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DigitSpace: Designing Thumb-to-Fingers Touch Interfaces for One-Handed and Eyes-Free Interactions Tracking Fingers / Huang, Da-Yuan / Chan, Liwei / Yang, Shuo / Wang, Fan / Liang, Rong-Hao / Yang, De-Nian / Hung, Yi-Ping / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1526-1537
ACM Digital Library Link
Summary: Thumb-to-fingers interfaces augment touch widgets on fingers, which are manipulated by the thumb. Such interfaces are ideal for one-handed eyes-free input since touch widgets on the fingers enable easy access by the stylus thumb. This study presents DigitSpace, a thumb-to-fingers interface that addresses two ergonomic factors: hand anatomy and touch precision. Hand anatomy restricts possible movements of a thumb, which further influences the physical comfort during the interactions. Touch precision is a human factor that determines how precisely users can manipulate touch widgets set on fingers, which determines effective layouts of the widgets. Buttons and touchpads were considered in our studies to enable discrete and continuous input in an eyes-free manner. The first study explores the regions of fingers where the interactions can be comfortably performed. According to the comfort regions, the second and third studies explore effective layouts for button and touchpad widgets. The experimental results indicate that participants could discriminate at least 16 buttons on their fingers. For touchpad, participants were asked to perform unistrokes. Our results revealed that since individual participant performed a coherent writing behavior, personalized $1 recognizers could offer 92% accuracy on a cross-finger touchpad. A series of design guidelines are proposed for designers, and a DigitSpace prototype that uses magnetic-tracking methods is demonstrated.

GaussMarbles: Spherical Magnetic Tangibles for Interacting with Portable Physical Constraints Everyday Objects as Interaction Surfaces / Kuo, Han-Chih / Liang, Rong-Hao / Lin, Long-Fei / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4228-4232
ACM Digital Library Link
Summary: This work develops a system of spherical magnetic tangibles, GaussMarbles, that exploits the unique affordances of spherical tangibles for interacting with portable physical constraints. The proposed design of each magnetic sphere includes a magnetic polyhedron in the center. The magnetic polyhedron provides bi-polar magnetic fields, which are expanded in equal dihedral angles as robust features for tracking, allowing an analog Hall-sensor grid to resolve the near-surface 3D position accurately in real-time. Possible interactions between the magnetic spheres and portable physical constraints in various levels of embodiment were explored using several example applications.

GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits Everyday Objects as Interaction Surfaces / Liang, Rong-Hao / Kuo, Han-Chih / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4233-4237
ACM Digital Library Link
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system that supports interactivity when embedded in retrofitted or new physical objects. The system consists of two major components -- GaussTag, a magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and GaussStage, which is a tag reader that is combined with an analog Hall-sensor grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and partial 3D orientation of a GaussTag near the sensing platform, and provides simple interfaces for involving physical constraints, displays and actuators in tangible interaction designs. The results of a two-day toy-hacking workshop reveal that all six groups of 31 participants successfully modified physical toys to interact with computers using the GaussRFID system.

GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits Video Showcase Presentations / Liang, Rong-Hao / Kuo, Han-Chih / Chen, Bing-Yu Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.8
ACM Digital Library Link
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system that supports interactivity when embedded in retrofitted or new physical objects. The system consists of two major components -- GaussTag, a magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and GaussStage, which is a tag reader that is combined with an analog Hall-sensor grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and partial 3D orientation of a GaussTag near the sensing platform, and provides simple interfaces for involving physical constraints, displays and actuators in tangible interaction designs. The results of a two-day toy-hacking workshop reveal that all six groups of 31 participants successfully modified physical toys to interact with computers using the GaussRFID system.

GaussStudio: Designing Seamless Tangible Interactions on Portable Displays Studio-Workshops / Liang, Rong-Hao / Kuo, Han-Chih / Alonso, Miguel Bruns / Chen, Bing-Yu Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.786-789
ACM Digital Library Link
Summary: The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense technology. Through a series of brainstorming and making exercises, participants will learn how to exploit natural hand and micro interactions through designing the expressions and affordances of physical objects, and know how to utilize physical constraints to provide additional kinesthetic awareness and haptic feedback. The exercises will be including form-giving, electronic prototyping, and hacking physical toys that are prepared by either the organizers or participants.

CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a Fisheye Ring Session 8A: Hands and Fingers / Chan, Liwei / Chen, Yi-Ling / Hsieh, Chi-Hao / Liang, Rong-Hao / Chen, Bing-Yu Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.549-556
ACM Digital Library Link
Summary: This paper presents CyclopsRing, a ring-style fisheye imaging wearable device that can be worn on hand webbings to enable whole-hand and context-aware interactions. Observing from a central position of the hand through a fisheye perspective, CyclopsRing sees not only the operating hand, but also the environmental contexts that involve with the hand-based interactions. Since CyclopsRing is a finger-worn device, it also allows users to fully preserve skin feedback of the hands. This paper demonstrates a proof-of-concept device, reports the performance in hand-gesture recognition using random decision forest (RDF) method, and, upon the gesture recognizer, presents a set of interaction techniques including on-finger pinch-and-slide input, in-air pinch-and-motion input, palm-writing input, and their interactions with the environmental contexts. The experiment obtained an 84.75% recognition rate of hand gesture input from a database of seven hand gestures collected from 15 participants. To our knowledge, CyclopsRing is the first ring-wearable device that supports whole-hand and context-aware interactions.

FlexiBend: Enabling Interactivity of Multi-Part, Deformable Fabrications Using Single Shape-Sensing Strip Session 9B: Pens, Mice and Sensor Strips / Chien, Chin-yu / Liang, Rong-Hao / Lin, Long-Fei / Chan, Liwei / Chen, Bing-Yu Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.659-663
ACM Digital Library Link
Summary: This paper presents FlexiBend, an easily installable shape-sensing strip that enables interactivity of multi-part, deformable fabrications. The flexible sensor strip is composed of a dense linear array of strain gauges, therefore it has shape sensing capability. After installation, FlexiBend can simultaneously sense user inputs in different parts of a fabrication or even capture the geometry of a deformable fabrication.

Mettle: Reframing Messaging as a Felt Anticipation Social Media / Chen, Amy Yo Sue / Liang, Rung-Huei HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part II 2015-08-02 v.5 p.84-90
Keywords: Experience design; Anticipation; Non-instant messaging; Sense of place; Emotional communication
Link to Digital Content at Springer
Summary: For the past few years, instant messaging (IM) has become the mainstream of social media due to its convenience and efficiency. People, however, tend to exchange message rapidly without further thinking and caring about others or environments. Hence, we develop a non-instant messaging (non-IM) model where anticipation is naturally born. To find design opportunities, we put design probing into practice and found out an emotional expression problem, and that there were still other meaningful perceptions. As a result, we made a prototype of our preliminary concepts aiming to articulate anticipation and sense of place. After the interview with users, we made an adjustment in proposed design to meet users' needs. The whole working process was done with Research through Design (RtD) method. Our work targets at optimizing this dialogical research so that everyone can create and share their personal felt experiences easier via Mettle.

WonderLens: Optical Lenses and Mirrors for Tangible Interactions on Printed Paper Tangible Interactions / Liang, Rong-Hao / Shen, Chao / Chan, Yu-Chien / Chou, Guan-Ting / Chan, Liwei / Yang, De-Nian / Chen, Mike Y. / Chen, Bing-Yu Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1281-1284
ACM Digital Library Link
Summary: This work presents WonderLens, a system of optical lenses and mirrors for enabling tangible interactions on printed paper. When users perform spatial operations on the optical components, they deform the visual content that is printed on paper, and thereby provide dynamic visual feedback on user interactions without any display devices. The magnetic unit that is embedded in each lens and mirror allows the unit to be identified and tracked using an analog Hall-sensor grid that is placed behind the paper, so the system provides additional auditory and visual feedback through different levels of embodiment, further enhancing the interactivity with the printed content on the physical paper.

Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices Using Random Body Parts for Input / Chan, Liwei / Hsieh, Chi-Hao / Chen, Yi-Ling / Yang, Shuo / Huang, Da-Yuan / Liang, Rong-Hao / Chen, Bing-Yu Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3001-3009
ACM Digital Library Link
Summary: This paper presents Cyclops, a single-piece wearable device that sees its user's whole body postures through an ego-centric view of the user that is obtained through a fisheye lens at the center of the user's body, allowing it to see only the user's limbs and interpret body postures effectively. Unlike currently available body gesture input systems that depend on external cameras or distributed motion sensors across the user's body, Cyclops is a single-piece wearable device that is worn as a pendant or a badge. The main idea proposed in this paper is the observation of limbs from a central location of the body. Owing to the ego-centric view, Cyclops turns posture recognition into a highly controllable computer vision problem. This paper demonstrates a proof-of-concept device, and an algorithm for recognizing static and moving bodily gestures based on motion history images (MHI) and a random decision forest (RDF). Four example applications of interactive bodily workout, a mobile racing game that involves hands and feet, a full-body virtual reality system, and interaction with a tangible toy are presented. The experiment on the bodily workout demonstrates that, from a database of 20 body workout gestures that were collected from 20 participants, Cyclops achieved a recognition rate of 79% using MHI and simple template matching, which increased to 92% with the more advanced machine learning approach of RDF.

Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices Video Showcase Presentations / Chan, Liwei / Hsieh, Chi-Hao / Chen, Yi-Ling / Yang, Shuo / Huang, Da-Yuan / Liang, Rong-Hao / Chen, Bing-Yu Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.159
ACM Digital Library Link
Summary: This work presents Cyclops, a single-piece wearable device that sees its user's whole body postures through an ego-centric view of the user that is obtained through a fisheye lens at the center of the user's body, allowing it to see only the user's limbs and interpret body postures effectively. Unlike currently available body gesture input systems that depend on external cameras or distributed motion sensors across the user's body, Cyclops is a single-piece wearable device that is worn as a pendant or a badge. Owing to the ego-centric view, Cyclops turns posture recognition into a highly controllable computer vision problem. We demonstrate a proof-of-concept device and an algorithm for recognizing static and moving bodily gestures based on motion history images (MHI) and a random decision forest (RDF). Four example applications of interactive bodily workout, a mobile racing game that involves hands and feet, a full-body virtual reality system, and interaction with a tangible toy are presented.

Craft Consciousness: The Powerlessness of Traditional Embroidery WIP Theme: Users and UI Design / Wang, Yu-Shin / Hsu, Yuan-Yao / Chen, Wei-Lin / Chen, Han / Liang, Rung-Huei Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2259-2264
ACM Digital Library Link
Summary: Our research aims to comprehend Taiwanese traditional embroidery culture and the traditional embroidery operators' general consciousness about their own jobs through interviews and field research. We learned that there is a sense of "powerlessness" in the traditional embroidery industry. The sense of "powerlessness" comes from not only the operators themselves but also the general mentality in Taiwan. Drawing on this phenomenon, we designed interactive artifacts with sounds, trying to stimulate peoples' existing imagination on cultural consciousness. Until now, we have completed a prototype, which integrates embroidery and interactive audio. Finally, we will use conductive thread as our design material to create our final artifact and hold an exhibition to demonstrate it, encouraging people to make reflection and discourse upon this issue.

Using point-light movement as peripheral visual guidance for scooter navigation Posters & Demonstrations / Tseng, Hung-Yu / Liang, Rong-Hao / Chan, Liwei / Chen, Bing-Yu Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.177-178
ACM Digital Library Link
Summary: This work presents a preliminary study of utilizing point-light movement in scooter drivers' peripheral vision for turn-by-turn navigation. We examine six types of basic 1D point-light movement, and the results suggests several of them can be easily picked up and comprehended by peripheral vision in parallel with the on-going foveal vision task, and can be use to provide effective and distraction-free route-guiding experiences for scooter driving.

GaussStones: shielded magnetic tangibles for multi-token interactions on portable displays Novel hardware II / Liang, Rong-Hao / Kuo, Han-Chih / Chan, Liwei / Yang, De-Nian / Chen, Bing-Yu Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.365-372
ACM Digital Library Link
Summary: This work presents GaussStones, a system of shielded magnetic tangibles design for supporting multi-token interactions on portable displays. Unlike prior works in sensing magnetic tangibles on portable displays, the proposed tangible design applies magnetic shielding by using an inexpensive galvanized steel case, which eliminates interference between magnetic tangibles. An analog Hall-sensor grid can recognize the identity of each shielded magnetic unit since each unit generates a magnetic field with a specific intensity distribution and/or polarization. Combining multiple units as a knob further allows for resolving additional identities and their orientations. Enabling these features improves support for applications involving multiple tokens. Thus, using prevalent portable displays provides generic platforms for tangible interaction design.

Demo hour Demo hour / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu / Grosse-Puppendahl, Tobias / Beck, Sebastian / Wilbers, Daniel / Kuijper, Arjan / Heo, Heejeong / Park, Hyungkun / Kim, Seungki / Chung, Jeeyong / Lee, Geehyuk / Lee, Woohun / Unander-Scharin, Carl / Unander-Scharin, Åsa / Höök, Kristina / Elblaus, Ludvig interactions 2014-09 v.21 n.5 p.6-9
ACM Digital Library Link
Summary: Interactivity is a unique forum of the ACM CHI Conference that showcases hands-on demonstrations, novel interactive technologies, and artistic installations. At CHI 2014, we aimed to create a "one of a CHInd" Interactivity experience with more than 60 interactive exhibits to highlight the diverse group of computer scientists, sociologists, designers, psychologists, artists, and many more that make up the CHI community. Julie Rico Williamson and Steven Benford, CHI Interactivity Chairs

The reflexive printer: toward making sense of perceived drawbacks in technology-mediated reminiscence Digital memory / Tsai, Wenn-Chieh / Wang, Po-Hao / Lee, Hung-Chi / Liang, Rung-Huei / Hsu, Jane Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.995-1004
ACM Digital Library Link
Summary: The Reflexive Printer is a physical artifact combined with a mobile application. It allows digital-photo natives to enrich their experiences of daily reminiscence. Each day, the system takes one picture from a user's smartphone album, prints it on thermal paper as a halftone image, and deletes it from the smartphone. With a critical lens, we reframe technology-mediated reminiscence as an intersubjective interaction between human and artifact. In this mutually informed relationship, we propose perceived drawbacks as a design quality for provoking the critical sensibilities of users and engaging them in transgressing the normality of digital photo consumption. We focus our design thinking on three themes: simple materiality and monological performance, fast consumption and slow rumination, and powerful artifact and feeble user. This paper describes the initial lessons that we have learned through this critical making process and highlights several insights that HCI communities can leverage in the future.

The reflexive printer: embodying personal memory for social provocation Demonstrations / Lee, Hung-Chi / Tsai, Wenn-Chieh / Wang, Po-Hao / Liang, Rung-Huei / Hsu, Jane Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.97-100
ACM Digital Library Link
Summary: 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.

GaussBricks: magnetic building blocks for constructive tangible interactions on portable displays Tangible interactions and technologies / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3153-3162
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.

GaussBricks: magnetic building blocks for constructive tangible interactions on portable displays Video showcase presentations / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.181-182
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.

Gaussbricks: magnetic building blocks for constructive tangible interactions on portable displays Interactivity / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.587-590
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.

AnyButton: unpowered, modeless and highly available mobile input using unmodified clothing buttons 9. Posters / Chan, Liwei / Weng, Chien-Ting / Liang, Rong-Hao / Chen, Bing-Yu Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.24
ACM Digital Library Link
Summary: This paper presents wearable opportunistic controls using unmodified clothing buttons. Buttons are commonly sewn on formal clothing and often came with multiple duplicates. In this paper, we turn passive buttons into dial widgets. Each button provides simple input modalities (e.g., tap and spin inputs). Multiple buttons allow for modeless and rich interactions. We present AnyButton, a wearable motion-sensor set, allowing for transferring buttons on clothing into mobile input on the move. Our prototype consists of three motion sensors attached on the index fingernail, the wrist, and the elbow. We interpret which button is under user interaction according to the wrist and elbow orientations, and how the button in the user's finger pinches being operated according to the motions on the fingertips. Each button allows for partial tap, discrete spin and dwell spin inputs. By distributing interface to the buttons, applications such as music players and call centers can use opportunistic clothing buttons as wearable controls.

Augmenting the input space of portable displays using add-on hall-sensor grid Adjunct 3: doctoral consortium/symposium submissions / Liang, Rong-Hao Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.2 p.33-36
ACM Digital Library Link
Summary: Since handheld and wearable displays are highly mobile, various applications are enabled to enrich our daily life. In addition to displaying high-fidelity information, these devices also support natural and effective user interactions by exploiting the capability of various embedded sensors. Nonetheless, the set of built-in sensors has limitations. Add-on sensor technologies, therefore, are needed. This work chooses to exploit magnetism as an additional channel of user input. The author first explains the reasons of developing the add-on magnetic field sensing technology based on neodymium magnets and the analog Hall-sensor grid. Then, the augmented input space is showcased through two instances. 1) For handheld displays, the sensor extends the object tracking capability to the near-surface 3D space by simply attaching it to the back of devices. 2) For wearable displays, the sensor enables private and rich-haptic 2D input by wearing it on user's fingernails. Limitations and possible research directions of this approach are highlighted in the end of paper.

FingerPad: private and subtle interaction using fingertips Sensing / Chan, Liwei / Liang, Rong-Hao / Tsai, Ming-Chang / Cheng, Kai-Yin / Su, Chao-Huai / Chen, Mike Y. / Cheng, Wen-Huang / Chen, Bing-Yu Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.255-260
ACM Digital Library Link
Summary: We present FingerPad, a nail-mounted device that turns the tip of the index finger into a touchpad, allowing private and subtle interaction while on the move. FingerPad enables touch input using magnetic tracking, by adding a Hall sensor grid on the index fingernail, and a magnet on the thumbnail. Since it permits input through the pinch gesture, FingerPad is suitable for private use because the movements of the fingers in a pinch are subtle and are naturally hidden by the hand. Functionally, FingerPad resembles a touchpad, and also allows for eyes-free use. Additionally, since the necessary devices are attached to the nails, FingerPad preserves natural haptic feedback without affecting the native function of the fingertips. Through user study, we analyze the three design factors, namely posture, commitment method and target size, to assess the design of the FingerPad. Though the results show some trade-off among the factors, generally participants achieve 93% accuracy for very small targets (1.2mm-width) in the seated condition, and 92% accuracy for 2.5mm-width targets in the walking condition.

Hypnotist framing: hypnotic practice as a resource for poetic interaction design Design poetics / Liang, Rung-Huei / Chang, Huang-Ming Proceedings of the 2013 Conference on Designing Pleasurable Products and Interfaces 2013-09-03 p.241-250
ACM Digital Library Link
Summary: Interaction design has noticed that different notions of users reflect different underlying paradigms, ranging from task-oriented operators, cognitive users, to phenomenological individuals. When exploring non-task-oriented interaction such as poetic interaction design, it would be problematic to reduce a person into a specific type of user, as well as to regard an individual as always in a fixed mental state. Hypnosis is a practice known as its ability to make suggestions and to guide imagery by deliberately changing the mental state of a subject. An apprenticeship-based activity was conducted to reveal the perspective and techniques of a hypnotist, aiming to provide a lens through which interaction designers can reframe the relation between users and artifacts. This study sensitizes poetic interaction with Chinese poetry, collects accounts in the field, draws implications, and critically reflects on poetic imagery and guided imagery in a constructive way to enrich the body of knowledge in HCI.

Designing for Resonance by Evocative Objects: An Experiential Interaction Design Method Design Processes, Methods and Tools / Su, Chih-Sheng / Liang, Rung-Huei DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part I: Design Philosophy, Methods, and Tools 2013-07-21 v.1 p.610-619
Keywords: Resonance; Evocative Objects; Personal Experience; Dialogical Critique; Interaction Design
Link to Digital Content at Springer
Summary: This paper presents a design method that enriches the quality of experiential interaction design. The purpose is to encourage designers to use their own experiences to create. In this paper, we describe how to use an evocative object as a starting point, bringing up a journey of memory, behavior, family relationships, and self-identity, and then translate the inspiration into core elements in an experiential interaction design. This method has six key features: (1) The choice of a designer's own evocative object, (2) The creation of narratives, (3) The creation of visual representations, (4) The search and transformation of the key emotion, (5) The creation of the physical interaction context, and (6) The public exhibition and the final meaning-making process. We claim that this method can establish a dialogue between the designer, the project, and the audiences. It can also enhance the meaning and the quality of the experiential interaction design.
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