Designing for Others, and the Trap of HCI Methods & Practices
alt.chi: Confronting Power in HCI
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Vandenberghe, Bert
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Slegers, Karin
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.512-524
© Copyright 2016 ACM
Summary: HCI research often (cl)aims to do good for others, but does it actually? We
discuss two cases that exemplify how designing for others can in fact be
harmful: the Games Against Health paper by Linehan et al. and the Uninvited
Guests video by Superflux. We feel that user-centered methods are often
considered as a safe-conduct, simply because the end-user is involved one
cannot do wrong. We plead for explicit transparency about the origin of
research projects and technology designs to put a critical reflection about
underlying values of the work into practice.
Sharing Methods for Involving People with Impairments in Design: Exploring
the Method Story Approach
Workshop Summaries
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Slegers, Karin
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Hendriks, Niels
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Duysburgh, Pieter
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Branco, Rita Maldonado
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Vandenberghe, Bert
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Brandt, Eva
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3331-3338
© Copyright 2016 ACM
Summary: The concept of method stories was proposed as an approach to document how
design research methods are made to work in practice. Sharing the creation
process of methods is especially valuable when working with people with
impairments, as participation (on equal footing) is often challenged by the
impairment. In addition, it is necessary to continuously adapt the design
approach to the setting and characteristics of individual participants. The aim
of this workshop is to bring together researchers and designers who have
involved people with cognitive or sensory impairments in design and to explore
how the creation and adaptation process of their methods could be documented
and shared through method stories.
The Speaker's Staff: Supporting Remote Multidisciplinary Team Meetings in
Hospitals
Work-in-Progress
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Vandenberghe, Bert
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Geerts, David
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.591-596
© Copyright 2016 ACM
Summary: In this paper we present the ongoing work on the Speaker's Staff, a concept
for a tangible user interface to support remote multidisciplinary team meetings
in hospitals. We describe the design process of the Speaker's Staff and our
research-through-design approach, inspired by critical design, to overcome
contextual barriers. By introducing the Speaker's Staff: we don't require tight
integration with hospital informatics, we maximize flexibility for physicians
in this dynamic environment, and we address the lack of mobile devices during
these meetings. In four scenarios, we illustrate the possibilities of the
Speaker's Staff: tilting to request the floor, hiding to signal absence,
striking to thump the table, and tapping to acknowledge. Also, as the hospital
can be a rather restrictive environment for HCI researchers, we argue that the
Speaker's Staff supports our research in this context because the object makes
our research questions tangible towards physicians.
Oh, What a Night! Effortless Sleep Monitoring at Home
Wearable Computing
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Vandenberghe, Bert
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Geerts, David
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.417-424
Keywords: Activity trackers; Sleep monitoring; User experience; Wearables
© Copyright 2015 Springer International Publishing Switzerland
Summary: As sleep is considered an important aspect of our health, a range of
products that would benefit our sleep is brought to market. Like many of these
products, smart wristbands or fitness trackers make promises to improve the
user's quality of life by improving sleep quality. We performed a sensitizing
diary study followed by a user experience evaluation comparing sleep-tracking
features of the Fitbit Flex, Jawbone Up, Misfit Shine, and Polar Loop products
with six users. We summarize their findings in three recommendations for
sleep-tracking functionalities: find the right balance between automation and
control, make data intelligible for users, and acknowledge the role of
emotions. These design recommendations should make sleep trackers more
transparent, and thus more usable and useful to the users in their endeavor to
sleep well.