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DUX Tables of Contents: 030507

Proceedings of DUX'07: Designing for User eXperiences 2007-11-05

Fullname:Proceedings of the 2007 Conference on Designing for User Experiences
Location:Chicago, Illinois
Dates:2007-Nov-05 to 2007-Nov-07
Standard No:ISBN: 1-60558-308-1, 978-1-60558-308-2; ACM DL: Table of Contents hcibib: DUX07
  1. A very big picture
  2. By the people
  3. Experiencing the invisible
  4. Be (t)here now
  5. Niche experience
  6. Mixed reality
  7. Personal training
  8. Design for good

A very big picture

AnyPhone: mobile applications for everyone BIBAFull-Text 1
  Eric Paulos; August Joki; Parul Vora; Anthony Burke
The mobile phone is one of the most commonly carried pieces of personal, readily accessible digital technologies. Beyond just voice calls, they function as digital cameras, PDAs, internet consoles, and email and instant messaging clients. The demand for improved operating systems and programming languages has given rise to a wide range of hardware and programming APIs. However, the designers of these mobile phone applications are continuously challenged with two inescapable aggravations: (1) how will users locate and download the application to their mobile phone and (2) will the application be compatible with their phone's hardware? We undertook the challenge to discover the design space of mobile phone applications that required no downloading or installation procedure and would operate on any mobile phone regardless of the phone's network, carrier, operating system, age, or hardware. We developed and deployed two such applications -- Tree-Map Arrival Information and Group Voting.
Bipolar laddering (BLA): a participatory subjective exploration method on user experience BIBAFull-Text 2
  Marc Pifarré; Oscar Tomico
Normally, the paradigm used to study user experience is based on the hypothetic-deductive method but this paradigm can present disadvantages like low results reliability or difficulties to carry out field studies.
   In this article, a method based on the Socratic paradigm is suggested for analyzing the user-product psychological relationship. Nowadays the Socratic paradigm is only used in some post-modern psychology schools, which applies Socratic techniques for psychological exploration and treatment.
   Based on this principle an expert-to-expert conversation is established between psychologist and patient. The user can be an expert in the usage of a product whilst the interviewer is an expert in UX studies. Thus, much more reliable information of the user-product relationship can be obtained. Applying this paradigm as a constructive and systematic event allows for increasing the reliability in qualitative user experience studies.
SpiderCrab and the emergent object: designing for the twenty-first century BIBAFull-Text 3
  Mick Wallis; Sita Popat; Alice Bayliss; Joslin McKinney; John Bryden; David Hogg; Matthew Godden; Rich Walker
This paper presents the development of the robotic prototype SpiderCrab in the context of Emergent Objects 2 (EO2), a portfolio of sub-projects funded by the EPSRC/AHRC 'Designing for the Twenty-first Century' initiative. We report first on explorations across EO2 into how performance knowledge and practice can help to understand and facilitate emergence in the context of the design process, including its outcomes.
   Turning to SpiderCrab, conceived of as a mediation between dancing partner and architectural environment, we report on the performance-led process undertaken by an interdisciplinary team in pursuit of performative merging between the robot and its human partner. We conclude by reflecting on the relationships between expressive and responsive modes in the conduct of design for user experience.

By the people

Happy coincidences in designing for social connectedness and play through opportunistic image capture BIBAFull-Text 4
  Shawn Ashkanasy; Peter Benda; Frank Vetere
We explore the opportunities and constraints for sharing personal and 'social group' communications through the use of multi-location interactive image displays and mobile image capture devices. Accordingly, we seek to provide a better understanding of the use of such technologies in supporting close tie relationships through the implementation of Collage, an interactive image display.
   Collage has been designed for immediate and lightweight modes of sharing though synchronous and asynchronous interaction between users and digital images/text. We report on the results of a technology probe with three related families over a ten-week period. Through interviews and participant data we provide a rich account of their use with the system, emergent practices and usability issues that enabled and limited their experience of sharing digital family images. We also show evidence for user driven resolution of ambiguities in the system as an enabler of new experiences -- What might be called "happy coincidences".
Engaging stakeholders: mobile diaries for social design BIBAFull-Text 5
  Penny Hagen; Toni Robertson; David Gravina
Interactive systems such as community blogs and online campaign sites that require, expect or anticipate user contributions, can be conceptualised as containers, or spaces for interaction. Digital Eskimo is a design agency responsible for creating such online social spaces. In this case study we outline how we have adapted the design research method we call Mobile Diaries into Digital Eskimo's process for the design of community, campaigning and content-sharing based sites.
   We describe the development of the method, and evaluate its contribution to our design process and suitability for use in the design of social systems in particular. As such the solution that we have developed and documented in this case study is a methodological one.

Experiencing the invisible

180 x 120: designing alternate location systems BIBAFull-Text 6
  Eric Paulos; Anthony Burke; Tom Jenkins; Karen Marcelo
Using 180 RFID tags to track and plot locations over time, guests to an event at the San Francisco Museum of Modern Art (SFMOMA) collectively constructed a public visualization of the individual and group activities by building a history of movement throughout the space over 120 minutes. The projected histogram builds over time, revealing crowd intelligence, patterns of group distribution, zones of intensity, and preferred locations. The real-time data is projected atop a geometrically constructed, three-dimensional tessellated screen whose texture and shape have been previously calculated using a model of expected user clustering and activity. The juxtaposition of real and expected data manifest itself in this group created visual artifact. This paper presents a structured design approach to location systems that ignores quality and reliability, celebrates the loss of privacy, integrates physical architecture into the output, and explores crowd generation of public digest artifacts. A resulting deployed system is described.
Communication mapping: understanding anyone's social network in 60 minutes BIBAFull-Text 7
  Paul Adams
To design successful user experiences for Google's communication products, it is important for us to understand their users' communication behaviours beyond what they do with the product itself. To make informed design decisions, product development teams often require us to build this understanding in a matter of weeks. This paper describes a research technique for building an understanding of people's social networks and communication tools by only spending 60 minutes each with a small number of research participants. It also describes examples of the type of insights this technique can yield.
Experiencing-in-the-world: using pragmatist philosophy to design for aesthetic experience BIBAFull-Text 8
  Dhaval Vyas; Dirk Heylen; Anton Eliëns; Anton Nijholt
With the growing use of personal and ubiquitous computing technology, an increase is seen in utilizing aesthetic aspects for designing interactive systems. The use of aesthetic interpretations, however, has differed in different applications, often lacking a coherent and holistic meaning of aesthetics. In this paper we provide an account on aesthetics, utilizing the pragmatist perspective, which can be used as a framework to design for aesthetic experience in interactive systems. We discuss seven major themes of aesthetic experience.
   Using our framework we discuss two design examples. In the first example -- Panorama, the framework is used to inform the design process and making design decisions for supporting aesthetic social awareness in an academic work environment. In the second example -- Virtual Dancer, the framework is used to analyze the aesthetics of an entertainment experience and to elicit further improvements. In the end we discuss the role of aesthetics in the design of interactive systems.
Qualities of perceived aesthetic in data visualization BIBFull-Text 9
  Nick Cawthon
TILTle: exploring dynamic balance BIBAFull-Text 10
  Paulina Modlitba; Dietmar Offenhuber; Moses Ting; Dido Tsigaridi; Hiroshi Ishii
In this paper we introduce a novel tangible interface for exploring dynamic equilibria using the metaphor of a traditional balance scale. Rather than comparing and identifying physical weight, our scale can be used for contrasting digital data in different domains. We do this by assigning virtual weight to objects, which physically affects the scale. Our goal is to communicate complex comparison mechanisms, by making them visible and graspable, and expose temporality, by non-instantaneous computation results and over time changes reflected in the behavior of the scale. In this paper we present the interface and discuss the different interaction techniques possible with it.

Be (t)here now

Designing for persistent audio conversations in the enterprise BIBAFull-Text 11
  Adithya Renduchintala; Shreeharsh Kelkar; Ajita John; Dorée Duncan Seligmann
Social media websites like flickr and del.icio.us enable collaboration by allowing users to easily share content on the web through tagging. To provide a similar advantage to the enterprise, we have designed a tagging system for audio conversations. We are developing telephonic interfaces, where participants of a spoken conversation can opt to archive and share it. We have also developed a web-based visual interface that enables annotation, search, and retrieval of archived conversations. In this interface, we have focused on visualizing relationships between users, tags and conversations, which will enable efficient searching and browsing, and more importantly, provide contextualized interaction histories. A pilot user study, conducted using simulated data, showed that our social network visualization was effective.
Zync: the design of synchronized video sharing BIBAFull-Text 12
  Yiming Liu; Peter Shafton; David A. Shamma; Jeannie Yang
In this sketch, we present a design research approach which led to the development of Zync, a synchronized video player that provides a social viewing experience for online videos. This approach utilizes an iterative design process, focuses on research pragmatics over semantics, and examines the landscape of existing tools and technologies to identify the best venue for deployment.
   In lieu of creating an entirely new collaboration tool, we chose to build Zync as a plug-in module for a popular instant messaging (IM) client to help foster conversations where they normally occur. Zync augments the IM experience by enabling the inclusion of online videos within these conversations.
   Based on Zync usage data, we identified three classes of people who share videos via IM, obtained insight into what people want to watch, and created a framework to understand how people behave and hold conversations in synchronicity with temporal media.
Context-aware classification of continuous video from wearables BIBAFull-Text 13
  Lutz Dickmann; Mari Jovan Fernan; Athanasios Kanakis; Anna Katharina Kessler; Özlem Sulak; Peter von Maydell; Stéphane Beauregard
The next big step in video-based life logging is to exploit image processing and context inference from multiple sensors. Automatic segmentation and classification of personal experiences recorded with always-on wearable devices may forge entirely new pragmatics of human interaction.
   Yet, how do we anticipate social dynamics to tackle critical ethical matters? Are we supposed to fit a design concept onto a to this point non-existent market or technology?
   We aim to contribute to the digital age discourse by making this emergent domain viable for responsible iterative design approaches.
   This sketch outlines how we address the novel technology at hand by integrating technical development and design strategies in a convergent full-circle approach.

Niche experience

Experientializing home appliances to empower the aging population for autonomous living BIBAFull-Text 14
  Mark Baskinger
Designing for an aging population challenges many conventional notions of traditional product design and requires a more detailed description of the attributes that define the breadth of "product" manifestations. By their very nature, products and systems designed for the aging population must better connect their functionality with the user's abilities, environment, and living practices. This approach requires interdisciplinary methods aimed at designing for user experience, focusing on interaction rather than packing each appliance with features and gadgets. Through the careful scripting of product interactions supported by visual form language, meaningful experiences can be generated to improve user confidence and efficiency which ultimately yield empowerment. This Design Research Study uses a collaborative project between Carnegie Mellon School of Design and GE Appliances to introduce some emerging themes and approaches in universal design to empower the aging population in support of autonomous living.
Shared moments: opportunities for mobile phones in religious participation BIBAFull-Text 15
  Rhiannon Sterling; John Zimmerman
The near ubiquity of mobile phones in the world and in people's lives, have created new opportunities for reinterpretation of what these devices are and what they do. One area that has recently emerged is the use of mobile phones in religious practices. Researchers and designers have yet to develop a concrete framework or strategies for designing in this space.
   This research explores the appropriate role for a mobile phone in religious practice looking specifically at an American Soto Zen Buddhist community. Despite the assumed dysfunction between mobile technology and the Buddhist philosophy of "living in the here and now," we found many opportunities for the phone to help maintain and enhance the bonds between members of religious communities, helping them feel a stronger sense of participation.
The social web: global village or private cliques? BIBAFull-Text 16
  Shyong (Tony) K. Lam; Elizabeth Churchill
Rhetorics of Web 2.0 emphasize the sharing of user generated content. But how much content is actually openly shared? Is the Web really an open arena for content, or more suited to sharing in small groups? Will sharing change as more people become aware of potential legal and social pitfalls? Will media services increasingly be used for personal archive? As designers, we need to understand how individuals are making decisions about what to share, and with whom to share. We need to be cognizant of possible differences in social and cultural norms among different populations. We present a sketch of sharing defaults on a number of well-known social sites, and of user practices in a photo-sharing, social networking site, Flickr. Our project is in its first phase, intended to scope a broader study of sharing practices and drive application design ideation.
Bowl: token-based media for children BIBAFull-Text 17
  Einar Sneve Martinussen; Jørn Knutsen; Timo Arnall
'Bowl' is a simple token-based media player designed as a self-contained interface for children between 2-4. The project focuses on the use of tangible interfaces for handling media in relevant physical and social contexts -- in this case the home environment.
   An initial investigation of containers leads to the consideration of bowls as interfaces for viewing, sharing and presenting media. Subsequent investigation of everyday objects leads to the use of toys and a range of familiar items as tokens with relationships to media. The resulting prototype and extensive user-testing shows strong relationships between playful activities and media consumption.
   The project extends a rich history of previous work in token-based interfaces by implementing a long-term, iterative design and testing process in contextually relevant situations.

Mixed reality

The projects: towards a sociable architecture for virtual worlds BIBFull-Text 18
  Drew Harry
Being Mondrian: the public installation for interactive drawing with tangible interface BIBAFull-Text 19
  Tanyoung Kim; Shinhyun Ahn; Soojin Lee
"Being Mondrian" is a public installation aimed for interactive drawing utilizing a novel tangible interface. Abstract painting has been conceived as a monopoly permitted to professional artists with special techniques. However, at the same time, such art works are so apparently simple that ordinary people dare to think to simulate them.
   To substantiate the dream of being an artist, we proposed a set of interactive drawing system composed of "Drawing Kit" and "Mondrian Stage". People can draw black lines and colored rectangles generated by the intersection of the lines as they put the Kit, the tangible interface, on the Stage which plays a role as both a functional and a representational space. Through this interactive drawing system, we did not intend to let people to merely copy Mondrian's masterpiece, but create their own digital artworks.
Peephole experiences: field experiments with mixed reality hydroscopes in a marine center BIBAFull-Text 20
  Christrian Dindler; Peter G. Krogh; Sofie Beck; Liselott Stenfelt; Kaspar Rosengreen Nielsen; Kaj Grønbæk
This paper discusses the principle of Peepholes in the context of aesthetics of interaction. The idea of Peepholes is to stimulate curiosity, imagination, and exploration by allowing users access to only a small part of a larger universe. The paper discusses the development and first evaluation of a concrete instance of the Peephole principle for a marine centre, where Peepholes are designed as mixed reality Hydroscopes to study a digital ocean universe with fish and other undersea phenomena. The design and evaluation of the Hydroscope installation is discussed and issues for future design are outlined. Following this discussion, we move to consider the concept of Peepholes in relation to interaction design and aesthetics of interaction more generally and outline four central dimensions of peepholes: the senses, the social, the spatiality, and the tangibility.

Personal training

Avoiding the prisoner's dilemma of the web BIBAFull-Text 21
  Peter Mortensen; Conrad Wai
Everyone talks about increasing safety, security and privacy on the web. But in spite of decades of work to achieve these ends, people still find it hard to know which individuals they meet on the Internet they can trust.
   Worse still, many sites, including classified ad giant Craigslist, only function when both parties act honestly, an outcome Game Theory has shown to be least likely in such a situation. If the web is to reach its maximum utility, this Prisoner's Dilemma of the Web must be resolved.
   In this paper, we detail the causes -- and existing remedies for -- distrust between individuals on the web. By outlining seven strategies for fostering peer-to-peer trust, we set up a scenario that combines a few of these strategies with Craigslist to create a theoretical model for breaking the web's Prisoner's Dilemma.
Lessons from failure: re-conceiving blogging as personal change support BIBAFull-Text 22
  Christine Satchell
This paper reports on research-driven design of social technologies. It describes an exploratory field study evaluating and re-conceiving blogging technologies -- a mobile phone, a mobile blog, a Weblog and synchronization software -- to support personal change, in this case quitting smoking. We briefly describe the design of the blogging technologies and summarise the outcomes of their extended use by four people trying to quit smoking in terms of technology usage, domestication and acceptance and, smoking cessation. We then document some notable features of failure, both of the technology and the quit attempts, describing how understanding the nuances and subtleties of failure highlights important design considerations. Finally, we present some methodological and design recommendations emerging from: a design workshop involving the participants in the field study; and a desktop design exercise.
After the match: mobility and first dates BIBAFull-Text 23
  A Anonymous
Matchmaking has moved online, with more and more people seeking romantic partners through specialized dating websites and open social spaces. But after identifying potential partners on the Internet, these "online daters" invest considerable time and money into face-to-face meetings. These meetings necessarily involve emotional and physical vulnerability. Most online dating services have optimized the "matchmaking" component of online dating services instead of addressing the potentially nerve-wracking process of meeting up in person. This research sketch introduces a project aimed at changing the experience of planning the first date.

Design for good

The open architecture network: a web-based workspace for global architectural collaboration BIBAFull-Text 24
  Josh Williams; Renee Anderson
Many architecture professionals want to assist people living in substandard conditions and those who have been affected by human-made or natural disasters. 2006 TED Prize recipient Cameron Sinclair (co-founder of Architecture for Humanity) sought a way for architecture professionals to work together, from anywhere in the world.
   Hot Studio, Inc. (San Francisco, USA) collaborated with Sun Microsystems (San Jose, USA) to create the Open Architecture Network (OAN): a web-based, open-source database to support architectural collaboration. Using the OAN, architectural project teams can share, review, and discuss designs, access tools to efficiently manage projects, engage with a community to share and discuss ideas, and more.
   The OAN launched in April 2007, so details around site adoption and user behavior are limited. By the time of the conference, additional features will launch, and we will have more information about how the site's experience is meeting user needs.
Responsibilities and implications: further thoughts on ethnography and design BIBAFull-Text 25
  Paul Dourish
Many researchers and practitioners in user experience design have turned towards social sciences to find ways to understand the social contexts in which both users and technologies are embedded. Ethnographic approaches are increasingly prominent as means by which this might be accomplished. However, a very wide range of forms of social investigation travel under the "ethnography" banner in HCI, suggesting that there is still considerable debate over what ethnography is and how it can best be employed in design contexts.
   Building on earlier discussions and debates around ethnography and its implications, this paper explores how ethnographic methods might be consequential for design. In particular, it illustrates the implications for design that might be derived from classical ethnographic material and shows that these may not be of the form that HCI research normally imagines or expects.
Professor Tanda: greener gaming & pervasive play BIBAFull-Text 26
  Alan Chamberlain; Steve Benford; Chris Greenhalgh; Alastair Hampshire; Nick Tandavanitj; Matt Adams; Amanda Oldroyd; Jon Sutton
This study examines the development of a mobile phone-based pervasive game that related its user's environmental footprint. It discusses the design challenges, development and evaluation of the prototype game in order to identify the key strategies and mechanisms that relate to the production of pervasive systems for mass participation. Designing the user experience for such systems is particularly difficult, as the game had to educate and entertain without patronizing or preaching to the user. A prototype system was developed and trialed in order to identify and understand how users related to the experience and how the game may be further developed. We found that character-led tailored physical activities were generally found to be the most enjoyable, while players wanted more interaction with each other and more score-based content. Creating interdependent question sets and orchestrating the game arduous process. In the future a fully automated system will be key to its use.
Increasing recycling behaviors through user-centered design BIBFull-Text 27
  Melissa Zlatow