Designing for the Other 'Hereafter': When Older Adults Remember about
Forgetting
Older Adult Support
/
Ramos, Laura
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van den Hoven, Elise
/
Miller, Laurie
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.721-732
© Copyright 2016 ACM
Summary: Designing to support memory for older individuals is a complex challenge in
human-computer interaction (HCI) research. Past literature on human memory has
mapped processes for recalling past experiences, learning new things,
remembering to carry out future intentions and the importance of attention.
However, the understanding of how older adults perceive forgetting in daily
life remains limited. This paper narrows this gap through a study with older
persons (n=18) living independently using self-reporting and semi-structured
focus groups to explore what they forget, how they react, and what mechanisms
they put in place to recover from and avoid forgetting. Findings include
occurrences of prospective and retrospective memory lapses, conflicting
negative and neutral perceptions, and techniques to manage forgetting.
Participant responses indicate that an awareness of forgetting fosters internal
tensions among older adults, thereby creating opportunities for further design
research, e.g., to defuse and normalise these reactions.
Interactive Jewellery: a design exploration
Share, Show and Tell
/
Versteeg, Maarten
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van den Hoven, Elise
/
Hummels, Caroline
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.44-52
© Copyright 2016 ACM
Summary: Many current wearables have a technology-driven background: the focus is
primarily on functionality, while their possible personal and social-cultural
value is underappreciated. We think that developing wearables from a jewellery
perspective can compensate for this. The personal and social cultural values
embodied by traditional jewellery are often tightly connected to their function
as memento. In this paper we reflect from a jewellery perspective, a
memory-studies perspective and a TEI-perspective on three design proposals for
interactive jewellery. We identify 1) drawing inspiration from interaction with
traditional jewellery, 2) using relatively simple technology with high
experiential qualities, 3) abstract and poetic data representation and 4)
storing data uniquely on the digital jewel as possible design directions.
Technologies for Everyday Life Reflection: Illustrating a Design Space
Share, Show and Tell
/
Mols, Ine
/
van den Hoven, Elise
/
Eggen, Berry
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.53-61
© Copyright 2016 ACM
Summary: Reflection gives insight, supports action and can improve wellbeing. People
might want to reflect more often for these benefits, but find it difficult to
do so in everyday life. Research in HCI has shown the potential of systems to
support reflection in different contexts. In this paper we present a design
space for supporting everyday life reflection. We produced a workbook with a
selection of conceptual design proposals, which show how systems can take
different roles in the process of reflection: triggering, supporting and
capturing. We describe a design space with two dimensions by combining these
roles with strategies found in literature. We contribute to the extensive body
of work on reflection by outlining how design for everyday life reflection
requires a focus on more holistic reflection, design with openness and
integration in everyday life.
From Materialising to Memories: Design research to support personal
remembering
Keynotes
/
van den Hoven, Elise
Proceedings of CHINZ'15, the ACM SIGCHI New Zealand Chapter's International
Conference on Computer-Human Interaction
2015-09-03
p.83
© Copyright 2015 ACM
Summary: Perhaps the term computer 'memory' has led people to believe that human
memory has to be perfect and infallible. Many people worry when they realise
they forget and some turn to recording and collecting as much as they can, e.g.
photos or videos through life logging or personal data as seen in the
quantified-self trend. Some people assume that by collecting they can avoid
forgetting or at least have access to the information anytime later. And that
is where they are wrong. First of all, recordings are not equivalent to
memories, and memories 'can not be stored'. Secondly it has already been shown
that people collect too much and organize too little for them to be able to
find information later [1]. Thirdly, human memory works best when we forget...
a lot.
What I want to talk about is my vision [2] that we can use design research
to support human remembering by supporting our memory's functions [3], which
include a directive function (using the past to guide present and future
thoughts and behaviours, e.g. solving problems), a self-representative function
(creating a sense of self over time) and a social function (developing and
nurturing relationships, through sharing of personal experiences). It is
important to realise that in order to support these functions there is no need
to improve our remembering capabilities, however it could benefit from the
right type of support. Since remembering is a reconstructive process,
individual memories are subject to change, continuously, and what someone
experiences as a memory does not have to be the same as what happened or what
other people remember from the experience.
Bits of information from the original experience can be used to stimulate
and facilitate the reconstruction process. These so-called memory cues [4],
which can be anything: from a photo, a song to a person or a location, are at
the core of our research. We use a people-centred approach to study memory cues
in everyday life, which informs the design of interactive systems that present
these memory cues. Since these cues are often digital, while people prefer
material objects [e.g. 5], we combine material and digital in our studies and
designs.
Understanding Persuasion and Motivation in Interactive Stroke Rehabilitation
Understanding Individuals
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Pickrell, Michelle
/
Bongers, Bert
/
van den Hoven, Elise
Proceedings of the 2015 International Conference on Persuasive Technology
2015-06-03
p.15-26
Keywords: Rehabilitation; Stroke; Healthcare; Feedback; Design research
© Copyright 2015 Springer International Publishing Switzerland
Summary: For the research reported in this paper ethnographic research methodologies
were used to explore patient motivation, feedback and the use of interactive
technologies in the ward. We have conducted in-depth interviews with
physiotherapists, who work closely with stroke patients to help them regain
movement and function. From this research, a set of design guidelines have been
developed which can be applied in the design of interactive rehabilitation
equipment.
Things That Make Us Reminisce: Everyday Memory Cues as Opportunities for
Interaction Design
Digital Collections, Practice & Legacy
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van Gennip, Doménique
/
van den Hoven, Elise
/
Markopoulos, Panos
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3443-3452
© Copyright 2015 ACM
Summary: Interactive devices can support personal remembering to benefit well-being.
These designs require insight into what brings the past to mind, and how people
relate to such cues. Prior work focused on mementos in the home; instead, this
paper presents a diary and interview study of involuntary memory cueing in
everyday life. Data was collected from fifteen adult individuals, using
sentence completion diaries, combined with debriefing interviews. Qualitative
analysis of the data showed that these participants were relying on everyday
physical objects like food items for cueing memories during everyday life,
locations and (repeated) activities, while digital items and photos were shown
to be less frequent stimulants. Meaningful relations to memory cues can be
partially explained from a memory cueing perspective. We discuss how design for
remembering can benefit from our insights, through careful trade-offs in
timing, exposure to cues, and supporting a process of personal attachment with
items invoking memories.
Tangible Meets Gestural: Comparing and Blending Post-WIMP Interaction
Paradigms
Student Design Challenge
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Angelini, Leonardo
/
Lalanne, Denis
/
van den Hoven, Elise
/
Mazalek, Ali
/
Khaled, Omar Abou
/
Mugellini, Elena
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.473-476
© Copyright 2015 ACM
Summary: More and more objects of our everyday environment are becoming smart and
connected, offering us new interaction possibilities. Tangible interaction and
gestural interaction are promising communication means with these objects in
this post-WIMP interaction era. Although based on different principles, they
both exploit our body awareness and our skills to provide a richer and more
intuitive interaction. Occasionally, when user gestures involve physical
artifacts, tangible interaction and gestural interaction can blend into a new
paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the
comparison among these different interaction paradigms and offers a unique
opportunity to discuss their analogies and differences, as well as the
definitions, boundaries, strengths, application domains and perspectives of
tangible gesture interaction. Participants from different backgrounds are
invited.
Making memories: a cultural probe study into the remembering of everyday
life
/
Mols, Ine
/
van den Hoven, Elise
/
Eggen, Berry
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.256-265
© Copyright 2014 ACM
Summary: For a long time people have collected mementos; items kept as reminder of a
person, place or event. Practices of memento creation are constantly changing;
for instance through the accessibility of digital photography. Still, we most
often create mementos of special occasions such as weddings or holidays.
However, besides these milestones, we cherish certain experiences from our
everyday life. This paper describes a cultural probe study exploring which
memories of everyday life become valuable. Our findings confirm that seemingly
mundane experiences can become valuable. More specifically, a memory was seen
as valuable if it: was regularly repeated, had social value, continued in the
present, influenced life, was exemplary of character or showed a contrast. The
moment memories become valuable is difficult to recognize and often few media
were created of everyday life experiences. We discuss the implications of these
findings for designing systems for creating mementos of everyday life.
Reflections on craft research for and through design
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Golsteijn, Connie
/
van den Hoven, Elise
/
Frohlich, David
/
Sellen, Abigail
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.421-430
© Copyright 2014 ACM
Summary: As design practice has become more integrated in HCI research, there are
on-going discussions around the role of design in research. Design research may
take different forms, among which 'Research for Design' and 'Research through
Design'. While, by definition, these two differ in their focus and result --
the first informs the creation of a design artefact and the second aims for a
contribution to knowledge -- this paper presents a case study of design
research in which Research for and through Design were used iteratively to gain
insight into hybrid craft -- an integrated physical-digital craft form. Based
on our own reflections, this paper discusses what different roles these two
strategies may play depending on the research topic under study; the phase in
the design process; and the level of abstraction of the research activity and
knowledge gained. It thus argues that using Research for and through Design
together is a powerful strategy.
Peripheral interaction: shaping the research and design space
Workshop summaries
/
Bakker, Saskia
/
Hausen, Doris
/
Selker, Ted
/
van den Hoven, Elise
/
Butz, Andreas
/
Eggen, Berry
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.99-102
© Copyright 2014 ACM
Summary: In everyday life, we are able to perform various activities simultaneously
without consciously paying attention to them. For example, we can easily read a
newspaper while drinking coffee. This latter activity takes place in our
background or periphery of attention. Contrarily, interactions with computing
technology usually require focused attention. With interactive technologies
becoming increasingly present in the everyday environment, it is essential to
explore how these technologies could be developed such that people can interact
with them both in the focus and in the periphery of attention. This upcoming
field of Peripheral Interaction aims to fluently embed interactive technology
into everyday life. This workshop brings together researchers and practitioners
from different disciplines to share research and design work and to further
shape the field of Peripheral Interaction.
The slow floor: increasing creative agency while walking on an interactive
surface
Healthy moments
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Feltham, Frank
/
Loke, Lian
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van den Hoven, Elise
/
Hannam, Jeffrey
/
Bongers, Bert
Proceedings of the 2014 International Conference on Tangible and Embedded
Interaction
2014-02-16
p.105-112
© Copyright 2014 ACM
Summary: Walking is a physical activity that most people do on a daily basis. It is
often characterized as a utilitarian means of locomotion; our basic, habitual
mode of getting around from place to place. Walking can also be considered a
creative and expressive act, with the potential for inspiring the design of
interactive surfaces to support and mediate these aesthetic aspects. We draw on
understandings of walking from a range of perspectives including biomechanics,
ecological perception, anthropology and dance to inform the design and
evaluation of an interactive surface. This surface, the Slow Floor, is intended
to encourage a reflective engagement with the act of walking. We present the
design and initial user evaluation of the Slow Floor, a pressure sensitive
sound-generating surface, with a group of Butoh dancers performing a slow walk.
The evaluation reveals a unique creative agency when walking on the Slow Floor
compared to the internal focus on awareness when slow walking without the
interactive surface. This creative agency provides new knowledge on the role
interactive surfaces can play in developing awareness of movement and internal
felt experience contributing to the discussion around somatics and HCI.
An analysis of input-output relations in interaction with smart tangible
objects
/
van de Garde-Perik, Evelien
/
Offermans, Serge
/
van Boerdonk, Koen
/
Lenssen, Kars-Michiel
/
van den Hoven, Elise
ACM Transactions on Interactive Intelligent Systems
2013-07
v.3
n.2
p.9
© Copyright 2013 ACM
Summary: This article focuses on the conceptual relation between the user's input and
a system's output in interaction with smart tangible objects. Understanding
this input-output relation (IO relation) is a prerequisite for the design of
meaningful interaction. A meaningful IO relation allows the user to know what
to do with a system to achieve a certain goal and to evaluate the outcome. The
work discussed in this article followed a design research process in which four
concepts were developed and prototyped. An evaluation was performed using these
prototypes to investigate the effect of highly different IO relations on the
user's understanding of the interaction. The evaluation revealed two types of
IO relations differing in functionality and the number of mappings between the
user and system actions. These two types of relations are described by two IO
models that provide an overview of these mappings. Furthermore, they illustrate
the role of the user and the influence of the system in the process of
understanding the interaction. The analysis of the two types of IO models
illustrates the value of understanding IO relations for the design of smart
tangible objects.
Crossing the bridge over norman's gulf of execution: revealing feedforward's
true identity
Papers: design research
/
Vermeulen, Jo
/
Luyten, Kris
/
van den Hoven, Elise
/
Coninx, Karin
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1931-1940
© Copyright 2013 ACM
Summary: Feedback and affordances are two of the most well-known principles in
interaction design. Unfortunately, the related and equally important notion of
feedforward has not been given as much consideration. Nevertheless, feedforward
is a powerful design principle for bridging Norman's Gulf of Execution. We
reframe feedforward by disambiguating it from related design principles such as
feedback and perceived affordances, and identify new classes of feedforward. In
addition, we present a reference framework that provides a means for designers
to explore and recognize different opportunities for feedforward.
Social Stairs: Taking the Piano Staircase towards Long-Term Behavioral
Change
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Peeters, Michel
/
Megens, Carl
/
van den Hoven, Elise
/
Hummels, Caroline
/
Brombacher, Aarnout
Proceedings of the 2013 International Conference on Persuasive Technology
2013-04-03
p.174-179
© Copyright 2013 Springer-Verlag
Summary: This paper addresses the development of Social Stairs, an intelligent
musical staircase to change people's behavior in the long-term to take the
stairs in favor of the elevator. Through designing with the Experiential Design
Landscape (EDL) method, a design opportunity was found that social engagement
encouraged people to take the stairs at work in favor of the elevator. To
encourage this social behavior, people who involved each other and worked
together whilst using the Social Stairs were treated with more diverse
orchestral chimes that echoed up the stairwell. In this paper we reflect on the
differences between the persuasive system of the well-known Piano Staircase and
the Social Stairs. We report on the deployment of the Social Stairs for a
period of three weeks in the public space within the university community and
identify opportunities for triggering intrinsic motivation, social engagement
and how to keep people involved in the long-term.
FireFlies: physical peripheral interaction design for the everyday routine
of primary school teachers
Learning and education
/
Bakker, Saskia
/
van den Hoven, Elise
/
Eggen, Berry
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.57-64
© Copyright 2013 ACM
Summary: This paper presents a research-through-design study into interactive systems
for a primary school setting to support teachers' everyday tasks. We developed
an open-ended interactive system called FireFlies, which is intended to be
interacted with in the periphery of the teacher's attention and thereby become
an integral part of everyday routines. FireFlies uses light-objects and audio
as a (background) information display. Furthermore, teachers can manipulate the
light and audio through physical interaction. A working prototype of FireFlies
was deployed in four different classrooms for six weeks. Qualitative results
reveal that all teachers found a relevant way of working with FireFlies, which
they applied every day of the evaluation. After the study had ended and the
systems were removed from the schools, the teachers kept reaching for the
devices and mentioned they missed FireFlies, which shows that it had become
part of their everyday routine.
Physical games or digital games?: comparing support for mental projection in
tangible and virtual representations of a problem-solving task
Compare and contrast
/
Esteves, Augusto
/
van den Hoven, Elise
/
Oakley, Ian
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.167-174
© Copyright 2013 ACM
Summary: This paper explores how different interfaces to a problem-solving task
affect how users perform it. Specifically, it focuses on a customized version
of the game of Four-in-a-row and compares play on a physical, tangible game
board with that conducted in mouse and touch-screen driven virtual versions.
This is achieved through a repeated measures study involving a total of 36
participants and which explicitly assesses aspects of cognitive work through
measures of time task, subjective workload, the projection of mental constructs
onto external structures and the occurrence of explanatory epistemic actions.
The results highlight the relevance of projection and epistemic action to this
problem-solving task and suggest that the different interface forms afford
instantiation of these activities in different ways. The tangible version of
the system supports the most rapid execution of these actions and future work
on this topic should explore the unique advantages of tangible interfaces in
supporting epistemic actions.
FireFlies: supporting primary school teachers through open-ended interaction
design
/
Bakker, Saskia
/
van den Hoven, Elise
/
Eggen, Berry
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.26-29
© Copyright 2012 CHISIG and authors
Summary: Primary school teachers usually perform several tasks simultaneously. Many
secondary tasks, such as giving turns or encouraging children to work silently,
could be supported by interactive systems, which may lighten the teacher's busy
everyday routine. Such systems however, should afford being interacted with
while performing another primary task. We call this type of design peripheral
interaction design. In this paper we present FireFlies, an open-ended
peripheral interaction design developed for primary schools. Preliminary
results of a six week deployment of FireFlies in four classrooms, reveal that
teachers used FireFlies to perform secondary tasks and saw it as a valuable
addition to the classroom. Though different interactions with FireFlies
required different levels of effort, teachers could successfully interact with
FireFlies during or in between other tasks.
Towards a more cherishable digital object
Engagement with digital artefacts
/
Golsteijn, Connie
/
van den Hoven, Elise
/
Frohlich, David
/
Sellen, Abigail
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.655-664
© Copyright 2012 ACM
Summary: As we go about our everyday routines we encounter and interact with numerous
physical (e.g. furniture or clothes) and digital objects (e.g. photos or
e-mails). Some of these objects may be particular cherished, for example
because of memories attached to them. As several studies into cherished objects
have shown, we have more difficulties identifying cherished digital objects
than physical ones. However, cherishing a small collection of digital objects
can be beneficial; e.g. it can encourage active selection of digital objects to
keep and discard. This paper presents a study that aimed to increase
understanding of cherished physical and digital objects, and beyond that, of
how we perceive physical and digital objects, and their advantages and
disadvantages. We identified design opportunities for novel products and
systems that support the creation of more cherishable digital objects by
extrapolating the advantages of the physical to the digital, exploiting the
reasons for cherishing digital objects, and aiming for meaningful integrations
of physical and digital.
Hanging off a bar
Interactivity presentations
/
Mueller, Florian
/
Toprak, Cagdas
/
Graether, Eberhard
/
Walmink, Wouter
/
Bongers, Bert
/
van den Hoven, Elise
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1055-1058
© Copyright 2012 ACM
Summary: Exertion Games involve physical effort and as a result can facilitate
physical health benefits. We present Hanging off a Bar, an action hero-inspired
Exertion Game in which players hang off an exercise bar over a virtual river
for as long as possible. Initial observations from three events with audiences
ranging from the general public to expert game designers suggest that Hanging
off a Bar can be engaging for players and facilitate intense exertion within
seconds. Furthermore, we collected suggestions for what game elements players
believe could entice them to increase their physical effort investment. These
suggestions, combined with Hanging off a Bar as research vehicle due to the
easy measurement of exertion through hanging time, enable future explorations
into the relationship between digital game elements and physical exertion,
guiding designers on how to support exertion in digital games.
Acting by hand: Informing interaction design for the periphery of people's
attention
/
Bakker, Saskia
/
van den Hoven, Elise
/
Eggen, Berry
Interacting with Computers
2012-05
v.24
n.3
p.119-130
Keywords: Interaction design
Keywords: Periphery
Keywords: Attention
Keywords: User-centered design
Keywords: Tangible interaction
Keywords: Embodied interaction
© Copyright 2012 British Informatics Society Ltd.
Summary: Interactions in and with the physical world have enabled us to perform
everyday activities in the periphery of our attention. Even though digital
technologies are becoming increasingly present in the everyday environment,
interaction with these technologies usually requires people's focused
attention. In the realm of the vision of calm technology, we think that
designing interactions with the digital world inspired by our peripheral
interaction with the physical world, will enable digital technologies to better
blend into our everyday lives. However, for such interaction design to be
effective, a detailed understanding of the everyday periphery is required. In
this paper, we therefore present a qualitative study on everyday activities
that may take place in the periphery of the attention. We provide a broad range
of examples of such everyday activities and cluster them to present the
conditions under which they may be performed peripherally. Furthermore, we
discuss how our findings may be relevant for the design of peripheral
interactions with digital technologies, and present two conceptual designs that
are based on our findings.
Food for Talk: Phototalk in the Context of Sharing a Meal
/
O'Hara, Kenton
/
Helmes, John
/
Sellen, Abigail
/
Harper, Richard
/
Bhömer, Martijn ten
/
van den Hoven, Elise
Human-Computer Interaction
2012-04-05
v.27
n.1/2
p.124-150
© Copyright 2012 Taylor and Francis Group, LLC
Summary: Photographic mementos are important signifiers of our personal memories.
Rather than simply passive representations of memories to "preserve" the past,
these photos are actively displayed and consumed in the context of everyday
behavior and social practices. Within the context of these settings, these
mementos are invoked in particular ways to mobilize particular social relations
in the present. Taking this perspective, we explore how photo mementos come to
be used in the everyday social setting of sharing meal. Rather than a simple
concern with nutritional consumption, the shared meal is a social event and
important cultural site in the organization of family and social life with
culturally specific rhythms, norms, rights, and responsibilities. We present a
system -- 4 Photos -- that situates photo mementos within the social concerns
of these settings. The system collates photo mementos from those attending the
meal and displays them at the dining table to be interacted with by all.
Through a real-world deployment of the system, we explore the social work
performed by invoking these personal memory resources in the context of
real-world settings of shared eating. We highlight particular features of the
system that enable this social work to be achieved.
Demo hour
Demo hour
/
Yosha, Omer
/
Bieling, Tom
/
Gollner, Ulrike
/
Joost, Gesche
/
Golsteijn, Connie
/
van den Hoven, Elise
/
Yunes, Nour Diab
interactions
2012-03-01
v.19
n.2
p.8-9
© Copyright 2012 ACM
Exploring peripheral interaction design for primary school teachers
School's out
/
Bakker, Saskia
/
van den Hoven, Elise
/
Eggen, Berry
/
Overbeeke, Kees
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.245-252
© Copyright 2012 ACM
Summary: This paper explores the concept of peripheral interactions; interactions
with technology that take place in the background or periphery of the
attention. We present two designs for a classroom setting. CawClock makes
selected time frames audible in order to provide teachers with awareness of
time. NoteLet is designed to support the teacher in observing children's
behavior, by enabling him or her to take pictures of the classroom through
straightforward interactions on a bracelet. A qualitative, two-week exploration
of both systems in a classroom revealed that the soundscapes of CawClock indeed
shifted to the periphery of the attention and supported the teacher's time
awareness. The actions with NoteLet did not shift to the periphery. However,
the tangible aspects of NoteLet seemed to facilitate the interaction to be
quick and simple, which may indicate that it could shift to the periphery with
more practice. Tangible interaction therefore seems a promising interaction
style for this purpose.
Connected sketchbook: linking digital files to physical pages
Externalizations and sketches
/
Wijnen, Josje
/
van den Hoven, Elise
Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in
Design
2011-10-19
p.43-46
© Copyright 2011 ACM
Summary: A lot of designers carry around sketchbooks, also called design journals, to
record everyday inspirations. This paper describes a concept in which digital
files are connected to specific pages of such a physical sketchbook. This way
initial notes, drawings or other types of recordings can be united with their
digital equivalents, related files or end results (like digital drawings and
presentations). Our informal user evaluation points out that indicating file
types is preferred over indicating number of files, since it helps users to
recollect the digital files that are related to the work described on the
physical pages.
Cueing the past: designing embodied interaction for everyday remembering
Tangible interaction II
/
van Erve, Dirk
/
Vos, Gerrit-Willem
/
van den Hoven, Elise
/
Frohlich, David
Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in
Design
2011-10-19
p.335-345
© Copyright 2011 ACM
Summary: Embodied interaction describes how meaning in interaction is created through
engagement. With this approach as a source of inspiration for three exploratory
design cases this paper explores the possibilities of embodied interaction in
storing, retrieving and enriching everyday memories. Following the principles
of designing for embodiment, all three design cases aim at cueing memories
through visual modalities like photo and video. We discuss these case studies
in light of the embodied interaction and memory theory. Our findings indicate
that everyday remembering may be a suitable application area for combining it
with embodied interaction, because of its abstract and personal nature.