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DIS Tables of Contents: 95970002040608101214-114-2

Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21

Fullname:DIS'14: Designing Interactive Systems Companion
Editors:Ron Wakkary; Steve Harrison; Shaowen Bardzell; Carman Neustaedter; Eric Paulos
Location:Vancouver, Canada
Dates:2014-Jun-21 to 2014-Jun-25
Volume:2
Publisher:ACM
Standard No:ISBN: 978-1-4503-2903-3; ACM DL: Table of Contents; hcibib: DIS14-2
Papers:55
Pages:230
Links:Conference Website
  1. DIS 2014-06-21 Volume 2
    1. Panel
    2. Provocations and work-in-progress (P-WiP)
    3. Demonstrations
    4. Doctoral consortium
    5. Workshop summaries

DIS 2014-06-21 Volume 2

Panel

Honoring protocol: design by, for and with aboriginal peoples BIBAFull-Text 1-3
  Kate Hennessy; Lisa P. Nathan
The demand for interactive systems that meet the needs of a global market threatens designers' ability to honor, support and enrich the diversity of human experience. Aboriginal communities across Canada are striving to sustain their communities by strengthening their cultures, languages, spiritual practices, political process, and local ecosystems, rejecting countless political attempts to dissolve them. Interactive systems play an increasingly critical role in these efforts. Through this panel we will hear from designers and practitioners, those crafting and using interactive systems created by, with and for British Columbia's vibrant and diverse Aboriginal communities.

Provocations and work-in-progress (P-WiP)

Intimate care: exploring eTextiles for teaching female pelvic fitness BIBAFull-Text 5-8
  Teresa Almeida; Rob Comber; Patrick Olivier; Madeline Balaam
Intimate care is integral to the lifecourse, and it includes care tasks that are linked to personal hygiene, bodily functions and products. In this paper, we explore the potential of eTextiles as catalysts for conversations around intimate care. We designed a kit that integrates eTextiles as the core material to teach and learn about intimate parts of the self and to support body literacy. We deployed this design kit in an educational context, with a group of six female participants aged 15-16. We suggest avenues for future research within health and wellbeing, in combination with smart, wearable materials.
Picgo: designing reminiscence and storytelling for the elderly with photo annotation BIBAFull-Text 9-12
  Hung-Chi Lee; Ya Fang Cheng; Szu Yang Cho; Hsien-Hui Tang; Jane Hsu; Chien-Hsiung Chen
The goal of this study is to retrieve important life fragments using a visual photo annotation interface and the familial stories behind the photos. We present the design of Picgo, a game-based reminiscence service that enables elders to capture memories, annotate photos, and iteratively reinforce the annotation of photos in a storytelling process. There are two main functions of the process of Picgo: (1) Capturing and Annotation; (2) Browsing and Reinforcement. Finally, by analyzing the relevance between the tags and calculating the impressive level of the photos, Picgo is able to provide meaningful reminiscent materials to caregivers and occupational therapists in reminiscence therapy that can trigger elders' memory successfully.
Designing interactive systems to encourage empathy between users BIBAFull-Text 13-16
  Paul Coulton; Jonny Huck; Andrew Hudson-Smith; Ralph Barthel; Panagiotis Mavros; Jennifer Roberts; Philip Powell
An oft-cited criticism of our increasingly online world is that text based communications still dominate, offering limited opportunity for the development of empathy between users and possibly encouraging more critical and confrontational interactions. Whilst there are a wide range of design methods that enable designers to develop empathy for the potential users of their products or services, there are none aimed at helping designers to create systems that actively encourage the development of empathy between those users. In this research we discuss why we believe there is a need to design systems that facilitate empathy and how designers may approach such a challenge, using the example of a digital prayer candle system developed with a church community.
Stimulating a dialogue on renewable energy through making BIBAFull-Text 17-20
  Stephen Forshaw; Peter Newman; Maria Angela Ferrario; Will Simm; Adrian Friday; Paul Coulton
We are exploring attitudes to renewable energy supply with the remote island community of Tiree. As part of this engagement, we are working with local children to introduce the topic of the energy generation potential of renewables (i.e. from wind and solar power). In this paper, we report on our early attempts to broker this engagement using a physical, co-constructed artefact (the PREP energy detector). Through making and co-construction, our goal was to encourage an ownership in the artefact, and thus foster enthusiasm for exploring energy potential. Observations from a recent workshop based on PREP suggest a high level of engagement and enthusiasm was engendered, which we believe was facilitated through co-construction of the artefact.
Music is my life: disseminating design research to the community BIBAFull-Text 21-24
  Jill Woelfer
This short paper asks the question: How might we disseminate design research to the community? One possible response is discussed wherein drawings and stories created by 129 homeless young people became an art exhibit called, Music is My Life.
Interactions in the mouth: the VoiceMint electronic voice prosthesis BIBAFull-Text 25-28
  Eduard B. van der Houwen
In this paper we present the VoiceMint. A device that resides in the cheek of the mouth like a candy and restores the voice of (temporarily) voiceless patients. Current voice prostheses and restoration techniques are un-intuitive and sound unpleasant and robot-like. Electronic voice prostheses in the mouth have been tried in the past, yet only recently it has become technologically feasible to integrate all electronics into a single independent device, delivering a new, surrounding aware, interaction. A new breed of intimate symbiotic devices: independent, self-contained. We present the VoiceMint in a stage where we are just starting to explore the technology: electronics, intelligibility and intuitive control. The VoiceMint aims to help patients, previously hampered in their communication, regain their natural and intuitive voice. At the same time the technology may open up the niche of more, intimate symbionts.
SFUture: envisioning a sustainable university campus in 2065 BIBAFull-Text 29-32
  Sabrina Hauser; Audrey Desjardins; Ron Wakkary
This work describes a design fiction project on envisioning a sustainable university campus in the future. The fictional vision called SFUture was carried out through a series of five short films aiming to unlock people's imagination, encourage reflection, and inspire action towards a more sustainable reality at SFU (Simon Fraser University). We discuss our rationale and strategies of using design fiction as a method as well as how we shared the project.
Being the machine: exploring new modes of making BIBAFull-Text 33-36
  Laura Devendorf; Kimiko Ryokai
As making with digital fabricators becomes pervasive it is important to consider how the design of these technologies can suit the desires of diverse audiences. This paper presents two interactive craft activities where the actions of the user mimic the actions of algorithms that underlie digital fabrication technologies. Users are invited to perform the part of the making machine as they construct objects using everyday materials. In addition to suggesting new modes of making, interacting in this way may also provide closer and personally relevant understandings of the technologies and processes of digital fabrication.
Monologger: visualizing engagement in doctor-patient conversation BIBAFull-Text 37-40
  Jonathan Cook; Tad Hirsch
Monologger is a tool that helps doctors become more empathic communicators by visualizing clinical conversations between doctors and patients. Monologger analyzes medical transcripts and provides feedback on clinicians' conversation patterns in an efficient, report card-like visual format for use in training and clinical settings.
The office smartwatch: development and design of a smartwatch app to digitally augment interactions in an office environment BIBAFull-Text 41-44
  Yannick Bernaerts; Matthias Druwé; Sebastiaan Steensels; Jo Vermeulen; Johannes Schöning
In office spaces, knowledge workers interact both with each other and with various analog and digital devices in the office. We think that the office environment opens up an interesting space to utilize smartwatches to support and digitally augment interactions. In this paper, we describe the design and development of a smartwatch application to digitally augment interactions that are commonly performed in an office environment. For example, our application allows one to physically and virtually lock and unlock doors, to acquire room information and to send virtual knocks with an app running on the watch.
A quantified past: remembering with personal informatics BIBAFull-Text 45-48
  Chris Elsden; David S. Kirk
This paper questions how we will interact with our "Quantified Past", the historical record created by our daily use of personal informatics tools. Bringing together HCI research on memory and personal informatics, we introduce an ongoing user-study and several speculations for the long-term design and use of personal informatics tools.
Beat my bass, pluck my drum BIBAFull-Text 49-52
  Bart Hengeveld; Mathias Funk; Vleer Doing
Beating a bass, plucking a drum -- new systems of instruments make it possible. In this paper we describe recent research into networked musical instruments for group improvisation; instruments that reciprocally influence each other's behaviour, making, contrary to what we are used to, the interaction with them unpredictable, unstable, out of control, but highly interesting and exciting for both musician and the audience. This research will not only result in different ways of musical expression, but also teach us lessons about how to design open systems. We describe our theoretical starting points, the set-up of our research case, as well as one example design: a two-stringed synthesizer controller and an augmented percussive instrument that influence each other's tonal characteristics. With these instruments collaboration is a must. There is no 'i' in network.
AutoEmotive: bringing empathy to the driving experience to manage stress BIBAFull-Text 53-56
  Javier Hernandez; Daniel McDuff; Xavier Benavides; Judith Amores; Pattie Maes; Rosalind Picard
With recent developments in sensing technologies, it's becoming feasible to comfortably measure several aspects of emotions during challenging daily life situations. This work describes how the stress of drivers can be measured through different types of interactions, and how the information can enable several interactions in the car with the goal of helping to manage stress. These new interactions could help not only to bring empathy to the driving experience but also to improve driver safety and increase social awareness.
Human-computer non-interaction: the activity of non-use BIBAFull-Text 57-60
  Verena Fuchsberger; Martin Murer; Manfred Tscheligi
Presumably, technology non-use is not an activity. However, in reference to Actor-Network Theory we argue that non-use may be considered an activity. For instance, rejecting or disregarding technology requires activity of human actors, who undermine the goal of non-human actors (such as technology) of being used. In this paper we present some aspects of Actor-Network Theory that we think are relevant in this context and describe what they may contribute to better understand non-use. Afterwards, we illustrate some examples of non-use, followed by a discussion why we consider non-use an activity.
Encouraging ambiguous experience: guides for personal meaning making BIBAFull-Text 61-64
  Daniel Carter
I discuss a project in which an interactive edition of a poetry text was introduced in a classroom as a way to learn about designing for ambiguity. As several HCI researchers have noted, ambiguity can be a valuable attribute of designed objects, allowing users to create personal meaning. However, ambiguity can also lead to anxiety or frustration that precludes this kind of engagement. Based on observations, interviews and analysis of work produced by students, I suggest that while an interface designed with guides-features that orient users to an unfamiliar environment-can support and encourage personal meaning making, questions remain about the user's autonomy and the role of the designer in guiding ambiguous experiences.
Growing an interpretation ecology in a walled kitchen garden BIBAFull-Text 65-68
  Elizabeth Edwards; Paul Coulton; Mike Chiasson
This collaboration brings together digital and craft practices to design propositional artefacts for interpretation in a garden that is open to the public. These artefacts interpret the relationships at work in the garden to aid understanding for the general public and hopefully foster a greater connection to nature.
A digital interactive playground for children to explore on their own BIBAFull-Text 69-72
  Yu-Cing Liou; Yi-Shin Deng; Sheng-Fen Chien
This paper describes an ongoing design project that aims to trigger children involving in more outdoor activities by playing with intelligent playground. Our claim is that by changing the interactive game mode gradually from fixed to random would encourage children to be more active in exploring, learning and creating their own way of playing. Through the iterative design methodology, the initial prototype called "Step on me" was developed for children age from 6 to 9 to play with. This prototype represented a unit of the real scale playground. It applied a grid of LED-filled cubes that reacts to the movements in different ways. Children were expected to play alone or in groups with different game modes. By observing how users behave on the platform, to what extent could the children learn actively in interactive and limited-instruction environments would be the main topic to discuss. Play patterns from them would be incorporated into the next iteration of the design.
The multiple layers of materiality BIBAFull-Text 73-76
  Verena Fuchsberger; Martin Murer; Daniela Wurhofer; Thomas Meneweger; Katja Neureiter; Alexander Meschtscherjakov; Manfred Tscheligi
This is a work-in-progress, in which we theoretically reflect on notions of materiality from Interaction Design research and the scientific field of textual studies to discuss what it means to work with digital materials, and what their materiality is. We found that several notions entail a layered concept of materiality. We will discuss the "ontological immateriality" of the digital and the "phenomenological materiality" that emerges through interaction. Thus, design is necessarily engaged with combining materials and experiencing the materialities that emerge from the interactive artifact.
Computer supported urban gardening BIBAFull-Text 77-80
  Oliver Stickel; Thomas Ludwig
In this working paper, we present first results from ethnographic research into common issues faced by Urban Gardening groups such as coordination or awareness problems. Based on our preliminary analysis, we then propose first design mockups for supportive ICT systems consisting of stationary, solar powered and radio connected devices in the Garden, a mobile app and a web-based backend.
CAMBRIA: a tool for managing multiple design alternatives BIBAFull-Text 81-84
  Siniša Kolaric; Robert Woodbury; Halil Erhan
Software tools assist designers in their professional work, one key aspect of which is devising, evaluating, and choosing among multiple design alternatives. Yet, with few and limited exceptions, current tools handle just a single design model at a time, forcing users to adopt various ad-hoc strategies for dealing with multiple design alternatives. In this report we describe CAMBRIA, a multi-state prototype tool for simultaneously managing multiple 2D vector graphics models. Based on expert feedback, we propose an initial set of system design guidelines for building graphics editing systems capable of managing multiple, simultaneously available design solutions. We believe that these guidelines can be successfully applied in other areas of computing as well.
The bubble user interface: a tangible representation of information to enhance the user experience in IPTV systems BIBAFull-Text 85-88
  Regina Bernhaupt; Michael Pirker; Antoine Desnos
Media consumption in the IPTV sector has changed over the past years and decades. It evolved from a linear viewing behavior on just one device, the TV with a few channels, to a connected home entertainment environment with multiple screens. Also user interfaces need to adapt to these new requirements and ensure a good user experience and meet the consumers' needs for natural, straightforward and pleasant method of interacting with their IPTV systems. We have developed a new kind of user interface as a tailor-made alternative to current list or grid menus in order to not only address current limitations of list and grid menus, but to offer a novel and unique way to interact with TV content that makes using an interactive system an event again.
Postulater: slowing the pace of media sharing BIBAFull-Text 89-92
  Dan Hawkins; Jason Procyk; Carman Neustaedter
Personal media sharing (text, photos and video) has become a spectacle of the immediate, yet it may come at the cost of meaning and significance we attribute to our media and experiences. To explore this design space, we created a new tool, Postulater, for time-delayed photo and video sharing. Adopting principles of Slow Technology, Reflective Design and Communication Practices, we seek to understand how communication tools should be designed, and how they might be used, if users are able to select notions of delivery time explicitly. We imagine how such a tool, aided with the dimension of time, could bring new utility and meaning to how we share and communicate.
Puzzle facade: a site-specific urban technological intervention BIBAFull-Text 93-96
  Javier Lloret; Nina Valkanova
Media façades are becoming part of our urban landscapes, challenging media artists and designers to create content for them. The diversity of resolution and spatial properties of these façades hasn't stopped content creators to adapt their projects to multiple media façades with significant different resolution, shapes, surroundings and social environment. In this paper we introduce Puzzle Facade as an example of an urban technological intervention that has a strong connection with the spatial properties of the media façade it was conceived for, the media façade of the Ars Electronica Center.

Demonstrations

The reflexive printer: embodying personal memory for social provocation BIBAFull-Text 97-100
  Hung-Chi Lee; Wenn-Chieh Tsai; Po-Hao Wang; Rung-Huei Liang; Jane Hsu
The Reflexive Printer is a design example that we proposed to address the topic of technology-mediated reminiscence. In this demonstration, the system will randomly print out a picture from participants' photo albums on their smartphones as a halftone and single color image on thermal paper. Participants can recollect and view the original digital image by scanning a barcode on the printouts. This demonstration is designed to encourage three types of interactions: (1) exploration of personal memories, (2) interaction within a community, and (3) reflection on rumination. We look forward to hear about any interesting user experiences and creative usage of this lightweight printing of personal memories in a public social environment. Meanwhile, we will collect user feedback in order to inform our future development and social design of the Reflexive Printer.
BioShare: a research tool for analyzing social networks effects when sharing biometric data BIBAFull-Text 101-104
  Franco Curmi; Maria Angela Ferrario; Jon Whittle
Sharing Biometric data such as heart rate over social networks is gaining popularity as applications such as Runkeeper, Azumio and Nike+ provide free services that allow users to share this data online. Yet research on the effects that sharing this very personal data has, is negligible. To facilitate research in this area we developed BioShare; an open source tool designed for researching the effect that sharing biometric data over social networks has on the network and its actors. The development follows a series of data collection phases using a multi-method approach for capturing researchers' requirements. The implementation provides 3 key features. 1: it allows the capturing and sharing of biometric and locative data to social networks, 2: it allows the data viewers to send feedback to the data-sharing users in real-time and 3: it logs the user interaction with the system for post-experiment analysis. BioShare is designed for adaptability such that it allows the researchers to configure the system for different experimental contexts. The tool also provides measurement points for comparing user engagement and present different data types and visualizations to participant control and experimental groups.
The sweetfeedback: the platform for persuasive technology BIBAFull-Text 105-108
  Chihiro Suga; Ted Selker
This paper describes the development toolkit for persuasive applications. We developed the programmable USB-driven gumball-dispenser tool, as the platform for environmental sensing and delivering physical feedback to the users. The application for NASA Sustainability Base, LEEDS platinum building was developed based on the toolkit, to motivate people to voluntary maintain their office and save energy. The applications have also been developed to help the user to improve productivity in writing, collaboration, and completing a questionnaire. The system toolkit is highly usable and customizable, intending the user to develop their own application for their problems.
The consumed endurance workbench: a tool to assess arm fatigue during mid-air interactions BIBAFull-Text 109-112
  Juan David Hincapié-Ramos; Xiang Guo; Pourang Irani
Consumed Endurance (CE) [8] is a metric that captures the degree of arm fatigue during mid-air interactions. Research has shown that CE can assist with the design of new and minimally fatiguing gestural interfaces. We introduce the Consumed Endurance Workbench, an open source application that calculates CE in real time using an off-the-shelf skeleton tracking system. The CE Workbench tracks a person's arm as it is moved in mid-air, determining the forces involved and calculating CE over the length of the interaction. Our demonstration focuses on how to use the CE Workbench to evaluate alternative mid-air gesture designs, how to integrate the CE Workbench with existing applications, and how to prepare the CE data for statistical analysis. We also demonstrate a mid-air text-entry layout, SEATO, which we created taking CE as the main design factor.
LiveNature: connecting people with their cherished places BIBAFull-Text 113-116
  Jinyi Wang; Mudassar Ahmad Mughal
LiveNature is an interactive system that intends to connect people with their remote cherished places. This connection is realized by streaming live videos and collecting weather sensor data from the users' cherished places, and presenting the video mixed with weather visualization in their homes in a decorative and aesthetic manner. The user chooses one of the live videos displayed in picture frames to active it in a projection screen and control its visual effects influenced by real time weather sensor data. These effects change constantly in response to external factors, such as camera angle, sunlight direction and weather condition. This system can enrich the sense of a cherished place and encourage ludic experiences by enabling the user to improvise the visualization of their cherished places in real time.
Exploring the health benefits of an emoting water cooler BIBAFull-Text 117-120
  Halley Profita; Harry Emil; Donald Brinkman; Ross Smith
The workspace environment is increasingly reflecting a shift from traditional work-oriented objectives to promoting work-life balance. Technology has the ability to play a pivotal role at increasing workplace enjoyment through the incorporation of elements of health, fun, and employee activities. In this paper, we explore how an interactive installation, developed using an open-source toolkit, leverages affective computing and persuasive technology to reinforce an office environment focused on employee engagement and well-being. The result is an anthropomorphized water cooler display designed to reinvent the "water cooler" experience -- conveying emotional properties and interacting with bystanders to encourage water consumption and overall employee interaction.
Parallels: an exploration engine for the discovery of ideas BIBAFull-Text 121-124
  Dale J. Steven; Nitin Dhar; Eulani Labay
Parallels is a free + open source browser-based platform consisting of two integrated components: A tool for fluidly creating and remixing documents, and a library of associatively connected content. Three principles guide its design. Fluidity: the interface is as responsive as an analog musical instrument. Remixability: any bit, or piece of content, can be broken down, reordered + reassembled. Connections: semantic associations are the primary means of establishing document structure.
Electric flora: an interactive energy harvesting installation BIBAFull-Text 125-128
  Joanna Dauner; Matthew Glisson; Mustafa Karagozler
We demonstrate an interactive, human-powered energy harvesting system that converts a person's movement into light. The installation explores the interaction of bodies in space, movement, materials, and electrostatic energy.
PianoText: redesigning the piano keyboard for text entry BIBAFull-Text 129-132
  Anna Maria Feit; Antti Oulasvirta
Inspired by the high keying rates of skilled pianists we study the design of piano keyboards for rapid text entry. We present PianoText, a computationally designed mapping that assigns letter sequences of English to frequent note transitions in music. The design is based on four concepts: 1) redundancy, 2) chords, 3) sound and 4) skill transfer. It allows fast text entry of over 80 wpm on any MIDI enabled keyboard. At the demonstration, visitors can explore the benefits of these concepts by typing on PianoText -- Mini, a device that allows for piano-based typing at a portable form factor.
ICT to support community gardening: a system to help people to connect to each other in real life BIBAFull-Text 133-136
  Andre de Oliveira Bueno; Junia Coutinho Anacleto; Roberto Calderon; Sidney Fels; Rodger Lea
Lately, people spend a fair amount of time with Online Social Networks. Real encounters, especially with non-related people, tend to not be encouraged any more. In this scenario, we present an application involving virtual and physical elements aiming to help people start an interaction. The presented application encompasses the use of a large video display, users' mobile devices, a projector and a micro controller for a water pump connected to a small real garden in a box. Using their smartphones collaboratively, people can fill out a virtual water container and, once the container is full, they can release the water from it, watering the real garden as a consequence. Initial observations suggest that the introduction of physical objects on an interactive system helps users understanding and using it. Besides, the possibility of causing a real effect from a virtual interaction is effective at attracting passerby users to interact with it.
The Haggle-O-Tron: design intervention in secondhand retail BIBAFull-Text 137-140
  Chris Speed; Mark Hartswood; Eric Laurier; Siobhan Magee; Martin de Jode; Andrew Hudson-Smith
Secondhand retail in the UK charity sector plays a number of important social and economic roles: charity shops are community focal points; money is generated for good causes; and goods are re-circulated that might otherwise be discarded as abject and unwanted. However, like much of the UK high street, the prosperity of charity shops is under significant threat from the rise of internet shopping. Access to online markets via smart phones equips customers to check prices for secondhand items, some customers then deploy information, usually from eBay, to haggle with shop staff. This demo presents the Haggle-o-Tron as a design intervention into an Oxfam secondhand shop that playfully subverts both normative and emerging secondhand retail valuation practices by revealing secondhand goods' financial, moral, social and aesthetic properties. This demonstration proposal is for a demonstration that will present both the design solution and documentation of its role within the ethnographic study.
Modular-Mus: towards an interaction design toolkit for music BIBAFull-Text 141-144
  Jiffer Harriman
How can we create boundary objects that empower beginners and engage experts? How is creativity and exploration supported in hardware? This paper describes the design and development of a new hardware and software toolkit for creating musical interactions to be demonstrated at DIS. Modular-Mus aims to lower the barrier to entry to working with electronics and musical programming. Transparency coupled with simplicity contribute to enabling an accessible yet deep interaction design tool. The toolkit utilizes audio cables to connect to a variety of sensors, tactile interfaces and output modules, both familiar and atypical of music interactions.

Doctoral consortium

Situated remembering with digital technology BIBAFull-Text 145-149
  Chris Elsden
Digital technologies which now capture many aspects of everyday life increasingly act to mediate the process of remembering. This paper outlines a thesis that seeks to understand the experience of remembering as a socially situated activity, in the context of the design of personal informatics systems.
Making art and making artists BIBAFull-Text 151-156
  Laura Devendorf
With each new technological innovation comes a new platform for creative exploration. My research explores ways of interacting with advanced technologies, like digital fabricators, that are informed by the practices of contemporary artists. In this changing landscape of media, I will explore how interfaces can provoke users to articulate ideas, questions, or themes using various tools and materials.
Exploring the alternative means to communicate interaction design research BIBAFull-Text 157-162
  Jinyi Wang
This paper describes the author's doctoral study that intends to explore alternative means to communicate interactions design research with focus on the communication of hybrid interactions. This exploration is realized by proposing and validating different approaches in various design cases. The processes and outcomes contribute to the ongoing discussion in the interaction design community on bridging the gap between research and design, in particular, in designing hybrid interactive systems.
Prototyping speculative objects for the internet of things BIBAFull-Text 163-166
  Tom Jenkins
Digital media technologies allow the systems to be created that are rhetorical and create alternate values and experiences. Building objects that question these assumptions can help to reframe technological artifacts. Building inexpensive prototyping platforms that augment everyday objects in minimalist ways is a proposal for an alternative to existing, human-centered Internet of Things (IoT) devices. These platforms begin to move towards interactions among and between things as a bottom-up design study into ubiquitous small-scale computing and its aesthetic applications.
Pragmatic and practical somaesthetics for interactive product design BIBAFull-Text 167-171
  Wonjun Lee
Somaesthetics has been adapted as a theoretical foundation for explaining the aesthetic experience of interaction. However, pragmatic and practical somaesthetics, branches of somaesthetics focused on developing and performing practice aimed at cultivation of somatic sensibility, remain unexplored in HCI, and are expected to help designers develop and utilize the sense of haptic, dynamic, and invisible qualities. This Ph.D. research aims to develop an ideation method in interactive product design context based on somaesthetic reflection, an introspection method in somaesthetics. The influences of someasthetic reflection on ideation and the directions of method development were identified from the first study.
An exploratory study into the public and situated visualisation of local data in urban communities BIBAFull-Text 173-176
  Lisa Koeman
While data visualisations are being used increasingly often in news reports, mobile applications and the like, visualisations designed specifically for public settings are still largely uninvestigated. My thesis is an exploratory study, looking into the role public and situated visualisations can play in revealing local data to urban communities -- and how such visualisations can connect the members of these communities.
Exploring material representations of physical activity BIBAFull-Text 177-180
  Rohit Ashok Khot
Providing visual feedback plays an important role in motivating users towards a physical activity. To support user motivation, previous works in the field of HCI have focused on virtual representations of physical activity by providing different virtual visualization schemes. However, as being physically active happens in this physical world, I see an opportunity to explore alternate design strategy in representing physical activity in the form of material artifacts. This research contributes to the understanding of designing material representations of physical activity, by following a research through design approach: building and evaluating two systems that produce material representations as feedback and reward outcomes. I hope that this work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity.
For every action: interactive installations in liminal spaces BIBAFull-Text 181-184
  Lindsay MacDonald
Liminal spaces are transitory spaces between two areas or states. Such areas can be tied to established social behaviour protocols, which, if broken, can create uncomfortable situations. My over-arching goal for my doctoral research in Computational Media Design is to create interactive installations in liminal spaces that encourage viewers to reflect on and question these social protocols. My work to date realizes this in two art pieces: A Delicate Agreement, and Conditional Balance, each exploring a different instance of liminal space. In the remainder of my doctoral research, I aim to create two more installations that further explore this space and contribute to informing the design of both interactive art and technologies for interaction design.
Ecofeminism and sustainable HCI BIBAFull-Text 185-190
  Gopinaath Kannabiran
HCI's engagement with issues of sustainability has progressively increased over the recent years. Despite this, important aspects of ecological issues such as the socio-cultural and political remain largely unengaged with. My dissertation research outlined here is an attempt to contribute towards addressing such a gap, along with others in the field. My work remains inspired by ecofeminist philosophy, strives towards action-oriented praxis, and focuses on critical notions of social equity, identity, and agency with respect to the design and use of technological interventions to solve ecological issues within HCI.
CyberPLAYce: a play space of creative, intelligent tools promoting personal and computational expression for early learners BIBAFull-Text 191-194
  Arash Soleimani
CyberPLAYce is a portable, cyber-physical-spatial learning environment that students use to discover, manipulate, and create, matched to teacher curricula for children 8-10 years old. CyberPLAYce finds inspiration in the concepts of embodied child-computer interaction, where meaning is constructed through personal and computational expression along with restructuring the spatial configuration of elements in the environment. A full-functioning prototype has been developed, early interaction with children has been observed, and a research plan has been developed for usability evaluation. We envision that CyberPLAYce, "an object-to-think with", will allow children to express themselves through their creation of cyber-physical-spatial worlds.

Workshop summaries

Hacking HCI3P: second workshop on human computer interaction in third places BIBAFull-Text 195-198
  Roberto Calderon; Sidney Fels; Junia Anacleto; Nemanja Memarovic; W. Travis Thompson
The Second Workshop on Human Computer Interaction for Third Places (HCI3P) aims at providing a forum to discuss the roles of interactive technologies, particularly under a DIY and Maker approach, in the shaping of the third places of the future. HCI3P is organized as a hands-on event with a 6-hour "crafting" session where participants will collaboratively create a low or medium fidelity prototype.
Crafting user experience of self-service technologies: key challenges and potential solutions BIBAFull-Text 199-202
  Victor Kaptelinin; Antonio Rizzo; Paul Robertson; Stephanie Rosenbaum
Self-service technologies (SSTs) are becoming an increasingly important factor shaping the everyday environments in which we live. The aim of this one-day workshop is to explore key challenges for HCI and interaction design, related to current trends in the development and use of SSTs. The workshop will gather interested researchers and practitioners in order to (a) collaboratively identify a set of issues related to analysis, design, and evaluation of SSTs and (b) discuss potential approaches to understanding and crafting user experience with self-service technologies.
HCI: human-computer improvisation BIBAFull-Text 203-206
  John Bowers; Robyn Taylor; Jonathan Hook; Dustin Freeman; Charlie Bramley; Christopher Newell
This workshop explores the forms of improvisation that exist across various disciplines, how they can be observed empirically, how improvisation relates to technology and design, and how communities of improvisation exist and evolve. Through the use of these topics to stimulate discussion, along with group activities founded in theatre and music improvisation, we investigate how the study of improvisation can be used to inform contemporary HCI.
StoryStorm: a collaborative exchange of methods for storytelling BIBAFull-Text 207-210
  Deborah Maxwell; Mel Woods; Daisy Abbott
The very act of communication is fundamentally an act of storytelling and so the stories we fashion about ourselves to make sense of our life experiences are intrinsically linked to our identity, nation, and sense of self [1], shaping our understanding of the world. Narrative and storytelling are as critical in today's society as at any other time in history. We see aspects of storytelling frequently appear in research, from development and design processes to new ideas, products and services. In these fields storytelling takes many guises, and, we argue, is often employed unconsciously. This workshop will take stock of existing storytelling processes and forms, and explore emerging digital means of capturing and sharing stories, as a methodological tool for addressing overarching empirical and collaborative interests of the DIS community. The workshop aims to bring together fields of design, HCI, ethnography and industry practitioners to understand and map the range of storytelling tools adopted during research processes, prototyping, and production; exploring how these processes are situated in a design lexicon. This will in turn initiate development of visual aids that distill and encode these practices for use in academia and beyond.
Environments for creative interaction design processes BIBAFull-Text 211-214
  Peter Dalsgaard; Kim Halskov
The theme of the workshop is to examine the nature of creative processes as part of designing interactive systems. In particular, the workshop will focus on how to organize design sessions to improve creative processes, for instance by setting up environments or spaces that support creative activities. In order to provide insights for how such environments can be set up, the workshop will explore a number of themes related to creative design processes, including: Individual and social activities, Creativity constraints, Transformation of design ideas, Generative design materials, and Creativity methods.
Social NUI: social perspectives in natural user interfaces BIBAFull-Text 215-218
  Frank Vetere; Kenton O'Hara; Jeni Paay; Bernd Ploderer; Richard Harper; Abigail Sellen
Natural User Interfaces (NUI) offer rich ways for interacting with the digital world that make innovative use of existing human capabilities. They include and often combine different input modalities such as voice, gesture, eye gaze, body interactions, touch and touchless interactions. However much of the focus of NUI research and development has been on enhancing the experience of individuals interacting with technology. Effective NUIs must also acknowledge our innately social characteristics, and support how we communicate with each other, play together, learn together and collaboratively work together. This workshop concerns the social aspects of NUI. The workshop seeks to better understand the social uses and applications of these new NUI technologies -- how we design these technologies for new social practices and how we understand the use of these technologies in key social contexts.
Products as platforms: a framework for designing open source interactive artifacts BIBAFull-Text 219-222
  Serena Cangiano; Davide Fornari
Practices related to open source hardware and software, open design and digital fabrication demonstrate new ways for designing and producing things. In the domain of open source technology, novel paradigms emerge in which customization is combined with personal fabrication, product development is expanded by users' co-design, open licenses replace the traditional patents system. We assume that the impact of those paradigms activate opportunities for developing new design approaches that consider products as platforms: similarly to open source prototyping platforms such as Arduino, "products-platforms" feature several interactive layers that enable people to access, reconfigure and build upon the physical parts, behaviors and interfaces of the product. The workshop aims to engage participants in an experimental process addressed to the conception of interactive "products-platforms" that are open source artifacts that users can modify or build upon thanks to an ecosystem of shared documentation, services and licenses. In particular, the participants will focus on the definition of solutions for facilitating the configuration, customization and re-production of the interactive product, by discussing the limits and the opportunities of the current open source ecosystem (technology, interfaces, communities, etc.). The workshop reflects on the integration of the human centered design approach into the open source culture and it proposes a framework for designing innovative open source products.
A personal perspective on visualization and visual analytics BIBAFull-Text 223-225
  Sheelagh Carpendale; Melanie Tory; Anthony Tang
Data surrounds each and every one of us in our daily lives, ranging from logs of exercise and diet, to information about our home energy use, to archives of our interactions with others on social media, to online resources pertaining to our hobbies and interests. There is enormous potential for us use this data to gain insight and knowledge about ourselves and our communities. However, designing and applying visualization and visual analytics in our personal lives brings a unique set of design challenges. If these tools belong in our personal lives, work type criteria such as efficiency may no longer apply. In this workshop we will identify and explore research directions and design criteria for personal visualization and personal visual analytics. Our goal is to call research attention to these areas, to engage the design community in this timely and growing field, and to establish a community and common vision for researchers and practitioners working in this space.
Contextual constraints: consequences for interaction design BIBAFull-Text 227-230
  Verena Fuchsberger; Martin Murer; Ilhan Aslan; Alexander Meschtscherjakov; Manfred Tscheligi; Petra Sundström; Daniela Petrelli
Constraints are part of any interaction design activity, as they inform as well as challenge and limit the designer. In this one-day workshop, we will discuss how constraints, which are resulting from their context, are fostering or hindering designs and the act of designing. Also constraints that have both positive and negative consequences will be addressed. The focus will be on limitations of how designers engage themselves with the context (e.g., in contextual design) as well as limitations on the design space as such (e.g., light conditions). Characteristics of constrained contexts might be their strict safety or security regulations, costly access, harsh conditions, temporal restrictions, rare existence, communication problems, etc. Examples for such heavily constrained contexts are environments like factories, cars and space ships, domains like finance and administration or seasonal events like New Year's Eve and Christmas, but this list is almost interminable.
   With this workshop, we aim to address the assessment of types and forms of contextual constraints affecting design options and/or the respective design process. The vision is to better understand how to make use of the beneficial constraints for interaction design, and how to cope with hindering ones. We aim to collect experiences with contextual constraints, and seek to uncover design contexts that have so far rarely been in the focus of interaction design due to their hard approachability. We invite scholars and practitioners to provide a design experience (be it a use case, a design example, a requirements/context study or else) that was influenced by contextual constraints. Finally, the goal of the workshop is to better understand these particular contextually constrained design activities, but also to provide learnings for interaction design in general on how constraints influence the design of interactive systems.