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Physikit: Data Engagement Through Physical Ambient Visualizations in the Home I want to know my data Democratizing, Opening and Comprehending Data / Houben, Steven / Golsteijn, Connie / Gallacher, Sarah / Johnson, Rose / Bakker, Saskia / Marquardt, Nicolai / Capra, Licia / Rogers, Yvonne Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1608-1619
ACM Digital Library Link
Summary: Internet of things (IoT) devices and sensor kits have the potential to democratize the access, use, and appropriation of data. Despite the increased availability of low cost sensors, most of the produced data is "black box" in nature: users often do not know how to access or interpret data. We propose a "human-data design" approach in which end-users are given tools to create, share, and use data through tangible and physical visualizations. This paper introduces Physikit, a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. We report on the design and implementation of Physikit, and present a two-week field study which showed that participants got an increased sense of the meaning of data, embellished and appropriated the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior.

Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body Perception and Multisensory Feedback SIG Meetings / Singh, Aneesha / Tajadura-Jimez, Ana / Bianchi-Berthouze, Nadia / Marquardt, Nic / Tentori, Monica / Bresin, Roberto / Kulic, Dana Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1092-1095
ACM Digital Library Link
Summary: People's perceptions of their own body's appearance, capabilities and position are constantly updated through sensory cues [10,14] that are naturally produced by their actions. Increasingly cheap and ubiquitous sensing technology is being used with multisensory feedback in multiple HCI areas of sports, health, rehabilitation, psychology, neuroscience, arts and games to alter or enhance sensory cues to achieve many ends such as enhanced body perception and body awareness. However, the focus and aims differ between areas. Designing more effective and efficient multisensory feedback requires an attempt to bridge the gap between these worlds. This interactive SIG with minute madness technology presentations, expert sessions, and multidisciplinary discussions will: (i) bring together HCI researchers from different areas, (ii) discuss tools, methods and frameworks, and (iii) form a multidisciplinary community to build synergies for further collaboration.

Proxemic Mobile Collocated Interactions Workshop Summaries / Porcheron, Martin / Lucero, Andrés / Quigley, Aaron / Marquardt, Nicolai / Clawson, James / O'Hara, Kenton Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3309-3316
ACM Digital Library Link
Summary: Recent research on mobile collocated interactions has been looking at situations in which collocated users engage in collaborative activities using their mobile devices. However, existing practices fail to fully account for the culturally-dependent spatial relationships between people and their digital devices (i.e. the proxemic relationships). Building on the ideas of proxemic interactions, this workshop is motivated by the concept of 'proxemic mobile collocated interactions', to harness new or existing technologies to create engaging and interactionally relevant experiences. Such approaches would allow devices to not only react to presence and interaction, but also other indicators, such as the interpersonal distance people naturally use in everyday life. The aim of this one-day workshop is to bring together a community of researchers, designers and practitioners who are interested in exploring proxemics and mobile collocated interactions.

Cross-Surface: Challenges and Opportunities for 'bring your own device' in the wild Workshop Summaries / Houben, Steven / Marquardt, Nicolai / Vermeulen, Jo / Schöning, Johannes / Klokmose, Clemens / Reiterer, Harald / Korsgaard, Henrik / Schreiner, Mario Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3366-3372
ACM Digital Library Link
Summary: In this workshop, we will review and discuss challenges and opportunities for HCI in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We aim to bring together researchers and practitioners working on technical infra-structures for cross-surface computing, studies of cross-surface computing in particular domains as well as interaction challenges for introducing cross-surface computing in the wild, all with a particular focus on BYOD. Examples of application domains are: cultural institutions, work places, public libraries, schools and education.

Advances in DIY Health and Wellbeing Workshop Summaries / O'Kane, Aisling Ann / Hurst, Amy / Niezen, Gerrit / Marquardt, Nicolai / Bird, Jon / Abowd, Gregory Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3453-3460
ACM Digital Library Link
Summary: The choice of consumer healthcare and wellbeing technologies has never been greater, and the introduction of consumer wearable technologies and inexpensive sensor kits means that developing bespoke personalized health devices is now possible. For example, there is a growing community making DIY diabetes technologies and the trend is spreading to other health areas where people want to design, customize, manufacture and disseminate their own DIY health and wellbeing technologies. Although the CHI community has started to investigate these trends, the pace that motivated open-source health 'makers' and 'hackers' are developing technologies means that there is a need to bring together researchers to discuss the HCI implications of this changing landscape.

ConnectUs: A New Toolkit for Teaching about the Internet of Things Interactivity Demos / Lechelt, Zuzanna / Rogers, Yvonne / Marquardt, Nicolai / Shum, Venus Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3711-3714
ACM Digital Library Link
Summary: The emerging Internet of Things (IoT), through which vast amounts of everyday objects are becoming embedded with computing and networking capabilities, is rapidly changing the way society uses and experiences technology. Despite this, children do not systematically learn about IoT in schools. This demonstration will showcase ConnectUs, a new IoT toolkit, which can be used to introduce children to a variety of IoT concepts, and provide users with the opportunity to design their own IoT system.

Cross-Surface: Workshop on Interacting with Multi-Device Ecologies in the Wild Workshops / Houben, Steven / Vermeulen, Jo / Klokmose, Clemens / Marquardt, Nicolai / Schöning, Johannes / Reiterer, Harald Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.485-489
ACM Digital Library Link
Summary: In this workshop, we will review and discuss opportunities, technical challenges and problems with cross-device interactions in interactive multi-surface and multi-device ecologies. We aim to bring together researchers and practitioners currently working on novel techniques for cross-surface interactions, focusing both on technical as well as interaction challenges for introducing these technologies into the wild, and highlighting opportunities for further research. The workshop will help to facilitate knowledge exchange on the inherent challenges of building robust and intuitive cross-surface interactions, identify application domains and enabling technologies for cross-surface interactions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions.

EXCITE: EXploring Collaborative Interaction in Tracked Environments Computer-Supported Cooperative Work and Social Computing / Marquardt, Nicolai / Schardong, Frederico / Tang, Anthony Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II 2015-09-14 v.2 p.89-97
Keywords: Interaction analysis; Collaborative interaction; Tracked environments
Link to Digital Content at Springer
Summary: A central issue in designing collaborative multi-surface environments is evaluating the interaction techniques, tools, and applications that we design. We often analyse data from studies using inductive video analysis, but the volume of data makes this a time-consuming process. We designed EXCITE, which gives analysts the ability to analyse studies by quickly querying aspects of people's interactions with applications and devices around them using a declarative programmatic syntax. These queries provide simple, immediate visual access to matching incidents in the interaction stream, video data, and motion-capture data. The query language filters the volume of data that needs to be reviewed based on criteria such as application events, and proxemics events, such as distance or orientation between people and devices. This general approach allows analysts to provisionally develop theories about the use of multi-surface environments, and to evaluate them rapidly through video-based evidence.

Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and Mediating Large Surface Interactions Visualization / Vermeulen, Jo / Luyten, Kris / Coninx, Karin / Marquardt, Nicolai / Bird, Jon Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.264-281
Keywords: Feedback; Proxemic interactions; Implicit interaction; Discoverability; Intelligibility; Spatial feedback
Link to Digital Content at Springer
Summary: Interactive large surfaces have recently become commonplace for interactions in public settings. The fact that people can engage with them and the spectrum of possible interactions, however, often remain invisible and can be confusing or ambiguous to passersby. In this paper, we explore the design of dynamic peripheral floor visualizations for revealing and mediating large surface interactions. Extending earlier work on interactive illuminated floors, we introduce a novel approach for leveraging floor displays in a secondary, assisting role to aid users in interacting with the primary display. We illustrate a series of visualizations with the illuminated floor of the Proxemic Flow system. In particular, we contribute a design space for peripheral floor visualizations that (a) provides peripheral information about tracking fidelity with personal halos, (b) makes interaction zones and borders explicit for easy opt-in and opt-out, and (c) gives cues inviting for spatial movement or possible next interaction steps through wave, trail, and footstep animations. We demonstrate our proposed techniques in the context of a large surface application and discuss important design considerations for assistive floor visualizations.

Sketching User Experiences Tutorial Tutorials / Marquardt, Nicolai Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.644-646
Link to Digital Content at Springer
Summary: When designing novel user interfaces, paper-pencil sketches can support the design thinking process and are valuable for communicating design ideas to others. In this hands-on tutorial we will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice -- with a particular focus on the design of novel user experiences. Participants will learn essential sketching strategies, apply these in practice during many hands-on exercises, and learn the various ways of using sketches as a tool during all stages of the HCI research and design process. Our emphasis is on quick, easy to learn, and easy to apply methods for generating and refining ideas.

WatchConnect: A Toolkit for Prototyping Smartwatch-Centric Cross-Device Applications Smartwatch Interaction / Houben, Steven / Marquardt, Nicolai Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1247-1256
ACM Digital Library Link
Summary: People increasingly use smartwatches in tandem with other devices such as smartphones, laptops or tablets. This allows for novel cross-device applications that use the watch as both input device and output display. However, despite the increasing availability of smartwatches, prototyping cross-device watch-centric applications remains a challenging task. Developers are limited in the applications they can explore as available toolkits provide only limited access to different types of input sensors for cross-device interactions. To address this problem, we introduce WatchConnect, a toolkit for rapidly prototyping cross-device applications and interaction techniques with smartwatches. The toolkit provides developers with (i) an extendable hardware platform that emulates a smartwatch, (ii) a UI framework that integrates with an existing UI builder, and (iii) a rich set of input and output events using a range of built-in sensor mappings. We demonstrate the versatility and design space of the toolkit with five interaction techniques and applications.

As Light as your Footsteps: Altering Walking Sounds to Change Perceived Body Weight, Emotional State and Gait Wellness & Wearables / Tajadura-Jiménez, Ana / Basia, Maria / Deroy, Ophelia / Fairhurst, Merle / Marquardt, Nicolai / Bianchi-Berthouze, Nadia Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2943-2952
ACM Digital Library Link
Summary: An ever more sedentary lifestyle is a serious problem in our society. Enhancing people's exercise adherence through technology remains an important research challenge. We propose a novel approach for a system supporting walking that draws from basic findings in neuroscience research. Our shoe-based prototype senses a person's footsteps and alters in real-time the frequency spectra of the sound they produce while walking. The resulting sounds are consistent with those produced by either a lighter or heavier body. Our user study showed that modified walking sounds change one's own perceived body weight and lead to a related gait pattern. In particular, augmenting the high frequencies of the sound leads to the perception of having a thinner body and enhances the motivation for physical activity inducing a more dynamic swing and a shorter heel strike. We here discuss the opportunities and the questions our findings open.

Sketching User Experiences: The Hands-on Course Course Overviews / Marquardt, Nicolai / Greenberg, Saul Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2479-2480
ACM Digital Library Link
Summary: When designing novel user interfaces, paper-pencil sketches can support the design thinking process and are valuable for communicating design ideas to others. This hands-on course will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice with a particular focus on the design of novel user experiences. Participants will learn essential sketching strategies, apply these in practice during many hands-on exercises, and learn the various ways of using sketches as a tool during all stages of the HCI research and design process. Our emphasis is on quick, easy to learn, and easy to apply methods for generating and refining ideas.

HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration Session 2: Hardware, Sensing and Frameworks / Rädle, Roman / Jetter, Hans-Christian / Marquardt, Nicolai / Reiterer, Harald / Rogers, Yvonne Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.45-54
ACM Digital Library Link
Summary: We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time, users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. We contribute a novel hybrid sensing approach that uses RGB and depth data to increase tracking quality and a technical evaluation of its capabilities and limitations. For enabling installation-free ad-hoc collaboration, we also introduce a web-based architecture and JavaScript API for future HuddleLamp applications. Finally, we demonstrate the resulting design space using five examples of cross-device interaction techniques.

Demonstrating HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table Collaboration Demonstrations / Rädle, Roman / Jetter, Hans-Christian / Marquardt, Nicolai / Reiterer, Harald / Rogers, Yvonne Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.435-438
ACM Digital Library Link
Summary: We present HuddleLamp, a desk lamp with an integrated RGB-D camera that precisely tracks the movements and positions of mobile displays and hands on a table. This enables a new breed of spatially-aware multi-user and multi-device applications for around-the-table collaboration without an interactive tabletop. At any time users can add or remove displays and reconfigure them in space in an ad-hoc manner without the need of installing any software or attaching markers. Additionally, hands are tracked to detect interactions above and between displays, enabling fluent cross-device interactions. The demo consists of the technical implementation of HuddleLamp's hybrid sensing and a Web-based architecture for installation-free ad-hoc collaboration. We demonstrate our implementation by showing a variety of possible interaction techniques.

Bi-Modal Detection of Painful Reaching for Chronic Pain Rehabilitation Systems Oral Session 6: Healthcare and Assistive Technologies / Olugbade, Temitayo A. / Aung, M. S. Hane / Bianchi-Berthouze, Nadia / Marquardt, Nicolai / Williams, Amanda C. Proceedings of the 2014 International Conference on Multimodal Interaction 2014-11-12 p.455-458
ACM Digital Library Link
Summary: Physical activity is essential in chronic pain rehabilitation. However, anxiety due to pain or a perceived exacerbation of pain causes people to guard against beneficial exercise. Interactive rehabilitation technology sensitive to such behaviour could provide feedback to overcome such psychological barriers. To this end, we developed a Support Vector Machine framework with the feature level fusion of body motion and muscle activity descriptors to discriminate three levels of pain (none, low and high). All subjects underwent a forward reaching exercise which is typically feared among people with chronic back pain. The levels of pain were categorized from control subjects (no pain) and thresholded self reported levels from people with chronic pain. Salient features were identified using a backward feature selection process. Using feature sets from each modality separately led to high pain classification F1 scores of 0.63 and 0.69 for movement and muscle activity respectively. However using a combined bimodal feature set this increased to F1 = 0.8.

The design of slow-motion feedback Design methods / Vermeulen, Jo / Luyten, Kris / Coninx, Karin / Marquardt, Nicolai Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.267-270
ACM Digital Library Link
Summary: The misalignment between the timeframe of systems and that of their users can cause problems, especially when the system relies on implicit interaction. It makes it hard for users to understand what is happening and leaves them little chance to intervene. This paper introduces the design concept of slow-motion feedback, which can help to address this issue. A definition is provided, together with an overview of existing applications of this technique.

Proxemic interactions with and around digital surfaces Workshops and tutorials / Marquardt, Nicolai Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.493-494
ACM Digital Library Link
Summary: This tutorial introduces strategies how the knowledge of people's and devices' proxemic relationships can be applied to interaction design. The goal is to inform the design of future proxemic-aware devices that -- similar to people's natural expectations and use of proxemics -- allow increasing connectivity and interaction possibilities when in proximity to people, other devices, or objects. Towards this goal, the tutorial introduces strategies how the fine-grained knowledge of proxemic relationships between entities can be exploited in interaction design for digital surfaces (e.g., large interactive displays, or portable tablets).

Sketching user experiences tutorial: stories, strategies, surfaces Workshops and tutorials / Marquardt, Nicolai Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.495-496
ACM Digital Library Link
Summary: Paper-pencil sketches are a valuable tool during different stages of experience design in human-computer interaction. This hands-on tutorial will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice -- with a particular focus on the design of applications for interactive surfaces (e.g., phones, tablets, tabletops, interactive whiteboards). Participants will learn essential sketching strategies, apply these in practice during various hands-on exercises, and learn the various ways of using sketches as a tool when designing novel interactive systems.

ProjectorKit: easing rapid prototyping of interactive applications for mobile projectors Unconventional mobile user interfaces, services and hardware / Weigel, Martin / Boring, Sebastian / Steimle, Jürgen / Marquardt, Nicolai / Greenberg, Saul / Tang, Anthony Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.247-250
ACM Digital Library Link
Summary: Researchers have developed interaction concepts based on mobile projectors. Yet pursuing work in this area -- particularly in building projector-based interactions techniques within an application -- is cumbersome and time-consuming. To mitigate this problem, we contribute ProjectorKit, a flexible open-source toolkit that eases rapid prototyping mobile projector interaction techniques.

Gradual engagement: facilitating information exchange between digital devices as a function of proximity Multiple displays and devices / Marquardt, Nicolai / Ballendat, Till / Boring, Sebastian / Greenberg, Saul / Hinckley, Ken Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.31-40
ACM Digital Library Link
Summary: The increasing number of digital devices in our environment enriches how we interact with digital content. Yet, cross-device information transfer -- which should be a common operation -- is surprisingly difficult. One has to know which devices can communicate, what information they contain, and how information can be exchanged. To mitigate this problem, we formulate the gradual engagement design pattern that generalizes prior work in proxemic interactions and informs future system designs. The pattern describes how we can design device interfaces to gradually engage the user by disclosing connectivity and information exchange capabilities as a function of inter-device proximity. These capabilities flow across three stages: (1) awareness of device presence/connectivity, (2) reveal of exchangeable content, and (3) interaction methods for transferring content between devices tuned to particular distances and device capabilities. We illustrate how we can apply this pattern to design, and show how existing and novel interaction techniques for cross-device transfers can be integrated to flow across its various stages. We explore how techniques differ between personal and semi-public devices, and how the pattern supports interaction of multiple users.

Cross-device interaction via micro-mobility and f-formations Groups & crowds / Marquardt, Nicolai / Hinckley, Ken / Greenberg, Saul Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.13-22
ACM Digital Library Link
Summary: GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when and how people position themselves as a group. Second, micro-mobility describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) a pair of overhead Kinect depth cameras to sense small groups of people, (b) low-power 8GHz band radio modules to establish the identity, presence, and coarse-grained relative locations of devices, and (c) accelerometers to detect tilting of slate devices. The resulting system supports fluid, minimally disruptive techniques for co-located collaboration by leveraging the proxemics of people as well as the proxemics of devices.

The fat thumb: using the thumb's contact size for single-handed mobile interaction Touch input / Boring, Sebastian / Ledo, David / Chen, Xiang 'Anthony' / Marquardt, Nicolai / Tang, Anthony / Greenberg, Saul Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.39-48
ACM Digital Library Link
Summary: Modern mobile devices allow a rich set of multi-finger interactions that combine modes into a single fluid act, for example, one finger for panning blending into a two-finger pinch gesture for zooming. Such gestures require the use of both hands: one holding the device while the other is interacting. While on the go, however, only one hand may be available to both hold the device and interact with it. This mostly limits interaction to a single-touch (i.e., the thumb), forcing users to switch between input modes explicitly. In this paper, we contribute the Fat Thumb interaction technique, which uses the thumb's contact size as a form of simulated pressure. This adds a degree of freedom, which can be used, for example, to integrate panning and zooming into a single interaction. Contact size determines the mode (i.e., panning with a small size, zooming with a large one), while thumb movement performs the selected mode. We discuss nuances of the Fat Thumb based on the thumb's limited operational range and motor skills when that hand holds the device. We compared Fat Thumb to three alternative techniques, where people had to precisely pan and zoom to a predefined region on a map and found that the Fat Thumb technique compared well to existing techniques.

Extending a mobile device's interaction space through body-centric interaction Body, space and motion / Chen, Xiang 'Anthony' / Marquardt, Nicolai / Tang, Anthony / Boring, Sebastian / Greenberg, Saul Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.151-160
ACM Digital Library Link
Summary: Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body. To achieve this goal, we explore such interaction in a bottom-up path of prototypes and implementations. From our experiences, as well as by examining related work, we discuss and present three recurring themes that characterize how these interactions can be realized. We illustrate how these themes can inform the design of Body-Centric Interactions by applying them to the design of a novel mobile browser application. Overall, we contribute a class of mobile input techniques where interactions are extended beyond the small screen, and are instead driven by a person's movement of the device on and around the body.

The narrative storyboard: telling a story about use and context over time Features / Greenberg, Saul / Carpendale, Sheelagh / Marquardt, Nicolai / Buxton, Bill interactions 2012-01-01 v.19 n.1 p.64-69
ACM Digital Library Link
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