collective action in each
public. Keywords: constructed publics, design, homeless, urban computing | |||
| Participatory sensing in public spaces: activating urban surfaces with sensor probes | | BIBAK | Full-Text | 21-30 | |
| Stacey Kuznetsov; Eric Paulos | |||
| Recent convergence between low-cost technology, artform and political
discourse presents a new design space for enabling public participation and
expression. We explore non-experts' use of place-based, modular sensors to
activate, author and provoke urban landscapes. Our work with communities of
bicyclists, students, parents, and homeless people suggests design
opportunities for merging grassroots data collection with public expressions
and activism. Members of each community were given probes that represent the
measurement of exhaust, smog, pathogens, chemicals, noise or dust, and asked to
engage with them as fully functional sensors over the course of one week. Our
findings offer insights into participation, environmental sensing, and data
sharing within and across four different communities, revealing design
implications for future sensing systems as instruments of social currency and
political change. Keywords: participatory sensing, public spaces, urban probes | |||
| ResearchWave: an ambient visualization for providing awareness of research activities | | BIBAK | Full-Text | 31-34 | |
| Uta Hinrichs; Danyel Fisher; Nathalie Henry Riche | |||
| The goal of a research institution is, ultimately, to share and disseminate
knowledge. Yet the sheer volume of information produced by large institutions
makes it challenging to keep track of the vast knowledge within. Information on
who knows what is often scattered across multiple sources and media. Expertise
tracking systems allow users to search for people who know answers, but do not
support serendipitous discovery. To help visitors and researchers alike develop
awareness of research activities, we have designed ResearchWave -- a
large-display ambient visualization, installed in the social spaces of a
research institution. ResearchWave represents information on research
activities in a lightweight and aesthetically pleasing manner. Research-Wave is
based on a "walk up and use" approach: it uses multiple levels of visual
encodings to engage people while allowing them to learn more with each novel
encounter. In this paper, we report our design process, first prototype and
lessons learned from initial user feedback. Keywords: activity awareness, ambient visualization, case study | |||
| Social distance, mobility and place: global and intimate genres in geo-tagged photographs of Guguletu, South Africa | | BIBAK | Full-Text | 35-38 | |
| Marion Walton | |||
| This paper documents locative photographic practices on photo-sharing sites
Flickr and The Grid and analyses how geo-tagged photographs of the Guguletu in
South Africa represent interpersonal meanings and social distance. Distinct
communicative genres are associated with (i) a tourist view of Guguletu shared
via Flickr, and (ii) intimate social exchanges by residents meeting online
contacts via mobile social network, The Grid. These differences are a reminder
that access to mobility and uses of mobile media vary according to
socio-economic status, and that priorities for the design of mobile
image-sharing systems may differ in this context, where visual interactional
genres and playful interactions appear to supercede locative uses of systems
such as The Grid. Keywords: Flickr, The Grid, geo-referenced photographs, mobile photographs, multimodal
analysis, photo collections, social media, social networking, tourism | |||
| TouchFace: the interaction between cursors and live video images for casual videoconferencing | | BIBAK | Full-Text | 39-42 | |
| Yujin Tsukada; François Guimbretière | |||
| We present a set of interaction techniques called "TouchFace" for casual
videoconferencing among people in close relationships. It enables users to
experience the sense of "touching" without the need for any special devices
using interactions between cursors and live video images. After presenting the
design guidelines underlying TouchFace, we describe a prototype following these
guidelines. We conclude by presenting the results of a preliminary study. Keywords: cursor, touch, videoconference | |||
| Telling calls: making informed call handling decisions | | BIBAK | Full-Text | 43-46 | |
| Sukeshini A. Grandhi; Richard P. Schuler; Quentin Jones | |||
| Call handling decisions are made based on explicit information such as
caller ID and/or implicit knowledge inferred from previous interactions. Our
previous work showed that people often answer calls to find out the reason
behind the call. This suggests that the provision of explicit information
regarding what a call is about or under what circumstances is it being made can
be of value in call handling decisions. To explore this concept we developed
Telling Calls a prototype application for cell phone users to provide and
receive call related information. We present the design rationale and lessons
learned from qualitative accounts of users' experience with the application in
their daily life. Our findings confirm the utility of our design and suggest
ways in which we can improve the design to support informed call handling
decisions in mobile phones. Keywords: availability, cell, context, interruptions, mobile, phones | |||
| Mind the body!: designing a mobile stress management application encouraging personal reflection | | BIBAK | Full-Text | 47-56 | |
| Pedro Sanches; Kristina Höök; Elsa Vaara; Claus Weymann; Markus Bylund; Pedro Ferreira; Nathalie Peira; Marie Sjölinder | |||
| We have designed a stress management biofeedback mobile service for everyday
use, aiding users to reflect on both positive and negative patterns in their
behavior. To do so, we embarked on a complex multidisciplinary design journey,
learning that: detrimental stress results from complex processes related to
e.g. the subjective experience of being able to cope (or not) and can therefore
not be measured and diagnosed solely as a bodily state. We learnt that it is
difficult, sometimes impossible, to make a robust analysis of stress symptoms
based on biosensors worn outside the laboratory environment they were designed
for. We learnt that rather than trying to diagnose stress, it is better to
mirror short-term stress reactions back to them, inviting their own
interpretations and reflections. Finally, we identified several experiential
qualities that such an interface should entail: ambiguity and openness to
interpretation, interactive history of prior states, fluency and aliveness. Keywords: biosensors, interactional empowerment, stress, wearability | |||
| TiY (tag-it-yourself) | | BIBAK | Full-Text | 57-60 | |
| Nora O'Murchu; Anders Sigfridsson | |||
| In this paper, we present TiY (tag-it-yourself), an adaptable iPhone
application for self-management of type 1 diabetes. The application allows
users to record and track blood sugar levels, insulin injections, and other
data relevant for managing their condition. The key feature is that the users
can extend the records with their own categories for data and make links
between all types of entries through attachments. This is meant to facilitate
sense making and is further augmented with the ability to attach written notes
and photos. The aim is that the tool will be adapted through actual usage,
rather than specified by preconceptions and abstractions of user needs. A
discussion of the key principles informing our design and how we have realized
it in the application is the main contribution of our paper. We also present
our design process and discuss empirical insights that lay behind our
assumptions about user needs as well as our specific design decisions. Keywords: adaptation, chronic disease management, diabetes, health care technology,
iPhone, mobile devices, self-care practices | |||
| Breakbot: a social motivator for the workplace | | BIBAK | Full-Text | 61-64 | |
| Sarah Reeder; Lorelei Kelly; Bobak Kechavarzi; Selma Sabanovic | |||
| Workplace injuries commonly result from long periods of inactivity during
computer use. Software exists to help remind people to take breaks but is often
ineffective. On the basis of design research performed in an office
environment, we propose an emotionally expressive companion robot to encourage
employees to take breaks and socialize more regularly. Initial reactions to our
design were positive, and encourage further investigation. Keywords: assistive technology, emotional design, human-robot interaction,
interpretation, ubiquitous computing | |||
| Design's processional character | | BIBAK | Full-Text | 65-74 | |
| Laurel Swan; Diana Tanase; Alex S. Taylor | |||
| In this paper, we examine the ideas behind and reactions to a prototype
online tool designed, in-house, for an art college's interaction design
department. The web-based prototype, the Digital Scrapbook, was initially
intended as a tool for tutors to oversee their students' work. However, our
ongoing discussions with the department's members indicate that it is more
interesting to its target audience for a variety of other reasons, including
its role in design inspiration; group representation and collaboration; and as
a repository for documenting the creative process. We speculate on the reasons
behind this by further reflecting on the reactions to the tool. We come to the
conclusion that members of the department value the Digital Scrapbook because
it is seen to reflect the processional character of design. That is, we suggest
the system is seen as promising because it reveals the often messy, unintended
and meandering routes design can follow. In closing, we suggest how we might
support further ways of displaying design's processional character and discuss
the broader implications of displaying collective processes. Keywords: collective creativity, design, design practice, processional | |||
| Investigating the relationship between imagery and rationale in design | | BIBAK | Full-Text | 75-84 | |
| Shahtab Wahid; Stacy M. Branham; D. Scott McCrickard; Steve Harrison | |||
| Artifacts can be used to inspire, guide, and create new designs. As
approaches to design can range from focusing on inspiration to formalized
reasoning, we seek to create and study artifacts that combine the use of images
and rationale. In this paper, we contribute an understanding of the
relationship between imagery and rationale through an investigation of an
artifact made of both. Through a study of group design sessions, we find images
can provide access to rationale, moments of inspiration can be balanced with
rationale, and differences between images and rationale must be reconciled. We
conclude with thoughts on how such artifacts might be leveraged by the design
community. Keywords: design artifact, imagery, rationale | |||
| Open-ended objects: a tool for brainstorming | | BIBAK | Full-Text | 85-88 | |
| Virginia Cruz; Nicolas Gaudron | |||
| This paper describes a new tool for use in the process of brainstorming
workshops on HCI called "Open-ended objects". It is more of a conceptual
presentation of the methodology than an experience report. Open-ended objects
are open-ended interactive experiences that are used to introduce a
brainstorming session. Their aim is to lead participants to reflect on
emotions, human desires and make them forget about their expertise often
centred on technical questions. These Open-ended objects are a tangible
translation of the brainstorming brief to inspire participants beyond words.
They are like interaction seeds that people can use to generate ideas. Besides,
this shared and playful exercise sets a gentle and participatory atmosphere. In
this paper, we describe the features of this tool that we have created and an
example of how we have applied it to an innovation workshop. Keywords: brainstorming, creativity, experience, interaction design, introduction,
materialisation, tool | |||
| Ideation decks: a card-based design ideation tool | | BIBAK | Full-Text | 89-92 | |
| Michael Golembewski; Mark Selby | |||
| Ideation Decks is a project that explores the development of a
methodological tool for design ideation It involves the creation and use of
bespoke project-specific card based systems which help to define constrained
design problems within a broader overall problem space. Use of this system is
intended to support the practice of parallel design by design practitioners,
and to help more effectively explore specific problems by aiding in iterative
design explorations. Keywords: creativity support tools, design methods, design processes | |||
| Coffee maker patterns and the design of energy feedback artefacts | | BIBAK | Full-Text | 93-102 | |
| Loove Broms; Cecilia Katzeff; Magnus Bång; Åsa Nyblom; Sara Ilstedt Hjelm; Karin Ehrnberger | |||
| Smart electricity meters and home displays are being installed in people's
homes with the assumption that households will make the necessary efforts to
reduce their electricity consumption. However, present solutions do not
sufficiently account for the social implications of design. There is a
potential for greater savings if we can better understand how such designs
affect behaviour. In this paper, we describe our design of an energy awareness
artefact -- the Energy AWARE Clock -- and discuss it in relation to behavioural
processes in the home. A user study is carried out to study the deployment of
the prototype in real domestic contexts for three months. Results indicate that
the Energy AWARE Clock played a significant role in drawing households'
attention to their electricity use. It became a natural part of the household
and conceptions of electricity became naturalized into informants' everyday
language. Keywords: ambient display, energy use, households, interaction design, sustainability,
user study | |||
| Design requirements for ambient display that supports sustainable lifestyle | | BIBAK | Full-Text | 103-112 | |
| Tanyoung Kim; Hwajung Hong; Brian Magerko | |||
| People are ready to change themselves to adopt more eco-friendly habits such
as conserving electricity when they are aware of the possible problems of their
lifestyle. In this sense, ambient display, which users experience occasionally
without its interfering with their primary tasks, is well suited to provide the
feedback of their personal activities in a more subtle manner than direct
information presentation. We present the results of user studies with two
ambient displays in different visualization styles. Participants showed diverse
usage behaviors of ambient displays according to their motivational level of
sustainable lifestyle. In addition, iconic metaphor of eco-visualization can
trigger more emotional attachment while indexical representation helps
retrospective functions. Finally, we suggest design requirements for ambient
displays that support different stages of persuasion from raising awareness to
motivating to change behaviors and to maintaining desired habits. Keywords: ambient display, behavior change, eco-visualization, persuasive technology,
sustainable design | |||
| Materializing energy | | BIBAK | Full-Text | 113-122 | |
| James Pierce; Eric Paulos | |||
| Motivated and informed by perspectives on sustainability and design, this
paper draws on a diverse body of scholarly works related to energy and
materiality to articulate a perspective on energy-as-materiality and propose a
design approach of materializing energy. Three critical themes are presented:
the intangibility of energy, the undifferentiatedness of energy, and the
availability of energy. Each theme is developed through combination of critical
investigation and design exploration, including the development and deployment
of several novel design artifacts: Energy Mementos and The Local Energy Lamp. A
framework for interacting with energy-as-materiality is proposed involving
collecting, keeping, sharing, and activating energy. A number of additional
concepts are also introduced, such as energy attachment, energy engagement,
energy attunement, local energy and energy meta-data. Our work contributes both
a broader, more integrative design perspective on energy and materiality as
well as a diversity of more specific concepts and artifacts that may be of
service to designers and researchers of interactive systems concerned with
sustainability and energy. Keywords: design, design theory, energy, materiality, sustainability | |||
| Using vocal sketching for designing sonic interactions | | BIBAK | Full-Text | 123-131 | |
| Inger Ekman; Michal Rinott | |||
| An increasing number of interactive consumer products make use of the
auditory channel. Consequently, sound has become an important part of the
interaction designer's palette. Nevertheless, sound is a difficult medium for
nonexperts to sketch in. We propose Vocal Sketching as a methodology for
addressing sounding design, alleviating the challenges inherent for non-experts
when thinking and communicating about sound and sounding objects in the early
stages of design. The method was tested in a workshop with 35 participants,
who, working in groups, used only their voices to sketch sonic interactions for
three object props. Observations and results from a post-workshop questionnaire
study show this methodology to be feasible and enjoyable, and applicable to the
design process even without prior vocal training. The emerging pros and cons of
this method, as well as results relating to social comfort in using the voice
and group strategies for using multiple voices, are discussed. Further work
should include a comparative study of this methodology and other sonic
sketching strategies. Keywords: design methodology, sonic interaction design, vocal sketching | |||
| The look, the feel and the action: making sets of ActDresses for robotic movement | | BIBAK | Full-Text | 132-140 | |
| Mattias Jacobsson; Ylva Fernaeus; Rob Tieben | |||
| We present a series of design explorations for controlling autonomous
robotic movement based on a metaphor of clothing and accessorising. From
working with various sketches, scenarios and prototypes we identify a number of
particular features of this form of interaction, as well potential challenges
for designers of other systems based on this design concept. Finally we
conclude with a few general implications, especially concerning the inert
properties of visibility, physicality and modularity with respect to the
particular case of interaction and robotic movement. Keywords: human robot interaction, interaction design, physical user interfaces,
tangible interaction | |||
| Creating the perception-based LADDER sketch recognition language | | BIBA | Full-Text | 141-150 | |
| Tracy Hammond; Randall Davis | |||
| Sketch recognition is automated understanding of hand-drawn diagrams. Current sketch recognition systems exist for only a handful of domains, which contain on the order of 10-20 shapes. Our goal was to create a generalized method for recognition that could work for many domains, increasing the number of shapes that could be recognized in real-time, while maintaining a high accuracy. In an effort to effectively recognize shapes while allowing drawing freedom (both drawing-style freedom and perceptually-valid variations), we created the shape description language modeled after the way people naturally describe shapes to 1) create an intuitive and easy to understand description, providing transparency to the underlying recognition process, and 2) to improve recognition by providing recognition flexibility (drawing freedom) that is aligned with how humans perceive shapes. This paper describes the results of a study performed to see how users naturally describe shapes. A sample of 35 subjects described or drew approximately 16 shapes each. Results show a common vocabulary related to Gestalt grouping and singularities. Results also show that perception, similarity, and context play an important role in how people describe shapes. This study resulted in a language (LADDER) that allows shape recognizers for any domain to be automatically generated from a single hand-drawn example of each shape. Sketch systems for over 30 different domains have been automatically generated based on this language. The largest domain contained 923 distinct shapes, and achieved a recognition accuracy of 83% (and a top-3 accuracy of 87%) on a corpus of over 11,000 sketches, which recognizes almost two orders of magnitude more shapes than any other existing system. | |||
| Designing for dynamic family structures: divorced families and interactive systems | | BIBAK | Full-Text | 151-160 | |
| William Odom; John Zimmerman; Jodi Forlizzi | |||
| While the HCI community has long investigated issues of designing for family
and the home, very little attention has focused on the lives of divorced
families and the ways in which interactive systems might be better designed to
address the very real and growing issues they face. In this paper we present an
overview of related research on divorce and families. We then report field
evidence from 13 in depth interviews conducted with families of parents and
children in joint custody situations, and unpack key emergent problems and
tensions. We conclude with a discussion of the design implications and
opportunities that give shape to how the HCI community may be able to have a
positive effect on this set of potential users. The overarching goal of this
research is to better understand how the HCI community might begin to approach
designing for this alternative family. Keywords: divorce, domestic design, family, ubiquitous computing | |||
| Age and experience: ludic engagement in a residential care setting | | BIBAK | Full-Text | 161-170 | |
| Mark Blythe; Peter Wright; John Bowers; Andy Boucher; Nadine Jarvis; Phil Reynolds; Bill Gaver | |||
| The "older old" (people over eighty) are a largely invisible group for those
not directly involved in their lives; this project explores the ways that
technology might strengthen links between different generations. This paper
describes findings from a two-year study of a residential care home and
develops the notion of cross-generational engagement through ludic systems
which encourage curiosity and playfulness. It outlines innovative ways of
engaging the older old through "digital curios" such as Bloom, the Tenori On
and Google Earth. The use of these curios was supplemented with portraiture by
three local artists, nine school children and the field researcher. The paper
describes four technological interventions: "video window", "projected
portraiture", "blank canvas", and "soundscape radio". These interventions
attempt to reposition "off the shelf technologies to provide a space for
cross-generational engagement The notion of inter-passivity (the obverse of
interaction) is explored in relation to each intervention. Keywords: cross-generational engagement, inter-passivity, older people, residential
care, user experience | |||
| Enhancing the sleeping quality of partners living apart | | BIBAK | Full-Text | 171-174 | |
| Tomaso Scherini; Paulo Melo; Toon van Craenendonck; Wenzhu Zou; Maurits Kaptein | |||
| An increasing number of people reports sleeping problems. In the present
paper we describe Somnia: a system designed to support remote couples to fall
asleep faster and to enhance their sleep quality. Following a user-centered
design process, Somnia was prototyped and evaluated. Qualitative feedback after
a two-week user study showed that Somnia succeeded in providing a sense of
connectedness between partners when sleeping remotely. This sense of
connectedness might lead to a more pleasant sleeping experience. Based on our
findings, we recommend designers of sleep related technologies to (a)
incorporate the social aspects of sleep in their designs and (b) to focus on
emotional arguments rather than rational arguments to influence sleeping
habits. Keywords: remote couples, sleep enhancement, social connectedness | |||
| Engaging the disengaged: how do we design technology for digitally excluded older adults? | | BIBAK | Full-Text | 175-178 | |
| Graeme W. Coleman; Lorna Gibson; Vicki L. Hanson; Ania Bobrowicz; Alison McKay | |||
| Amongst older adults, recent evidence suggests the most commonly stated
reason for non-adoption of digital technologies is a lack of interest, rather
than affordability or difficulty. This directly impacts upon the design
community, both in terms of technologies we design for such groups to adopt,
and the design methods we use for exploiting the untapped creativity and
innovation amongst people who are not particularly interested in the outcome.
This paper explores issues of technology non-acceptance amongst older adults,
and reports on work designed to incorporate the values of older adults within
the design process. We present the results of a series of interviews conducted
with disengaged older adults, presenting the key themes found within a subset
with these interviews. Keywords: design, digital economy, inclusion, older adults, technology acceptance | |||
| Intuino: an authoring tool for supporting the prototyping of organic interfaces | | BIBAK | Full-Text | 179-188 | |
| Akira Wakita; Yuki Anezaki | |||
| Recently, organic interactive devices, inspired by shapes and movements of
nature and living things, have been attracting attention. In order to implement
such behavior, programming skills and mathematical knowledge are essential. Due
to this, for the potential users of the devices, such as product designers, it
is too hard to apply the attractive interfaces to their works. We propose
Intuino, an authoring tool that can prototype behavior through time-line
operations, spline drawing, or other visual PC operations. The system enables
the designers to concentrate on their essential works of interaction design,
i.e., selection of the sensor and actuator, and tuning of their operations.
Through various practical examples and discussion about them, we will show that
our tool can make the prototyping process stronger and can also be used as the
tool for facilitation, debugging or creativity support. Keywords: organic interface, prototyping, smart materials | |||
| Bosu: a physical programmable design tool for transformability with soft mechanics | | BIBAK | Full-Text | 189-198 | |
| Amanda Parkes; Hiroshi Ishii | |||
| Physical transformability is emerging as an important element of interaction
design as advances in material science and computational control give rise to
new possibilities in actuated products and kinetic environments. However, this
transition also produces a new range of design problems-how do we visualize,
imagine, and design the physical processes of transformation? This paper
presents Bosu, a design tool offering kinetic memory -- the ability to record
and play back motion in 3-D space -- for soft materials. It is used for motion
prototyping and digitally augmented form finding, combining dynamic modeling
with coincident sensing and actuation to create transformable structures.
Evaluation from a workshop with architects and interaction, product, and
fashion designers is presented discussing the ramifications of physically
programming motion with a new soft materiality, moving toward new ideas in body
mimesis and material construction for kinetic design. Keywords: case studies, interaction design, kinetic interface, product design,
tangible user interface, transformability | |||
| LilyPad in the wild: how hardware's long tail is supporting new engineering and design communities | | BIBAK | Full-Text | 199-207 | |
| Leah Buechley; Benjamin Mako Hill | |||
| This paper examines the distribution, adoption, and evolution of an
open-source toolkit we developed called the LilyPad Arduino. We track the
two-year history of the kit and its user community from the time the kit was
commercially introduced, in October of 2007, to November of 2009. Using sales
data, publicly available project documentation and surveys, we explore the
relationship between the LilyPad and its adopters. We investigate the community
of developers who has adopted the kit -- paying special attention to gender --
explore what people are building with it, describe how user feedback impacted
the development of the kit and examine how and why people are contributing
their own LilyPad-inspired tools back to the community. What emerges is a
portrait of a new technology and a new engineering/design community in
co-evolution. Keywords: Arduino, LilyPad, e-textiles, electronic textiles, long tail, open-source
hardware, wearable computing | |||
| WallBots: interactive wall-crawling robots in the hands of public artists and political activists | | BIBAK | Full-Text | 208-217 | |
| Stacey Kuznetsov; Eric Paulos; Mark D. Gross | |||
| Street art and political activism have a rich history of shaping urban
landscapes. Our work explores the processes by which public artists and
political activists contribute to public spaces, introducing opportunities for
HCI researchers to engage with the people who shape the aesthetic feel of our
cities. We present WallBots-autonomous, wall-crawling robots as a research
probe for public expression across a wide range of surfaces and hard-to-reach
places, including bus stops, whiteboards, streetpoles, trashcans, moving
vehicles and building walls. We evaluate WallBots as a low-cost DIY authoring
tool for public artists and activists. Our study of six individuals who
extensively contribute to public spaces offers insights into the materials and
practices behind grassroots public expression. We then leverage feedback from
participants, among them a graffiti artist, light painter, political activists,
and street musician, to evaluate interaction techniques for manipulating
WallBots as a medium for public expression across a range of surfaces. Our
findings expose a research space for technological interventions in the context
of street art, and we conclude with design insights for magnetic kinetic
systems as an approach for supporting engagement, expression and creativity in
public spaces. Keywords: autonomous agents, public spaces, street art | |||
| Creating a rural community display with local engagement | | BIBAK | Full-Text | 218-227 | |
| Nick Taylor; Keith Cheverst | |||
| We present our experiences of using an iterative, prototype-driven approach
to developing social systems with the participation of communities, inspired by
probe-based methodologies. This approach is illustrated by our attempts to
design and understand the role of situated display technologies in a rural
community, which has led to the development of a photo display and digital
notice board, guided by the community's involvement. Keywords: action research, community, participatory design, probes, prototyping,
rural, situated displays | |||
| Sharebee: encouraging Osusowake to promote community development | | BIBAK | Full-Text | 228-231 | |
| Erika Ito; Mikiko Iwakuma; Shunsuke Taura; Tomoaki Hashima; Yu Ebihara; Naohito Okude | |||
| Osusowake means to share food or other things with neighbors and is a
traditional communication style in the Japanese culture. People often osusowake
(share) dishes they have cooked or things they have received from others with a
kind message such as "Okimochi desuga (I am happy to give you this)." Osusowake
has functioned as a means of developing community. However, the tradition of
Osusowake or even simple neighborhood bonding no longer exists among people
living in urban areas. Sharebee is an attachment to encourage people to
osusowake and help organize urban residential community. Keywords: Osusowake, apartment building, community development, interaction design,
neighborhood, sharing, urban residential community | |||
| "Mate, we don't need a chip to tell us the soil's dry": opportunities for designing interactive systems to support urban food production | | BIBAK | Full-Text | 232-235 | |
| William Odom | |||
| We describe findings from ethnographic fieldwork and a participatory design
workshop conducted with members of urban agriculture communities. The aim of
this work is to critically understand community members' agricultural practices
as well as uses of interactive technologies in the service of investigating how
the values of these communities might shape future sustainable HCI research. We
found members heavily resisted technological augmentation of their agricultural
practices, but suggested several novel ways in which interactive systems could
be leveraged to help achieve their goals and potentially engender more
sustainable ways of living. We conclude with a discussion of opportunities for
designing interactive systems to support small-scale urban food production and
implications for future research. Keywords: sustainability, sustainable HCI, urban agriculture | |||
| On the design of a "moody" keyboard | | BIBAK | Full-Text | 236-239 | |
| Alexander De Luca; Bernhard Frauendienst; Max Maurer; Doris Hausen | |||
| To counter the increasing number of online threats for users' privacy and
security, this paper explores the design of an ambient security indicator, in
form of a standard keyboard illuminated in different colors, and equipped with
additional buttons and vibration functionality. We present the results of a
focus group study, which notably influenced the design, and discuss a
prototypical implementation called Moody Board. Keywords: MoodyBoard, ambient information, awareness, privacy, security | |||
| Watt-Lite: energy statistics made tangible | | BIBAK | Full-Text | 240-243 | |
| Li Jönsson; Loove Broms; Cecilia Katzeff | |||
| Increasing our knowledge of how design affects behaviour in the workplace
has a large potential for reducing electricity consumption. This would be
beneficial for the environment as well as for industry and society at large. In
Western society energy use is hidden and for the great mass of consumers its
consequences are poorly understood. In order to better understand how we can
use design to increase awareness of electricity consumption in everyday life,
we will discuss the design of Watt-Lite, a set of three oversized torches
projecting real time energy statistics of a factory in the physical
environments of its employees. The design of Watt-Lite is meant to explore ways
of representing, understanding and interacting with electricity in industrial
workspaces. We discuss three design inquiries and their implications for the
design of Watt-Lite: the use of tangible statistics; exploratory interaction
and transferred connotations. Keywords: energy conservation, engagement, interaction design, product design,
sustainability, workplace | |||
| Some consideration on the (in)effectiveness of residential energy feedback systems | | BIBAK | Full-Text | 244-247 | |
| James Pierce; Chloe Fan; Derek Lomas; Gabriela Marcu; Eric Paulos | |||
| Energy feedback systems, particularly residential energy feedback systems
(REFS), have emerged as a key area for HCI and interaction design. However, we
argue that HCI researchers, designers and others concerned with the design and
evaluation of interactive systems should more strongly consider the
ineffectiveness of such systems, including not only potential limitations of
specific types of REFS or REFS in general but also potentially
counterproductive or harmful effects of REFS. In this paper we outline research
questions and issues for future work based on critical gaps in REFS research
identified from (i) a review of REFS literature and (ii) findings from two
qualitative studies of commercial home energy monitors. Keywords: design, energy, everyday practice, home, sustainability | |||
| Enabling new forms of agency using wearable environments | | BIBAK | Full-Text | 248-251 | |
| A. Baki Kocaballi; Petra Gemeinboeck; Rob Saunders | |||
| Technological artefacts can mediate the relations between humans and the
environment: mediation changes our agency, which can be defined as our capacity
for action. There can be different types of technological mediation and each
type shapes our agency differently. Our model of wearable environments, which
combines wearable computing and smart environment approaches, is useful for
exploring new types of relations and, by extension, new forms of agency. In
this paper, we present the first stage of developing a wearable environment
system involving a series of workshops using two prototype devices. We
evaluated the workshop activities according to a post-phenomenological account:
this has allowed us to analyse the transformation of machine-mediated agency
vis-à-vis two dimensions: perception and praxis. Our findings showed
that interpretations of sonic and tactile feedback were highly dependent upon
the placement of the sensing and effecting capacities of the system. Keywords: agency, mediation, post-phenomenology, sensory substitution, smart
environments, wearable computing | |||
| Take it personally: accounting for individual difference in designing diabetes management systems | | BIBAK | Full-Text | 252-261 | |
| Yunan Chen | |||
| The goal of this study was to investigate how diabetes patients use health
information to support their daily disease management. A qualitative interview
study was conducted with type-2 diabetes patients and healthcare providers. The
analysis suggests that individual diabetes patients have a unique way of
managing their care through the interpretation of personal health experiences.
The ways in which patients learn to interact with their diabetes are detailed
in this paper in four themes: understanding typical life routine, accommodating
atypical activities, disproving & discovering healthy tips and reevaluating
personal expectations. The findings of this study call for a diabetes
management system that addresses a patient's physiological, social and
psychological activities within the process of individual disease management.
The finding opens up new opportunities for designing interactive systems to
account for individual differences, encouraging positive patient involvement
and sustaining long-term health outcomes. Keywords: diabetes management, individual experience, personal health experience | |||
| Making chocolate-covered broccoli: designing a mobile learning game about food for young people with diabetes | | BIBAK | Full-Text | 262-271 | |
| Marie Glasemann; Anne Marie Kanstrup; Thomas Ryberg | |||
| Assessing the amount of carbohydrates in their food is central for people
with diabetes mellitus on intensive insulin therapy. This can be a challenging
task for adults, but it is particularly so for young people since being a
teenager takes attention from disease management. Learning happens in everyday
life, but formal diabetes education is also considered an important aspect of
diabetes self-management. In a case study we wanted to investigate how, and to
which extent, to add motivation (chocolate) to learning (broccoli) by applying
participatory design methods in the development of a mobile game about
carbohydrate counting. This paper presents the design process and the resulting
prototype. It concludes with challenges and opportunities for design of digital
learning systems for children and adolescents addressing the carbohydrate
counting issue. Keywords: diabetes, educational games, nutrition, youth | |||
| The booTable experience: iterative design and prototyping of an alternative interactive tabletop | | BIBAK | Full-Text | 272-281 | |
| Dimitris Grammenos; Yannis Georgalis; Nikolaos Kazepis; Giannis Drossis; Nikolaos Ftylitakis | |||
| This paper introduces booTable, an interactive coffee table prototype
constructed by recycled paper aiming to build upon the paradigm of surface
computing, but endeavoring to overcome a number of identified limitations of
current design practice. In this respect, the paper first runs through the
design requirements, decisions and rationale towards creating a first version
of the prototype. Then, the outcomes of the prototyping process are described,
along with the results of an informal assessment session and related critique.
Following that, the revisions made towards the development of a second version
of the prototype are laid out and the final result is presented. Keywords: ambient intelligence, interactive table, multimodal interaction, smart
furniture, surface computing | |||
| Design from the everyday: continuously evolving, embedded exploratory prototypes | | BIBAK | Full-Text | 282-291 | |
| Clint Heyer; Margot Brereton | |||
| One of the major challenges in the design of social technologies is the
evaluation of their qualities of use and how they are appropriated over time.
While the field of HCI abounds in short-term exploratory design and studies of
use, relatively little attention has focused on the continuous development of
prototypes longitudinally and studies of their emergent use. We ground the
exploration and analysis of use in the everyday world, embracing contingency
and open-ended use, through the use of a continuously-available exploratory
prototype. Through examining use longitudinally, clearer insight can be gained
of realistic, non-novelty usage and appropriation into everyday use.
This paper sketches out a framework for design that puts a premium on immediate use and evolving the design in response to use and user feedback. While such design practices with continuously developing systems are common in the design of social technologies, they are little documented. We describe our approach and reflect upon its key characteristics, based on our experiences from two case studies. We also present five major patterns of long-term usage which we found useful for design. Keywords: appropriation, design, field study, iterative design, messaging, situated
displays, social practices, social systems, text messaging | |||
| Visual design of physical user interfaces for NFC-based mobile interaction | | BIBAK | Full-Text | 292-301 | |
| Alina Hang; Gregor Broll; Alexander Wiethoff | |||
| Near Field Communication (NFC) can facilitate mobile interaction with
everyday objects, associated digital information and ubiquitous services.
Despite the simplicity of the touch-like interaction between mobile devices and
tagged physical objects, most people are still unfamiliar with this physical
interaction, resulting in various usability problems. In order to improve
mobile interaction with NFC-tagged objects, that serve as physical user
interfaces (UI), we examine various aspects of their visual design. We identify
different phases of mobile interaction with tagged objects and apply a user
centered design process to create and evaluate different symbols for these
phases. We report on the iterative design of NFC-symbols and physical UIs using
low- and high-fidelity prototyping and present the results of a user study
which was carried out with an experience prototype for an advertising scenario. Keywords: Near Field Communication, experience prototype, low-fidelity prototyping,
physical user interfaces, visual design | |||
| Designing for the invisible: user-centered design of infrastructure awareness systems | | BIBAK | Full-Text | 302-305 | |
| Juan David Hincapié-Ramos; Aurélien Tabard; Jakob Bardram | |||
| Infrastructure awareness systems reveal invisible aspects of infrastructures
to their existing or potential users. Designing such systems is challenging as
it requires making visible the hidden activity of infrastructures while
providing information of interest to the users. To address this challenge we
introduce the AMC technique (for Awareness Model Cards). This technique relies
conceptually on awareness model's concepts of nimbus and focus. The main
objective is to match the users' interests to the information the
infrastructure awareness systems can provide, through the use of card matching.
This technique provides three benefits: 1) evaluate how relevant is the
information displayed by infrastructure awareness systems; 2) identify which of
users' interests infrastructure awareness systems do not take into account; 3)
identify elements of re-design in the infrastructures themselves, so to improve
their adoption. Keywords: AMCards, infrastructure awareness, user-centred design | |||
| Incorporating user control in automated interactive scheduling systems | | BIBAK | Full-Text | 306-309 | |
| Jina Huh; Martha Pollack; Hadi Katebi; Karem Sakallah; Ned Kirsch | |||
| In this paper, we report our findings on the impact of providing users with
varying degrees of control in an automated interactive scheduling system. While
automated scheduling techniques such as constraint optimization have been
widely adopted in a variety of scheduling applications, such applications
require that users relinquish a certain amount of control to the system. The
implications of such a shift in control are not clear for people who oversee
the scheduling of human activities, for example, case managers scheduling
patient appointments in hospitals and clinics. We asked our participants to use
a working prototype system for clinic scheduling to complete a series of
scheduling problems that we designed. We varied the size of the problems --
i.e., the number of patients to be scheduled -- and the style of interaction in
ways that are associated with different degrees of user control. We recorded
standard usability metrics and conducted post-task written surveys and
interviews. Our results suggest that although maintaining full user control
decreases efficiency as the problem becomes larger, the participants still
preferred to have full user control in completing scheduling tasks. We end with
design implications in supporting users' increased acceptance of automated
scheduling systems. Keywords: automation, group scheduling, user control | |||
| An analysis and critique of Research through Design: towards a formalization of a research approach | | BIBAK | Full-Text | 310-319 | |
| John Zimmerman; Erik Stolterman; Jodi Forlizzi | |||
| The field of HCI is experiencing a growing interest in Research through
Design (RtD), a research approach that employs methods and processes from
design practice as a legitimate method of inquiry. We are interested in
expanding and formalizing this research approach, and understanding how
knowledge, or theory, is generated from this type of design research. We
conducted interviews with 12 leading HCI design researchers, asking them about
design research, design theory, and RtD specifically. They were easily able to
identify different types of design research and design theory from contemporary
and historical design research efforts, and believed that RtD might be one of
the most important contributions of design researchers to the larger research
community. We further examined three historical RtD projects that were
repeatedly mentioned in the interviews, and performed a critique of current RtD
practices within the HCI research and interaction design communities. While our
critique summarizes the problems, it also shows possible directions for further
developments and refinements of the approach. Keywords: Research through Design, design, design research, design theory | |||
| Bridging designers' intentions to outcomes with constructivism | | BIBAK | Full-Text | 320-329 | |
| Kevin Muise; Ron Wakkary | |||
| This exploratory study investigates the value of constructivist theory for
the field of interaction design. In this paper we explore how designer
intentions and outcomes can be expressed in constructivist terms, and how
constructivism can describe the relationship of design intentions to outcomes.
This study's findings point to the potential of an emerging constructivist
framework. The authors present the findings of two case studies of designer
intentions and outcomes from two museum design projects. The paper presents
themes drawn from the analysis that include designing for personal experience,
play, and social interaction. Keywords: constructivism, design case studies, design intentions, epistemologies,
interaction design, user experience | |||
| The CLOTHO project: predicting application utility | | BIBAK | Full-Text | 330-339 | |
| Joshua Hailpern; Nicholas Jitkoff; Joseph Subida; Karrie Karahalios | |||
| When using the computer, each user has some notion that "these applications
are important" at a given point in time. We term this subset of applications
that the user values as high-utility applications. Identifying high-utility
applications is a critical first step for Task Analysis, Time
Management/Workflow analysis, and Interruption research. However, existing
techniques fail to identify at least 57% of these applications. Our work
directly associates measurable computer interaction (CPU consumption, window
area, etc.) with the user's perceived application utility without identifying
task. In this paper, we present an objective utility function that accurately
predicts the user's subjective impressions of application importance, improving
existing techniques by 53%. This model of computer usage is based upon 321
hours of real-world data from 22 users (both professional and academic). Unlike
existing approaches, our model is not limited by a pre-existing set of
applications or known tasks. We conclude with a discussion of the direct
implications for improving accuracy in the fields of interruptions, task
analysis, and time management systems. Keywords: application importance, application utility, interruptions, modeling, task
analysis, workflow analysis | |||
| Water wars: designing a civic game about water scarcity | | BIBAK | Full-Text | 340-343 | |
| Tad Hirsch | |||
| There has been growing interest in recent years in computer games that not
only entertain, but also address pressing social issues. In this paper, we
introduce "civic games" as a class of socially-engaged games whose intent is to
involve citizens in public affairs and democratic processes. We present several
underlying principles that characterize civic games, and show how they inform
design the design of Water Wars, a new civic game about water scarcity and
environmental policy. Keywords: civic games, design, sustainability, water | |||
| U.F.O.scope!: families playing together at the public library | | BIBAK | Full-Text | 344-347 | |
| Eva Eriksson | |||
| This paper investigates how interaction design installations can support
families playing together in the context of public libraries. The interactive
installation U.F.O. scope is presented as a mean to investigate how the library
can support children and parents playing together. The idea of the installation
is to stimulate the lust for families to explore the unknown together on
unfamiliar ground, while also discovering the physical library and its
different types of resources. The design and evaluation of the installation are
discussed, and some general issues central for future design are outlined. Keywords: children's library, interaction design, ubiquitous computing | |||
| Observing the mobile music phenomenon: one in nine commuters is wired | | BIBAK | Full-Text | 348-351 | |
| Lassi A. Liikkanen; Mikko Lahdensuo | |||
| In this study we attempt to quantify the popularity of mobile music device
utilization. We present an observational method to study music interaction in
the wild and assess the reliability of the method. We apply this method to
investigate mobile music device use regionally and globally in Europe, Asia,
and North America. Our results show that globally, a stable one ninth of all
observed urban commuters is engaged with music gadgets, in Tokyo above the
other cities. In depth analysis shows that public displays of music devices are
most common late on the working days. A subsample of bicyclists suggests that
they utilize music devices even more than the pedestrians, but none of the
observed segments is much interacting with the device while in transit. This
has several implications for designing ubiquitous music experiences,
particularly for modalities utilized in interaction. Keywords: cultural studies, mobile devices, music interaction, ubiquity | |||
| TTI model: model extracting individual's curiosity level in urban spaces | | BIBAK | Full-Text | 352-355 | |
| Chihiro Sato; Shigeyuki Takeuchi; Takuo Imbe; Shuichi Ishibashi; Masahiko Ýnami; Masa Inakage; Naohito Okude | |||
| Recommendation systems have become widespread, however these systems only
determine information inputted from the customers through a browser, and cannot
be used when actually moving around outside. This paper presents TTI Model, a
model extracting individual's curiosity level in urban spaces on their spare
time by collecting behavior data from sensors. It calculates person's real time
curiosity level by analyzing behavior depending on the walking speed within the
city, such as window shopping or just hanging around by themselves. This paper
evaluates this model with a sensor device prototype, and elaborates
possibilities when understanding individuals in detail, by extracting the
curiosity predicted from current behaviors using sensors. Keywords: Bayesian Networks, curiosity, urban experience, user analysis | |||
| Human-to-dancer interaction: designing for embodied performances in a participatory installation | | BIBAK | Full-Text | 356-359 | |
| David A. Shamma; Renata M. Sheppard; Jürgen Scheible | |||
| In this article we describe the creation and exhibit of a participatory
installation performance. Graffiti Dance allows the audience to graffiti paint
with light onto a buildings side and receive immediate local feedback from a
set of dancers choreographed to respond to the movement on the public display.
The installation is a holistic experience using a plurality of sources
(syndicated news Images and Twitter) and local influences (from mobile uploads)
that reflect our understanding of the world around us, how we speak out in
public forums, and how we interpret the creative act. We present the results of
the performance from the perspective of the audience and the dancers and
present new directions for future performances. Keywords: art, community, dance, graffiti, mobile, network, projection | |||
| Clear Panels: a technique to design mobile application interactivity | | BIBA | Full-Text | 360-363 | |
| Quincy Brown; Elizabeth Bonsignore; Leshell Hatley; Allison Druin; Gregory Walsh; Elizabeth Foss; Robin Brewer; Joseph Hammer; Evan Golub | |||
| We introduce a design technique, Clear Panels, to design interactive mobile device applications. Using mixed-fidelity prototyping, a combination of low- and high-tech materials, participants refine multiple aspects of a mobile application's design. Clear Panels supports writing and sketching via a transparent overlay affixed atop a mobile device screen. It enables design partners to refine their gesture-based interactions on actual devices. The technique has been successfully implemented in the design of children's mobile applications. The technique leverages and extends longstanding interaction design methods to include mobile and hand-held technologies. Importantly, we show it is effective in raising participants' awareness of key mobile application design issues without constraining their creativity. | |||
| Valence method for formative evaluation of user experience | | BIBAK | Full-Text | 364-367 | |
| Michael Burmester; Marcus Mast; Kilian Jäger; Hendrik Homans | |||
| This paper describes a method for formative evaluation of the user
experience based on the user experience model of Hassenzahl [11]. It captures
positive and negative feelings during the exploration of an interactive
product. In a subsequent retrospective interview phase users indicate for each
instance of a positive or negative feeling the product design aspects inducing
it. This phase further employs the laddering interview technique [24] to reveal
the meaning of product design aspects to the user and the underlying fulfilled
or frustrated needs. The generated information helps designers to understand
and optimize the user experience potential of a product. Keywords: formative evaluation, user experience | |||
| Virtual possessions | | BIBAK | Full-Text | 368-371 | |
| William Odom; John Zimmerman; Jodi Forlizzi | |||
| For more than forty years, researchers have detailed how people develop
attachments to their material possessions as they create and evolve a sense of
self. Over the past several years people have increasingly acquired virtual
possessions. These include both possessions that are losing their material
integrity (books, photos, music, movies) as well as things that have never had
material form (e.g. email archives, social networking profiles, personal
behavior logs). However, little is known about how people perceive, value, and
form attachments to their virtual possessions. To investigate, we conducted a
study with teens exploring their virtual possessions. Preliminary findings
reveal three key themes and suggest emerging interaction design opportunities
for new forms for people's virtual things. Keywords: cloud computing, interactive systems, virtual possessions | |||
| Do emotions matter in creative design? | | BIBAK | Full-Text | 372-375 | |
| Corina Sas; Chenyan Zhang | |||
| A wealth of research has suggested that emotions play a significant role in
creative problem solving, but less work has focused on investigating their
roles in design. This is surprising given that creative problem solving lies at
the heart of the design process. In an exploratory study we interviewed 9
expert designers about their emotions during the design process. We identified
several relevant emotions and extended Wallas model of creative problem solving
with emotional components for each of its stages. We also identified ways in
which expert designers regulate their emotions and concluded with a discussion
of the contributions of our work for design methods and tools, design thinking
and design expertise. Keywords: creative problem solving, design methods, emotions | |||
| Digital user research in Korea: defining quality factors for an internet-based research tool | | BIBAK | Full-Text | 376-379 | |
| Puck Siemerink; Minyou Rek; Annemiek van Boeijen; Yong-Ki Lee; Kun-Pyo Lee | |||
| Participatory design approaches that built on the active engagement of users
originated from the Western World. Consequently, their application to the East
Asian context bears problems due to cultural barriers. In this paper we
identify limiting problems of generative techniques in Korea by analyzing
related theories based on cultural dimensions and conducting a pilot research
that comprises a qualitative analysis of four exploratory interviews with
Koreans from professional industry. Preliminary insights from the pilot
research are that the main limitations to generative techniques in Korea are
due to five factors: lack of Expressiveness, feeling of Insecurity, desire for
Perfection, fear of Losing Face, and lacking Efficiency of the method. We
suggest a new method involving an internet-based tool for applying generative
techniques. As work-in-progress, we define crucial Quality Factors for such a
tool, as well as point out the direction of our future research that is meant
to lead us to its development and its implementation. Keywords: cultural barriers, digital research tools, generative techniques,
participatory design | |||
| Bricolage and consultation: addressing new design challenges when building large-scale installations | | BIBAK | Full-Text | 380-389 | |
| William R. Hazlewood; Nick Dalton; Paul Marshall; Yvonne Rogers; Susanna Hertrich | |||
| We describe the many challenges faced when designing, implementing and
embedding large-scale installations in a physical space, such as a building. A
case study is presented of a distributed ambient display system intended to
inform, lure and influence people when moving through the building. We outline
the wide range of technical, user, aesthetic and practical aspects that need to
be addressed; pointing out how many unpredictable problems can surface when
going 'big', 'physical' and 'out of the PC', We argue that a different set of
'non-user-centered' processes are required. Furthermore, we propose a new
design implementation approach that includes aspects of iterative design, but
with the new processes of bricolage and consultation added for progressing the
design. Keywords: Waterfall model, bricolage, consultation, design, implementation, public
installation, tinkering | |||
| Designing for high expectations: balancing ambiguity and thorough specification in the design of a wayfinding tool for firefighters | | BIBAK | Full-Text | 390-399 | |
| Leonardo Ramirez; Tobias Dyrks | |||
| Ambiguity has been identified as a useful tool for designing ubicomp
systems. In the design of safety critical systems, however, the expectations
for a system are particularly high, and goals of the technology are rigidly
defined. In this context is not clear if open ended systems can still be used
as a tool for design. In this paper we present a detailed account of the design
process of an indoor wayfinding support tool for firefighters, in which
ambiguity played a central role in driving the construction of the system.
Based on an ongoing work covering more than a year of close collaboration with
a heterogeneous team of project partners, we present some implications of using
ambiguity for designing ubiquitous computing solutions in a domain that
traditionally requires more formal specifications for the construction of
technology. Keywords: context awareness, firefighting, indoor navigation, interaction design,
ubiquitous computing, wayfinding | |||
| DynamiCross: dynamic representation and sharing of information with flexible cross-reality interactions | | BIBAK | Full-Text | 400-403 | |
| Jee Yeon Hwang | |||
| In this paper, the author presents DynamiCross, a system that enables users
to dynamically represent and share information in cross-reality. Recently,
designers and meeting attendees have enhanced engagement through a multiple
display environments (MDE) [2, 5], which include not only personal objects,
such as papers and laptops, but also shared objects, such as large displays, to
provide collaborators with a virtual workspace. In this paper, the author
describes how DynamiCross can support the user's individual or collaborative
information handling with its cross-reality interfaces and multiple displays.
In addition, when a user's personal material is placed on a large display, the
display becomes a multilayer display that uses augmented reality (AR)
technology to show digital contents of the personal object. The author
introduces three major functions of the system to explain these capabilities
which could be beneficial to similar research on cross-reality collaborations
and paper interactions. Keywords: augmented reality, collaborative virtual environment, cross-reality
interaction design, multilayer display | |||
| IT-services for everyday life with diabetes: learning design, community design, inclusive design | | BIBAK | Full-Text | 404-407 | |
| Anne Marie Kanstrup; Marie Glasemann; Ole Nielsby | |||
| The paper presents three directions for design of IT-services supporting
everyday living with the chronic illness diabetes. Keywords: IT-services, community, diabetes, inclusive design, learning | |||
| LumiBots: making emergence graspable in a swarm of robots | | BIBAK | Full-Text | 408-411 | |
| Mey Lean Kronemann; Verena V. Hafner | |||
| Emergence is a concept that is not easy to grasp, since it contradicts our
idea of central control and planning. In this work, we use a swarm of robots as
a tangible tool to visualize interactions as the underlying principle of
emergence.
We utilize phosphorescent sheet (i.e. glow-in-the-dark foil) that can be activated with UV LEDs to visualize local information transfer between the robots in form of fading luminescent trails. The robots are specially designed to be both easy-to-understand and easy-to-build. They are a low-cost kit that can allow non-professionals to explore collective behaviour. By playing with the robots, they can get an understanding of complex systems such as emergence or Ant Colony Optimization algorithms in an automatic and playful way. Keywords: Ant Colony Optimization, Arduino, education, glow-in-the-dark,
phosphorescence, swarm robotics, tangible, trail pheromones, visualization | |||
| TacTowers: an interactive training equipment for elite athletes | | BIBAK | Full-Text | 412-415 | |
| Martin Ludvigsen; Maiken Hillerup Fogtmann; Kaj Grønbæk | |||
| The interactive training equipment, TacTower, is aimed at supporting
multiple elite athletes, such as handball players in training their
micro-tactical skills in close-contact situations. It focuses on psychomotor
abilities and trains the skills involved in reading the opponents' actions and
anticipating the outcome while reacting accordingly. The Tac-Tower prototype
will be demonstrated live, and here we summarize the main design issues, to
give the reader a sense of how the elite sports context stands out from other
interaction design domains. There is much potential for interaction design for
the elite athletic community, as this domain holds interesting challenges while
also inspiring relevant, new forms of interaction design for other domains. Keywords: competition, elite sports, interaction space, kinesthetic empathy
interaction, kinesthetic interaction, motivation, playing field, social
interaction, team sports | |||
| Home awareness: connecting people sensuously to places | | BIBAK | Full-Text | 416-418 | |
| Aviaja Borup Lynggaard; M. G. Petersen; R. Gude; M. Mortensen | |||
| People living a global lifestyle connect remotely to their families while
away from home. In this paper we identify a need for connecting with a home as
the physical place itself. For this purpose we introduce the concept of Home
Awareness that connects people sensuously to remote places through sound, light
and feeling of temperature. A working prototype has been successfully tested
and we present some results from early user studies. Keywords: ambient displays, home feeling, interaction design, mobility, remote
connectedness | |||
| SINAIS: home consumption package: a low-cost eco-feedback energy-monitoring research platform | | BIBA | Full-Text | 419-421 | |
| Filipe Quintal; Nuno J. Nunes; Adrian Ocneanu; Mario Berges | |||
| This paper describes a low cost eco-feedback energy monitoring research platform. The prototype system developed in Quartz Composer uses the computer's audio input and a current transformer to calculate real-time energy usage while also offering multiple visualization options and tracking human-activities. The prototype is being used in a multidisciplinary research project to understand the long-term effects of eco-feedback and enduring behavioral changes towards practices that promote sustainability. | |||
| ThanatoFenestra: photographic family altar supporting a ritual to pray for the deceased | | BIBAK | Full-Text | 422-425 | |
| Daisuke Uriu; Naohito Okude | |||
| "ThanatoFenestra" is a family altar designed for people to remember the
deceased and pray for them, which displays the images of the deceased depending
on a candlelight's movement by burning aroma oil for cleansing their spirits
like using incense sticks. In this paper, we define why we made the
ThanatoFenestra deriving from Japanese traditional Buddhist rituals, describe
how it works technically, suppose how to use it by two scenarios, and discuss
how it will be able to make a new Japanese ritual surrounding death. Keywords: Buddhism, Buddhist altar, death, design, digital photo frame, interaction
design, memory, mortality, photography | |||
| SnowGlobe: the development of a prototype awareness system for longitudinal field studies | | BIBAK | Full-Text | 426-429 | |
| Thomas Visser; Martijn Vastenburg; David Keyson | |||
| Awareness systems are a novel class of communication systems that enable
people to be conscious of each other in a peripheral way. To better understand
how people experience these systems over time, and how they blend in the user
context, longitudinal field studies are needed. Although tangible awareness
systems are considered to be more intimate and aesthetically pleasing than
screen based awareness systems, they are not often evaluated in a longitudinal
setting. This may be due to several factors that complicate the field
evaluation of such systems, including the robustness and reliability of the
prototype. This paper describes how the challenges of designing and evaluating
a prototype have been addressed in the design of SnowGlobe. The system was
evaluated in a longitudinal field setting with 12 users. The prototype enabled
extensive data collection on the user experience and usage of such a tangible
awareness system. Keywords: awareness systems, research through design, social connectedness, tangible
interaction | |||
| Towards multimodal interaction in smart home environments: the home operating system | | BIBAK | Full-Text | 430-433 | |
| Florian Weingarten; Marco Blumendorf; Sahin Albayrak | |||
| Future homes as smart and interactive environments will include a large and
constantly growing number of networked devices that communicate with each other
to coordinate activities. In this case the main challenge for developers and
designers will be to offer possibilities to simply control this growing network
of independent devices for different purposes, embodying complex technology, as
well as managing a large number of information flows. In this paper we describe
an approach of how to control such environments through the multimodal user
interface of a home operating system. Keywords: UI design, human-computer interaction, multimodal interaction, smart
environment, smart home, user interface | |||
| Handcrafting textile mice | | BIBAK | Full-Text | 434-435 | |
| Hannah Perner-Wilson; Leah Buechley | |||
| This workshop will explore the use of low-cost materials and tools to build
textile-based interfaces that replace the current hard-shell computer mice or
laptop touchpads that you use to navigate your screen. We will introduce a
range of methods for handcrafting textile input devices. Participants will
learn techniques developed by the workshop leaders and will also be encouraged
to use our materials library to design their own custom mice. The goal of the
workshop is to familiarize participants with available electronic textile
materials, to introduce them to a variety of sensor and circuitry construction
techniques and get people thinking about different interfaces that allow you
interact differently with everyday technology. Keywords: computer mouse, do it yourself (DIY), e-textiles, wearable technology,
workshop | |||
| Heritage inquiries: a designerly approach to human values | | BIBAK | Full-Text | 436-437 | |
| Elisa Giaccardi; Ole Sejer Iversen | |||
| This two-day workshop brings together the interdisciplinary community of
scholars and practitioners involved in the design of interactive systems and
sharing a common interest in heritage matters. The workshop addresses heritage
as a unique domain for the exploration of novel design inquiries into how we
come together through separate understandings and attachments to artifacts,
places, and events of the past as well as of the present. The workshop aims to
explore how design research in the heritage domain can contribute to
human-centered design, with a particular focus on everyday engagement. Keywords: cultural heritage, design inquiry, everyday engagement, human values,
interaction design | |||
| Informing the design of the future urban landscape | | BIBAK | Full-Text | 438-439 | |
| Michael Smyth; Ingi Helgason | |||
| This workshop will identify emerging themes that will impact on the design
of the urban environment, through exploration of the boundaries between the
virtual and physical worlds. Participants in the workshop will collaborate in a
practical exercise designed to act as a stimulus for thought concerning the
nature of the products and services that will populate the urban landscape in
the near future. The outcome of the workshop will be the identification and
description of a series of issues that designers and technologists will have to
address as they shape the interactions within the media-rich urban landscape.
This will form the basis of new collaborative networks with the aim of taking
this technological design research agenda further. Keywords: design, ethnography, technology, urban landscape, virtuality | |||
| Tracing design(ed) authority in critical modes of making | | BIBAK | Full-Text | 440-441 | |
| Marisa Cohn; Tobie Kerridge; Ann Light; Silvia Lindtner; Matt Ratto | |||
| The workshop will consider the ways in which authority is distributed
throughout the design process, what kind of authority inheres in design, and
also the ways that we design authority into processes and materials. We will
explore the relationship between particular critical modes of making and the
forms of authority that they construct. Keywords: STS, critical design, critical theory, design morality, designer-user
relations, inscription practices, materiality and agency, methods, personas,
reflective design | |||
| Open design spaces: socially crafting interactive experiences | | BIBAK | Full-Text | 442-443 | |
| Steffen Budweg; Sebastian Draxler; Steffen Lohmann; Asarnusch Rashid; Gunnar Stevens | |||
| Engaging end-users and user communities to take an active part in the
co-creation, evolution, and appropriation of modern, interactive systems has
become an increasingly important issue over the last years. Bringing together
existing research and experiences as well as new challenges such as long-term,
large-scale, or highly distributed stakeholders has led to the notion of Open
Design Spaces (ODS) to frame and reflect current developments of distributed
co-design. Several, formerly often separated strands of research covering
different aspects of these challenges have emerged and led to a growing
community of researchers and practitioners building on concepts such as
Participatory Design, Meta-Design, and End-User Development. Building on two
successful predecessors on the topic with more than 50 international
researchers and practitioners, the workshop at DIS 2010 focuses particularly on
social aspects and community co-creation in Open Design Spaces. Keywords: co-design, end-user development, living labs, meta-design, open design
spaces, participatory design, social interaction | |||
| Materialities influencing the design process | | BIBAK | Full-Text | 444-445 | |
| Anijo Punnen Mathew; Tom MacTavish; Jared Donovan; Laurens Boer | |||
| The use of material artefacts within the design process is a long-standing
and continuing characteristic of interaction design. Established methods, such
as prototyping, which have been widely adopted by educators and practitioners,
are seeing renewed research interest and being reconsidered in light of the
evolving needs of the field. Alongside this, the past decade has seen the
introduction and adoption of a diverse range of novel design methods into
interaction design, such as cultural probes, technology probes, context
mapping, and provotypes.
Yet, interaction design does not have a cohesive framework for understanding this diverse range of practices. Such a framework would assist practitioners in comparing and choosing between methods across the different stages, contexts and stakeholder relations within a design process. It seems that one fruitful place to start in addressing this lack is to focus in on the common characteristic that these practices share of materialities influencing the design process. Keywords: design process, interaction design, materiality, prototyping | |||