A shared goal set by many local governments is to stimulate physical activity in neighborhoods. Public playgrounds play an important role in governmental policies for promoting physical activity. Although these playgrounds are generally considered beneficial for participation in physical activity, detailed data on their use is lacking. As a result, it is not clear to policymakers whether their policy choices are the right ones and designers cannot sufficiently align their design choices with the actual behavior of their end users. This Work-in-Progress presents a sensor-based data collection approach to collect detailed data in a real-life setting over a longer period of time. With this, we adapted the Data-Enabled Design process towards public environments by combining a quantitative sensor implementation alongside qualitative research. We show findings from two months of data collection on seven playgrounds and discuss next steps in the Data-Enabled Design framework.
In this paper, we present and discuss Ivy, a critical artifact offering a novel design perspective on interventions that aim to reduce sedentary behavior in office workers. Ivy is an interactive office chair that represents the amount of sitting time through growing ivy strands. Using the matrix of common argument types by Bardzell et al., we propose a structured "reading" of Ivy, as an example supporting reasoned and accessible conversations about criticality in design. Our reading of Ivy emphasized that its criticality emerges mainly from data physicalization as a new form of interactivity intended to trigger reflectiveness. The insights of this design study contribute towards a critical perspective on designing interventions to reduce sedentary time and spark discussion amongst designers and researchers in the field of Human-Computer Interaction.
Wearable technology now enables casual runners to collect vast amounts of personal activity data. Although this data is typically reviewed privately to track personal goals, we believe that the public sharing of these sports statistics can lead to unique forms of social engagement. We thus deployed an analytical data visualization in the actual context that spawns physical activity data, i.e. at running events. Even though data visualization has already been used on public displays to inform passers-by, there exists limited knowledge about its real potential towards collaborative and analytical sense-making. We present the design process and evaluation of a multidimensional, interactive visualization of sports statistics on a public display. Our initial results indicate that analytical visualizations on public displays should include annotations to surface key insights and designers may consider offering introductory narratives to improve their accessibility. Multiple displays may better support comparison tasks in social and public contexts.
Walking meetings are a promising means to improve healthy behavior at work. By providing a physically active way of working, walking meetings can reduce our sitting time. Several obstacles that limit the social acceptance and wider adoption of walking meeting practice have been highlighted in previous research. Amongst these, the difficulty to take notes or present files is a recurring concern for office workers. To address these barriers, we designed the Hub, a network of stand-up meeting stations that accommodate different work-related tasks during walking meetings. We report on two pilot user tests investigating users' experiences and ideas for improvement, and present future research steps. We discuss the usefulness and relevance of the Hub concept to overcome the obstacles associated with walking meetings.
Anxiety is a mental disorder that many adults may experience during their life. With this subject come many prejudices and even discrimination of those suffering, and the stigma on the topic is still very much present. This work describes the design of the interactive clothing, namely "ECHO;''aimed to comfort those suffering from anxiety, raise awareness of it, and deal with it privately and subtly. We designed three interactive garments stimulating the different senses that can help with grounding when experiencing anxiety, including a jacket that starts the conversation on anxiety, a sweater that comforts the wearer, and jeans that help to analyze their fidgeting behavior. By adding another layer of interactivity in clothing, this work reflects one of many possibilities for designers to find the balance between breaking the stigma on and preserving the vulnerability of suffering from mental illnesses in design.
A lack of knowledge and skills is an important barrier in the uptake of technology in mental healthcare. To address this issue, we propose a game-based solution in which mental healthcare professionals can explore and experience the possibilities of eMental Health. Based on extensive user needs research, we arrived at an escape room scenario as a promising solution, allowing a combination of motivated 'hands on' exploration and social learning. Currently, this escape room is being developed in multiple iterations, using input from different co-design sessions with mental healthcare professionals, designers and researchers. A try-out has taken place, based on which the final version is being developed. Subsequently, a field study will be conducted to investigate the user experiences, efficacy, and applicability of the escape room in the practice of mental healthcare.
Today's busy lifestyle can make us feel overwhelmed. Mindfulness meditation supports our well-being by slowing things down and drawing our attention to the present moment. Accordingly, a wealth of guided mindfulness meditation apps have emerged in the past years. Despite the many apps and an increasing interest within the HCI literature, there is little consensus of how to evaluate these apps and how to derive opportunities for re-design from the results. Our new MindPeaks method utilizes electroencephalography (EEG) to link design elements to meditative states and the user`s self-regulation of attention. This information can help designers to understand and optimize the efficacy of, for example, applications supporting mindfulness meditation.
Research in design and HCI is investigating the role of design interventions in adding value to the quality of life of people with dementia. However, the sustainable use of design interventions in care environments remains challenging due to the complex values and needs of all involved stakeholders. In this paper, we present the results of two workshops with stakeholders from practice, academia, and policy organizations in dementia care, which revealed initial insights into the requirements for implementing design interventions in care facilities. In total, 21 participants explored the criteria to implement Vita, an interactive sound cushion in a dementia care home from the perspective of an entrepreneur, a relative, and a professional caregiver. The workshop outcomes indicate that sustainable design interventions in healthcare settings need to be: 1) directly available in the care space; 2) stimulated and supported by care organizations; and 3) come with clear information and personal guidance.
This paper explores a possible way to complement expert information from the healthcare professional with information from online communities. Patient Journey, used by clubfoot patients in this case, is an existing mobile application with both information from health professionals as well as an added community aspect. In this paper it is explored how information of the online health community can complement with the information provided by the healthcare professionals. In the research it was seen that this potentially created more structure for the patients. Next to this, the complementary sources of information could potentially support patients in asking more specific questions. In future research, it can be assessed if the integration of the online community helps to increase information utility.
Our study investigated how to design a user-friendly tablet-application to support nursing home residents in assessing their quality of life, by completing a questionnaire. A user-centred design research study was conducted together with 27 residents, six healthcare professionals, 148 master students and five researchers. The design space was explored by 22 designs, which were evaluated by means of a thematic analysis. The outcome resulted in first tentative considerations for developers of tablet-applications for nursing home residents.
This paper aims to start a conversation about rethinking de- sign research environments and practices, as socially and physically accessible and engaging for design researchers with mixed abilities. We report a first-person account of how a design researcher can face physical and social exclusion in related environments. We recall several instances from a disabled design researcher's experiences in a design lab, in a design conference, and in the design research process itself. We recommend ways to transition design labs and research practices to more inclusive infrastructures and practices.
The capability approach claims that when it comes to welfare, the focus should not lie on means and outcomes, but opportunities. Ambient and assistive technology (AAL) can act as an enabler, but is rarely explicitly designed on principles derived from this framework. In this provocation paper, we provide a critical reflection on AAL systems for older adults based on the capability approach by exploring four types of tensions: human vs. AAL care, paternalism vs. autonomy, individual vs. communityand empowerment vs. productivity. We argue for implementing capability concepts in the design of AAL systems to improve dignity and welfare.
There has been a growing attention in design and HCI on how technology could be designed to support experiences of reminiscence on past life experiences. Yet, this research has largely overlooked people living with blindness. We present preliminary findings from an ongoing field study with 9 participants living with blindness to understand their experiences of reminiscence. We specifically report on the role of audio recordings as key materials our participants drew on to mediate their experiences of reminiscence. Findings are interpreted to explore opportunities for audio-based interactive technology to better support their practices of capturing, storing and reflecting on the past.
Deafblindness is a dual sensory impairment that affects many aspects of life, including mobility, access to information, communication, and social interactions. Furthermore, individuals living with deafblindness are under a high risk of social isolation. Therefore, we identified opportunities for applying assistive tools to support social interactions through co-ideation activities with members of the deafblind community. This work presents our co-design approach, lessons learned and directions for designing meaningful assistive tools for dual sensory loss.
We examine gestures that people with visual impairments define and would like to use to control interactive devices and systems. To this end, we perform a systematic search of the literature on gesture elicitation consisting of 249 papers published between 1994 and 2019, from which we identify 12 studies (4.8%) that explicitly elicited gesture preferences from users with visual impairments and/or examined the consistency of their gesture articulations. We compile a set of 53 user-defined touch, motion, mid-air, and stroke-gestures to effect 44 functions on smartphones, TVs, and tangible UIs. We point to several lacunae in our community's current knowledge of gestures preferred by users with visual impairments
Public transport is vital to visually impaired people. In particular, they heavily rely upon the bus network that has a larger coverage area than other forms of public transportation. We observed and interviewed 14 visually impaired people, and compiled information about the various challenges they faced when taking a bus. Comparing this information to the existing assistive solutions that aim to solve specific problems such as looking for bus stops or informing them that the right bus is arriving, our goal is to improve the bus riding experience of the entire journey. Here, we designed a service called BusMyFriend in three components: 1) a mobile app which provides a seamless bus reservation service for the visually impaired, 2) minimal notification through bus telematics system for bus drivers, and 3) tactile indicators at bus stops. Preliminary studies showed that our service is capable of guiding the visually impaired users to board their desired bus and alight at their destination successfully.
People who stutter often lack self-esteem and self-efficacy caused by self-stigma. Current speech fluency devices mainly focus on the efficiency of increasing fluency, but seldom address the psychological factors that people experienced in everyday life. In this paper, we present a work-in-progress on designing non-obtrusive tactile rhythmic feedback devices that are wearable, readily-available, yet unnoticeable by others. We review the background, related work, and reflect on the early experiences of an experiential prototype with both persons who stutter or not. Based on the results, we enlighten the future design of socially-acceptable speech fluency devices.
Tangible programming toolkits are widely used to nurture computational literacy in the young generation. However, novice learners with visual impairment have been neglected as these toolkits are primarily designed for sighted students, and mostly rely on visual cues in the whole manipulation process. To fill this gap, we present CodeRhythm, a tangible programming toolkit for engaging blind and visually impaired (BVI) students to learn basic programming concepts by creating simple melodies (Figure 1). In the rest of the paper, we will first discuss the background of tangible educational toolkits and accessible programming tools, describe the design features of CodeRhythm, and discuss the feedback and future improvement by the preliminary user study.
While a number of technologies support people to be more physically active, their long-term success seems limited. For chronic conditions, such as Osteoarthritis, however, physical activity is an essential part of therapy. To develop supportive technologies for this context, this study aimed at understanding how people with Osteoarthritis successfully introduced and maintained physical activity practices. We summarize our findings as an 'Osteoarthritis Journey', which describes the development of long-term motivation as a transformation of people's self-regulatory skills over time. In sum, we need to focus more on how people become successful in rendering physical activity intrinsically valuable to themselves. Based on this, we suggest that future motivational technologies must provide impulses to develop motivation from extrinsic (e.g. I do it, because the doctor says so) to intrinsic (e.g. I enjoy being physically active).
Older users are rapidly adopting internet-enabled devices, yet are often targeted by cyber attackers with possible disastrous consequences. We describe the CyberGuardians initiative where we train older members of the community to be knowledgeable about cybersecurity so they can spread the information to peers and help protect their communities from cyber harms. Specifically, we focus on a case study evaluating two CyberGuardians and their use of training materials to inform peers in their community about cybersecurity. We discuss the importance of flexible training materials that can be adapted by CyberGuardians for sharing with peers.
The HCI community increasingly expands the borders of what topics are acceptable to explore, discuss and research. Recent workshops and papers on sexuality, intimate facets of the body and other sensitive topics show that intimacy in its widest sense and its impact on people's lives and well-being is relevant to the HCI community. In this paper, we draw on the results of an ongoing literature review on intimacy which shows that the concept is rarely defined, even though it has a variety of meanings. Nonetheless, as the parameters in which intimacy is explored are comparable in many instances, a predominant view prevails on what intimacy means. We share an imaginary abstract that breaks with these conventions and shows potential benefits of expanding the view on intimacy. This provocation therefore urges HCI researchers to rethink their idea of what intimacy is and offers directions of how to do so.
With this provocation, we argue that existing HCI discourses on ageing risk rendering older adults as asexual individuals through research writing. We begin by articulating how discursive subjectivities such as users, consumers, participants, etc. are constructed, maintained, and propagated as representations of other individuals/groups through HCI research. We build our argument with examples highlighting tropes that have led to marginalization of certain groups of individuals through research writing. Through our provocation, we argue for re-framing and exploring sexual well-being of older adults as a fundamental humans rights issue and social justice concern while designing technologies. We point to problematic assumptions, amplify concerns, and call for further HCI research on sexual needs, desires, and experiences of older adults.
Enhancing the empathy of our human interactions has been the object of intensive psychological studies for decades. The emergence of affective computing has opened the door towards technologically-enabled solutions. Yet, existing techniques struggle to attain their desired impact, often being difficult and expensive to deliver, and disconnected from daily life. Project Us' goal is to help overcome these challenges through a pair of wearable devices (in this case wristbands) that aim to trigger an empathy-enhancing effect, when being worn by two people during day-to-day conversations. The small-sized, wireless devices sense each person's electrodermal activity, associated with their level of emotional arousal, and share it to the other partner (when a threshold is exceeded) through a discreet, haptic nudge, creating a real-time feedback loop. The user study performed with 18 participants (nine romantically engaged couples) revealed that most of them found the wristbands to increase their level of awareness of the partner's emotional experience. Their interaction was analyzed based on interviews (qualitatively), and natural language processing techniques (quantitatively).
Pregnancy is a transformational journey towards parenthood. Bodily and mental changes are inevitable for the one who is pregnant, and many find this transformation to be challenging. This paper reimagines the emotional pregnancy within the context of a prenatal yoga setting. In doing so, it explores novel approaches to designing interactions in a supportive environment. We introduce an explorative study with three women at different stages in their pregnancy to suggest avenues for design research in support of emotional wellbeing during this time.
The study of affective communication through robots has primarily been focused on facial expression and vocal interaction. However, communication between robots and humans can be significantly enriched through haptics. In being able to improve the relationships of robotic artifacts with humans, we posed a design question - What if the robots had the ability to express their emotions to humans via physical touch? We created a robotic tactor (tactile organ) interface that performs haptic stimulations on the forearm. We modified timing, movement, and touch of tactors on the forearm to create a palate of primary emotions. Through a preliminary case study, our results indicate a varied success in individuals being able to decode the primary emotions through robotic touch alone.
We present the design, creation, and evaluation of a wearable technology for critical engagement with invisible borders in everyday civic life. Inspired by contestations over gerrymandering in the United States, Invisiborders engages wearers in embodied experiences of these borders, aiming to provoke reflection on the nature of political borders in daily life. We draw on DiSalvo's agonistic design and Kaye's evaluative techniques for experience-focused HCI in design and deployment of this proof of concept trial.
Active and Assisted Living (AAL)/telecare technologies are increasingly promoted for the care of older people at home. However, while relatedness has been argued as a key concept of AAL/telecare, it is mostly interpreted as aspects of interpersonal connectedness and feeling of support. As people may relate to a variety of human and non-human actors in care networks, we explore different forms of relatedness between older people and other actors, including institutions and technology. To this end, we review related literature from Psychology and HCI. We then present a long-term AAL project where we conducted 20 qualitative interviews with 15 older people. We identified interwoven forms of relatedness that involved diverse social, organisational and technical actors, explaining, for example, people's motivations for engagement, the ways they imbue technology with organisational values, and the impact of technology usability. We suggest that expanding the concept of relatedness beyond the interpersonal can provide a more holistic and nuanced view, integrating interpersonal, social, organisational and technical concerns for designing effective sociotechnical ecosystems around older people and AAL/telecare.
As a means of exploring the design space for supporting individuals who have had personal experiences with racism, we developed a Participatory Design (PD) method, Foundational Fiction, that addresses some unique concerns with using traditional PD to explore deeply sensitive topics. Challenging the assumption that PD must begin with a solicitation of participants' real lived experiences, we instead created a fictional interactive narrative for participants to work from. In the preliminary analysis, we observe that the use of a shared fiction relieved participants of the requirement to disclose very personal experiences, but nonetheless established a group understanding of what makes racist experiences difficult and supported a generative conversation about how technology might ease these situations.
A number of initiatives have supported rural indigenous knowledge holders in digitizing their own cultural heritage using mobile technologies. In Namibia, members from the OvaHimba nomadic pastoralist communities have used mobile technologies to record their indigenous knowledge. In this paper we address the challenges of data safety caused by intermittent network coverage and absence of a reliable electricity grid in many of the areas inhabited and migrated to by the OvaHimba. We are proposing a low-cost technology solution, using Raspberry Pis, accounting for nomadic movement patterns, ensuring data transfer to cloud services.
With this Provocation, we aim at starting a dialogue between researchers who struggle with applying qualitative and ethnographic methods and following approaches in non-Western settings. Going by the book might not be an option when conducting research in politically charged or un-stable regions. Local politics, social pressure and even people's personal safety are aspects that require consideration. Based on our experience from conducting fieldwork in Morocco, Palestine and Botswana, we reflect upon the difficulties we came across. We argue that, messiness, to some extent comes naturally with immersive fieldwork. On the other hand, in order to find 'clean' ways of conducting ethnographic fieldwork in non-Western contexts, novel forms of (applying) methods are needed. By providing questions regarding three different aspects (applying methods on the Ground, Ethics, and Participation) we encourage researchers to reflect upon their own experiences.
In this work, we ask about the relevance of medieval automata in modern culture, and about what we can learn from imagined robots in the distant past about the future design of robots. Using an iterative and critical making process, we plan to reconstruct "The Alabaster Chamber", or "Chambre de Beautes", a room-sized robotic structure that was described in Le Roman de Troiein the beginning of the 12th century. By prototyping and tangibly introducing this robotic space among multi-disciplinary scholars in the fields of human-computer interaction, human-robot interaction and digital humanities, we set out to provoke discussion about alternative interactions and experiences with technology that we may or may not want to consider.
Designers increasingly need to collect data to design personalized, contextualized experiences. The act of collecting such data--often in context--is hard, and collecting the right quality and quantity data is even harder. By applying approaches such as Data-Enabled Design (DED) we can remotely collect data. The DED process involves operational, behind-the-scenes activities to facilitate and scale data collection and designing with data. These activities show similar characteristics to plumbing, channeling the flow of data in design. In this provocation, we describe six main "design plumbing'' tasks throughout three main phases of a DED study that are seemingly out of scope for design, yet crucial to design. We posit that knowing about the pipes and drains of your design process is as essential as concepts, prototypes and qualitative studies are.
Ethnographically informed research that investigates people's lived experiences, emotions, attitudes and behaviours inevitably draws primarily on current and past situations. Design practice is naturally concerned with using research to inform the creation of products, services, and interventions that are intended to change the future. Speculative Design has a particular interest in future scenarios that address essential human attitudes, assumptions and concerns. This raises the question of whether alternative design research methods should be used for Speculative Design projects. This paper presents one such adaptation; Fictional Ethnography, that has been trialled in an educational workshop setting. The paper describes the rationale behind the approach, situates it in relation to previous work, and sets out intentions for developing the work further.
In recent years, HCI design researchers increasingly involve plants in their interaction design research. Presently, there is no regulation of research with these vegetal subjects in HCI. Through the lens of Respect for Nature, a biocentric ethic, we propose the formulation of design considerations for ethical HCI interaction research involving plants.
Materially driven research can often feel like a long series of failed experiments, which ends with us telling only the story of how we succeeded. We propose engaging with the making experience as travelers, losing ourselves in the making while preserving the outcomes of each experiment. In doing so, we might be able to, on one hand document this iterative journey as a research outcome in itself and, on the other, identify the roads not travelled as opportunities and starting points for new projects. We present an open ended exploration that led us to articulating the possibilities of becoming travelers in the design process.
There are a growing number of GPS-based smartphone applications that record a person's location over time. This accumulation of geolocation metadata offers a valuable resource for supporting reflection on past life experiences. Yet, little design research has explored how location histories can be applied as a material in designing such experiences. We propose Memory Compass, an application that offers a novel way to explore your past, and Memory Tracer, a device which periodically surfaces location-based past moments from your life. We reflect on key decisions in our process and early implications for future research.
Supporting children's learning and competence in technology design is a way to empower them. This means enabling them to continue designing in the future, independently. In this paper, a series of workshops is presented, structured around a board game, which aims to support children in becoming competent enough so as to design on their own.
This paper reflects on the process of embedding circular thinking within a multidisciplinary research project on future smart materials. We have identified a series of complexities and saw the need for facilitating a shared material understanding between stakeholders. As an attempt to tackle these complexities and integrate circularity as core part of the material development process, we report on the creation of two design tools; a (i) material properties capturing tool to classify smart materials based on their technical properties and a (ii) scenario mapping tool to articulate future use-case scenarios where smart materials circulate in closed loop systems. Following numerous iterations and feedback sessions with our collaborators, we discuss a range of emerging challenges and how we tackled them.
We report on our experiments to fabricate soft, functional and furniture size objects from PE foam sheets. This material is desirable because it is flexible, lightweight, widely available in a variety of thicknesses, and could be made out of sugar cane. We present a set of unique joining mechanisms that exploit the flexibility and do not use adhesive or fasteners. We show how to program softness in meta structures to avoid the use of multiple materials. Finally, we demonstrate a number of examples and discuss the applicability for prototyping as well as customization in deploying the design.
This provocation invites reflection on the use of design workshops in research. We are concerned that often, design workshops don't work; at least, not as their facilitators might have intended, or as effectively as they could do. In this short paper we draw from our own experiences of organizing and attending design workshops, to observe common challenges in using design workshops as a research tool. Though critical, we intend this paper to serve as a point of reflection for running more purposeful workshops, and being able to better articulate the research and design developed through them.
Concerning the maintenance and upkeep of autonomous warehouses, contemporary developments in industrial digitalization and machine learning are currently fueling a shift from preventive maintenance to predictive maintenance (PdM). We report an ongoing co-design project that explores human-automation collaboration in this direction through a future scenario of baggage handling in an airport where human operators oversee and interact with AI-based predictions. The cornerstones of our design concept are the visualizations of current and predicted system performance and the ability for operators to preview consequences of future actions in relation to performance prediction.
Post-human design runs the risk of obscuring the fact that AI technology actually imports a Cartesian humanist logic, which subsequently influences how we design and conceive of so-called 'smart' or 'intelligent' objects. This leads to unwanted metaphorical attributions of human qualities to 'smart objects'. Instead, starting from an 'embodied sensemaking' perspective, designers should demand of engineers to radically transform the very structure of AI technology, in order to truly support critical posthuman values of collectivity, relationality and community building.
Algorithms support decision-making in various contexts, often diminishing human agency in the process. Without meaningful human input, use of predictive systems can result in costly errors, leaving users unable to evaluate accuracy. Intelligibility is one design criterion that may ensure users remain in the decision-making loop. However, guidance is currently diffuse and focused on the lay user, ignoring the role of expertise. We propose a cognitive psychology-based framework that segments decision-making space by users' expertise, risk-environment and motivation. We illustrate this by focusing on expertise, exploring how we might inform usable intelligibility in interface design, enhancing user agency in the decision-making process.
We present the paradigm of Expert of Oz studies for the formative evaluation of hypothetical AI systems. These studies follow the principle of Wizard of Oz studies but use a human expert for simulating the AI. This allows the experimenter to not only investigate the user's behavior with and reaction to such a system but also to observe and analyze the performance of the expert in the situation at hand. As a consequence, we can learn both about interaction with the hypothetical AI system and about the required AI functionality at the same time and in realistic interaction scenarios.
Sybil is a divinatory technology that offers a critical and playful way of interacting with the mystery generated by technical systems around us. It delivers AI-generated prophecies based on the participants' breathing patterns. By layering two modes of prediction -oracular traditions and machine learning- it invites the extramundane into daily domestic experience. Sybil's design cultivates attention, attunement and physical presence, and invites a ritualization of our interactions with digital assistants. Its aim is to explore relationships with technical objects and systems that are less based on utility and more on playfulness, interpretation, and care. This project is part of a larger project to develop a toolkit for re-enchantment, after Max Weber's description of modernity as the "disenchantment of the world."
Despite the widespread proliferation of conversational user interfaces (CUI) through smart devices, their uptake in novel use cases is heavily contingent upon user trust. This is particularly the case in the personal communication domain, where users are especially cautious, given privacy concerns and uncertainty over data sharing and access. This paper considers the rise of CUI as an interaction paradigm, exploring how issues of trust manifest within the social context of a real estate tenancy. We present lessons from a series of semi-structured interviews, participatory design (PD) workshops and prototype evaluation of a multi-party tenancy CUI - RITA. Preliminary findings indicate that trust can be enhanced in CUIs through greater transparency of actions, enhanced control and clearer privacy settings. It also suggests that design should account for the ways in which trust manifests in sensitive user contexts, like tenancies based on preestablished relationships and power dynamics.
Current techniques for haptics in immersive virtual environments (IVEs) allow users to perceive materials while exploring virtual surfaces. However, these experiences are usually restricted to the properties defined during the design phase of the IVE. Analogous to drawing in virtual reality (VR), we propose the concept of haptic design by granting users the ability to (re-)configure haptic feedback in their IVEs through changes of virtual objects' material properties. To study this concept, we considered how fabric sample books provide insights of material configurations by allowing us to explore different visual-haptic combinations. As an initial approach, we created the Haptic Palette, a dynamic passive haptic feedback controller where visual augmentations on top of physical textures allow users to experience mixed material perceptions. In this work, we posit the notion of haptic design for VR and present the results of an initial study using our Haptic Palette controller.
Creating physicalizations requires a high amount of decision taking, in particular in selecting and staging the data to be conveyed, which can be challenging. We give insight into the process of conceptualizing and building physical representations of data. Based on our practical experiences, we discuss preliminary recommendations on how to approach design of physicalizations.
We explore the opportunity of shifting car controls from the steering wheel to the driver's fingers by means of smart rings that enable tap, touch, and mid-air gesture input. We also discuss the opportunity of using smart rings together with other input modalities toward more efficient and safer in-vehicle interactions. By accounting for the driver's location, activity, and distance from the car, we identify unique characteristics of smart rings to control the connected car compared to steering wheel controls, smartphones and in-vehicle touchscreens, mid-air gestures, and voice commands. We also present application opportunities for smart ring input for both in-vehicle and outside-the-vehicle interaction.
Addressing students by their names helps a teacher to start building rapport with students and thus facilitates their classroom participation. However, this basic yet effective skill has become rather challenging for university lecturers, who have to handle large-sized (sometimes exceeding 100) groups in their daily teaching. To enhance lecturers' competence in delivering interpersonal interaction, we developed NaMemo, a real-time name-indicating system based on a dedicated face-recognition pipeline. This paper presents the system design, the pilot feasibility test, and our plan for the following study, which aims to evaluate NaMemo's impacts on learning and teaching, as well as to probe design implications including privacy considerations.
This demo presents the Desktop Odometer, a device that shows users the distance they travel when browsing the web, by tracking the total miles between their current location and the server from where they are requesting information. Upon connecting the Desktop Odometer to their computer via a web browser extension, users are able to see how far information travels while surfing the web in real-time. This new ability to 'see' how far information has to physically travel gives users an opportunity to grapple with and reflect on the physicality of the Internet's infrastructure, which otherwise may remain opaque.
We present a novel prototype to explore themes of unpredictable autonomy in everyday smart products. We construct an interactive prototype that combines two autonomous everyday consumer products: an autonomous vacuum cleaner that cleans where it decides, and an autonomous camera that takes photos when it decides. Through this process we reflect upon the value and risks associated with everyday unpredictable autonomy, and the need to introduce guardrails and overrides. This demo will allow conference participants to interact with variations of the prototype in order to experience unpredictable autonomy with everyday smart systems.
Access to engaging physical activity is difficult for many wheelchair users; technology offers the potential to support activity in place, cutting out travel to sports facilities as a major access barrier. Here, we present Dash Lane, an inclusive music-based exergame tailored toward wheelchair users. The game adapts to player abilities and preferences in playing style, while drawing from official exercise recommendations for people using wheelchairs. In this paper, we reflect on our player-centric design and development process, and provide an overview of the final implementation and player experience provided by the game. Through Dash Lane, we aim to explore the value of game-based physical activity for wheelchair users.
Game interaction and gameplay are usually rapid, putting the player under pressure. Here, we explore calm game interaction as a concept that rejects the idea of rushing the player, and emphasizes thought-through, accurate and relaxed player interaction. We present Shadventures, a two-player exploration game that uses shadows of one player's hands in combination with keyboard input from the second player to provide a calming player experience.
This paper describes Ivy, an office chair that represents sitting time of an office worker through growing ivy strands. The longer one sits, the more strands will grow onto the chair. By means of a qualitative interface called Ivy, we illustrate a design approach that is currently underrepresented in sedentary behavior interventions. With this approach, we counter the current trend of digitalization and quantification of health interventions. Instead of graphs and numbers, Ivy uses data physicalization as a qualitative interface that represents sitting. We describe the design, the process, and future research steps of Ivy as a critical perspective on sedentary behavior interventions. We aim to spark discussion amongst designers and researchers in the field of Human-Computer Interaction to use qualitative interfaces as a promising approach to deepen the user's relationship with the targeted behavior and enrich the ability to construct meaning from the feedback.
How can children develop a healthy level of body-awareness and social sensitivity in a technology-mediated life full of computers and digital devices? With WORM-E, an interactive soft toy for children, we explore haptic sensations and invite for enhanced bodily and social play experiences through pausing the smartphone usage. To realize the WORM-E prototype, we used e-textile techniques and technologies, including a microcontroller for controlling actuators and NFC (Near Field Communication) tags for communication with a smartphone app. Our project contributes a design exemplar on how the future of play could look like when body movements and haptic material qualities of tangible artefacts are combined with interactions through digital technologies.
Weaving is the technique of making fabric through interlacing yarn, and it can be seen as a way to program a material. However, due to this programming complexity, the novice weaver finds it hard to quickly engage in weaving. We designed Ruta through an iterative process involving weave experts and novice weavers. In effect, Ruta is a tool for sensemaking the complexity of Jacquard weaving which enables novel weavers to understand and feel what weaving actually entails. We present the Ruta loom and demonstrate how it imparts meaning to the process of complex weaving.
The Office Jungle is an experimental office environment designed to make offices more "wild". Through this demonstration and associated design vision, we make a first attempt to reflect on and to define what characterizes wildness and how it could empower people in more playful and active lifestyles, particularly in the workplace. In our understanding, wildness is not an exclusive property of nature, but rather a condition that can be designed for. How wildness can be designed is described here in a set of design principles called "Design for Wildness", inspired by the work of Gibson. The Office Jungle, a large geodesic sphere of 2 meters in diameter, is part and parcel of these design principles and can be used as a tool to design other wild environments. Such environments could benefit people working in the office, many of whom have been suffering the consequences of a sedentary lifestyle.
LUEUR is an interactive installation, exploring the possibility of light materialization and provides new interpretation of light. We aim to provide tangible interaction with light and facilitate imagination to create a visuo-haptic illusion and challenge the theory of nature - light becomes tangible and receives gravity. In the experience, participants could manipulate the installation and receive the pseudo-haptic feedback caused by the dynamic visual effects of light. We implement the mechanism of the haptic sensation system as an approach to convey the different haptic sensations, providing participants a perceptual and immersive experience of light.
The Design thinking process is a common process across a range of industries. The process, often utilizing sticky notes, has people coming together to collaboratively come up with ideas, aimed at deciding on features, functionality, sale-ability, etc. As part of the process, in its co-located set-up, users are moving around, creating temporary ad-hoc groupings, which help to drive new insights. In this demo, we show a web browser based sticky note application that caters to these co-located ideals, while utilizing ubiquitous interfaces, smartphones and regular TV screens. Users interact with the system through their phone, which gives them options to create notes and then utilize their camera to place or pick-up notes. The large shared screen utilizes a grid-based QR code system that allows for many simultaneous users onto the same screen, detecting where a user's camera is pointing, without blocking any other users using the system simultaneously.
To promote open-ended outdoor play experience of children, this demonstration pays attention to sound augmentation that can function as a playful motivator facilitating the play benefits, particularly when integrates with a wearable device. We present a bracelet-type wearable device, called SoundWear, with which children can explore, select, sonify, and transfer sounds for play outdoors. The results of user study confirmed that the presence and types of sound augmentation could affect children's outdoor play in physical, social, and imaginative perspectives.
Fashion technology designs typically combine sensing technology and actuators to register and respond to information about the environment and/or the human body. The ways in which designers use and integrate these data into garments, however, varies on a scale from highly theatrical and outward-oriented designs to subtle and inward-oriented applications. This pictorial presents five garment designs created between 2013 and 2020, that occupy the more utilitarian and inward-oriented end of the fashion technology spectrum. We demonstrate five designs that combine sensing and actuation, highlighting the benefits of direct biofeedback and of keeping the personal data within the garment. The selection of projects aims to search the right balance between sensing and actuation.
We designed Together in Shape, a Co-responsibility system that supports bariatric patients with changing their lifestyle by keeping track of their lifestyle, and sending coaching content based on users' actions. The actions of bariatric patients are tracked with sensors and questions are asked based on these actions to contribute to the situated design research. This demo of the system showcases scenarios for interacting with sensor equipped everyday objects which triggers messages being sent by the system and visualising the data on a dashboard. In this way, demo visitors will experience the system both from a bariatric patient's, healthcare professional's and a design researcher's point of view.
Weaving as a craft possesses the structural, textural, aesthetic, and cultural expressiveness for creating a diversity of soft, wearable forms that are capable of technological integration. In this paper, we extend the woven practice for crafting on-skin interfaces, exploring the potential to "weave a second skin." Weaving incorporates circuitry in the textile structure, which, when extended to on-skin interface fabrication, allows for electrical connections between layers while maintaining a slim form. Weaving also supports multi-materials integration in the structure itself, offering richer materiality for on-skin devices. Using a fabrication approach which leverages skin-friendly PVA film for on-skin adherence, we present a series of case studies illustrating the functional and design potential of adapting weaving for crafting on-skin interfaces. This is the demonstration abstract accompanying the full paper.
The Internet of Things and smart products are becoming ubiquitous in people's everyday lives. However, they rarely provide situational information to facilitate direct interactions. Users often need to check mobile devices to know the system's status. To improve user experience, we developed a communicator component that could be attached to any IoT devices. It consists of a low-cost LED and speaker. We applied Disney's animation principles to design light behaviors and musical soundscapes to convey meaningful messages. The result of our user study showed that when only the lights were provided, most users could explain the system's intention correctly. With the acoustic accompaniments, participants could better perceive the presence of devices. In this adjunct paper, we summarize our research and describe the demonstration settings for the conference. The details of the study could be found in the full paper.
This workshop forms a novel research community around the topic of 'urban AI'. Within it, we will scrutinise the intersections of artificial intelligence(s) and cities - i.e. urban life, spaces, places, geographies, infrastructures, and practices - from a multidisciplinary, design-oriented perspective. There is a need to form this community, as AIs are being infused as parts of cities at an increasing pace. Thus far research on AIs have been somewhat split into two differing approaches; one that is focused on the grassroots, practice-based engineering of novel AI applications; and another that assumes a large-scale, future-oriented and philosophical approach. We suggest that a third perspective, informed by disciplines that build bridges between high level concepts and empirical realities, is necessary to straddle these two. Traditionally, this has been the realm of design; In this workshop, we ask what themes, questions and methods should be addressed by an emerging design-oriented urban AI research community?
According to EAT-Lancet: Food is the single strongest lever to optimize human health and environmental sustainability on Earth. However, current food practices are threatening both people and planet. Digital food technologies offer potential for efficient food lifestyles but they present limited opportunity for imagining 'fantastic' food futures. In a bid to extend Human-Food Interaction (HFI) research, this workshop will investigate how to fantasticate nourishing ways to technologically support food practices. Through scenario building, mystery food-tech boxes, Food Tarot cards, and walk-shop, we will feed our senses, fuel imaginations, seek HFI design possibilities and reflect on their potential to nurture healthy, sustainable human-food relationships. The workshop is organized as part of a two-day program titled Experimental Food Design for Sustainable Futures inviting diverse participants interested in contributing toward sustainable socio-ecological transformations.
Climate change is an increasingly urgent, complex problem, with consequences threatening human and non-human lives across the globe. Legislative and citizen-driven responses are valuable but insufficient, and their practical feasibility is unclear. Emerging design research suggests embracing imaginative, creative approaches to support engagement with climate-change issues and inspire collective reflection. This workshop investigates how such approaches can be applied through co-creative design experimentation in the context of human-food practices, which are now recognized as a key driver of climate change. We will reflect on existing climate-change mitigation proposals by imagining their plausible implementations as climate-resilient food practices, emphasizing more-than-human concerns. The workshop is organized as part of a two-day program titled Experimental Food Design for Sustainable Futures inviting diverse participants interested in contributing toward sustainable socio-ecological transformations.
This full-day, interdisciplinary workshop will address the use of Speculative and Critical Design (SCD), Design Fiction, and related practices, including those that use provocation, ambiguity and activism, within undergraduate, postgraduate and professional educational contexts. The day will include the sharing of experiences of working with these methods within the classroom, along with discussions around the perspectives and motivations underpinning the choice of approaches. The aims of the workshop organizers are to share and support effective practices in education, and to further the debate on the future of Speculative and Critical Design within educational curricula. The workshop builds on the activities of the current SpeculativeEdu project, which is concerned with developing novel educational skills and design practices for the 21st century, especially those focused on critical relations between technology and human society.
The nascent field of biodesign uses the biological affordances of organisms to address some user need. These can range from the development of novel materials, which the designer actively investigates, to applications of synthetic biology or the creation of bio-digital hybrid systems. Within biodesign there is a question for interaction design: what will interactive systems look like in a guided and grown environment, rather than a built environment? In this workshop, we will explore new technologies that rely on symbiotic relationships between the user and organisms that participate in interactive systems. The goal of this workshop is to engage the interaction design community in exploring new aspects of designing for living computational systems.
Sitting in front of computers has become a major part of our workaday routines, challenging us in maintaining active and healthy lifestyles. This challenge becomes even more salient during this worldwide work-from-home period due to COVID-19. While a wide variety of existing interactive systems have been developed to facilitate health tracking and healthy exercises, relatively little research concerns incorporating healthy behaviors as HCI elements. To maximize pervasive health benefits in users' technology routines, this workshop sets out to explore a design paradigm that enables users to use lightweight, healthy behaviors to perform daily interactions with computing systems. To navigate this new design space, this workshop calls for interdisciplinary endeavors, synergizing expertise from HCI design, health informatics, persuasive technology, exertion game, and psychology.
This one-day workshop brings together HCI researchers, designers, and practitioners to explore how to study and design (with) AI agents from a more-than-human design perspective. We invite participants to experiment with thing ethnography and material speculations, as a starting point to map and possibly integrate emergent frameworks and methodologies for more-than-human design. By using conversational agents as a case, participants will discuss what a more-than-human approach can offer to the understanding and design of AI systems, and how this aligns with third-wave HCI concerns of networks, infrastructures, and ecologies.
This workshop aims to bring together Research through Design (RtD) practitioners in the DIS community, giving them a space to present, debate, and discuss issues emerging from their work. In particular, our goal is to catalyze a focused conversation on contexts and specific situations of research through design, discussing the ins-and-outs of working in a specific context and with particular issues of consequence. Building on the success of prior RtD and design research workshops at HCI conferences, this workshop will focus on how RtD artifacts operate in these contexts, with the goal of connecting diverse artefacts with broader methods in HCI and Design.
HCI research is increasingly addressing how technology and design can support the ageing process; from everyday activities, to social life and civic participation, to experiences with ill health - particularly as age-related illness leads to problems with independent living. Despite this increasing interest in ageing, issues of sexuality and intimacy are rarely addressed, with elderly bodies often marginalised, infantilised and rarely considered as desired, desirable or sexual. Older age also brings an increased risk of dementia, which raises issues of informed consent in sexual relationships. Given a similarly recent increase in interest in sexual health in HCI, we bring together these converging interests in this one-day workshop, where we raise these and related topics with the DIS community to bring together researchers from a wide variety of fields to explore future avenues for research and design in this understudied but potentially rich field.
This one-day workshop aims to take a critical stance towards designs for connecting or re-connecting individuals, who are geographically separated, ranging from family members and friends to work colleagues. We would like to discuss and materialise different aspects of remote connections, such as spatial conditions or the evanescence of being connected and respective ephemeral designs. From participants we aim to hear success stories of tangibly connecting people over distance, failures of doing so, as well as critical designs that highlight the potentially negative aspects of being geographically dislocated. The workshop will engage with the experience of living at a distance hands-on through prototyping material artifacts as manifestations of distance, ephemerality, etc.
Design fiction enables HCI and design researchers to co-create, explore and speculate the future. It is growing in popularity given the growing complexities of emerging HCI systems and innovations. Diegetic props (like sound, videos, images) are sometimes used in design fiction to blur the lines between imagination and reality. These props enable the designers to be empathetic, feel present in the fiction as they investigate the complexity of technologies explored within the fiction, critique these technologies and think about their consequences. With a higher level of immersion and sense of embodiment, Virtual Reality (VR) can be a powerful tool for mediating and creating design fiction. However, there are few examples of VR as platform for design fiction. This workshop aims to investigate new opportunities for communicating, critiquing and co-creating design fiction narratives in immersive VR environments.
The Internet of Things (IoT) and ubiquitous computing are leading to an increase in objects with a short lifespan - either through breakage, "bricking" by the manufacturer, or discontinued use by the owner. This leads to a surplus of material and e-waste that cannot or is not readily recycled, upcycled or otherwise reused, aggravating material scarcity. In part, this is due to the use of unrecyclable materials and custom-built hardware. However, it is also due to the limited value people place on these objects (e.g., sentimental and environmental). This one-day workshop will explore how the configuration of values designed into IoT objects influences the end-user practices of disposal, recycling and upcycling. Through this lens, we will collectively consider potential design strategies that can be instilled during the process of design, to support the continuity of the material life of IoT objects after their "death".
Our interactions form an intricate 'dance' - a dance requiring a fluent integration of both expressivity (e.g. to approach someone) and sensitivity (e.g. detect if you 'should' approach someone). Work on behaving artefacts has focused mostly on the social, emotional and aesthetic qualities that can be evoked - expressed - through interactions involving such artefacts. Meanwhile, novel methods from social signal processing and affective computing are beginning to imbue artefacts with a reflective awareness - a sensitivity - to the emergent social aspects of the interaction. Can we empower the expressivity of behaving artefacts by integrating it with such sensitivity? With this workshop we aim to bring together a range of perspectives, on the performative and technological opportunities for such artefacts, as well as on their potential (adverse) social and societal implications; to jointly establish what will be necessary to achieve Expressive\Sensitive artefacts that positively enrich and participate in the 'dance' of social interaction.
Most HCI work on the exploration and support of mental wellbeing involves mobiles, sensors, and various on-line systems which focus on tracking users. However, adoption of, and adherence to such systems is not ideal. Are there innovative ways to better design for mental wellbeing? A promising novel approach is to encourage changes to behavior through the use of tailored feedback informed by machine learning algorithms applied to large sets of use data. This one day workshop aims to explore novel ways to actively engage participants through interactive systems, with an overall aim to shape the research agenda of future HCI work on mental wellbeing. The workshop is designed in an innovative format offering a mixture of traditional presentation, hands-on design and future-thinking activities. The workshop brings together both practitioners and HCI researchers from across a range areas addressing mental wellbeing.
In light of increasing cashlessness, platform economies, Open Banking APIs, financial bots and cryptocurrencies, money is on the move - once inert, money is gaining agency, becoming programmable, automated, data-driven and part of 'more than human' infrastructures. These financial futures demand that designers engage with difficult questions of economy and value, while retaining a sensibility to the many subtle and social qualities of money and our everyday economic interactions. This one-day workshop will therefore bring together practitioners and researchers to explore design challenges related to four broad themes: Designing with Transactional Data; Designing Alternative Representations of Value; Money, Automation, Power, and Control; and Financial Futures with Vulnerable Users. Developing scenarios related to these themes, the workshop will cultivate a rich design space to establish the value of design-led research in shaping our financial futures.
HCI and design research has turned toward exploring methods, technologies, processes for societal impact, and do so by intervening in the real world and designing for, with and by people and existing citizen initiatives. A key issue faced is enabling efforts to continue beyond the project or grant timeline. For this reason, there is a growing need to create a forum where researchers and practitioners can share their approaches to shed light on opportunities and challenges of supporting lasting civic initiatives moving forward. This workshop aims to bring together researchers and practitioners interested in how to make civic initiatives have lasting impact: either by supporting and sustaining such initiatives or by focusing on how their outcomes increase people's capacity to act on their ideas and wishes.
Stymphalian Birds is an art installation, exploring the aesthetics and the societal impacts of a hybrid textile at the crossroads of electronics and haute couture. The exhibited textiles are hybrid in various ways. They combine traditional handcrafts with digital technologies, chemical processes and elements created by nature. The audience will learn how these four different approaches seamlessly connect traditional featherwork and materials science. The resulting textiles provide a rich multi-sensory experience: complex haptic interactions with feathers and textiles are sonified in acoustic soundscapes.
The proposed artwork includes a participatory performative masked walk and a photographic visual essay to explore imaginative reflection and embodied play on data, communication technologies and future urban multispecies relations. These different presentation formats act as socio-material comparisons between different creative acts of more- than-human experimentation. Led by a fictional agency, the Ministry of Multispecies Communications, groups are recruited as trainees to interrogate urban spaces conducive for the well-being of different species. The visual essay and performative walk will draw together insights on situated anticipatory narratives, personalization through making and brand identity to support articulation of both meaningful and conflictual dialogue that draws attention to the sometimes uncomfortable interdependencies of being with each other in more-than-human urban worlds.
The exhibited work explores how Thing Theory can be used in the design of interactive artefacts. In particular, it takes the metaphor of transparency used by Bill Brown to distinguish between objects and things as a creative stimulus. The resulting object allows the designers, and users, to explore nuances in how we might engage with objects as things and points to a rich conceptual framework that might enable new qualities of interaction.
This work consists of three wifi networks, each embedded in a different object. Each network, interface and object come together to ask us to perform with them a different type of physical and digital interaction. These interactions bring together familiar aspects of network cultures in unfamiliar ways and ask us to consider how network technologies shape our everyday social, emotional, physical and political performativities. This exhibition offers an opportunity to reflect on and diffract through networked performativities to explore how they might be enacted differently.
Technology plays a major role in reproduction of art and craft. While increasing their accessibility to the public, reproduction also raises questions concerning authenticity and quality. 3D Scanning and Printing have extended reproduction boundaries, positioning it as a candidate for taking part in the artistic process. In this work we suggest to consider the imperfection in the reproduction process as a distinguishing element that adds to authenticity. We present a "chain of digital reproductions", a series of 3D printed objects, beginning from a reproduction of the original Ennion's Blue Jug. Next to the last reproduction, a 3D Printer and scanner will print the next reproduction in the chain. The exhibited work will demonstrate how reproductions can gradually become independent of the original artwork and have their own unique meaning and aesthetics.
The software art installation 're|Traces of Search' probes human-software relationships by examining in detail a specific and situated action: searching on the web. This work exposes the inner workings of this human/non-human connection; the software - the keystrokes, the scripts and function calls occurring during the exchange - are revealed as a tangible artifact and interactive sonification. We invite guests to explore this non-human representation and touch the software, as it touches us back. As well as highlighting a hidden complexity, this work touches upon questions of transparency and privacy of search engines, and to what extent our relationship with software is rooted in control, in contrast to care.
Contemporarily, antennas are receding into their parent devices, minimizing or disappearing completely from sight. They are affected by the technological trend toward miniaturization of electronic devices . Similarly, textile antennas are being embedded into clothing where they lay flat to the body, seamlessly integrated into the surface of the garment . Yet the question arises whether textile antennas must be discrete and designed out of sight. In this paper we propose a possible alternative. Disobedient Antennas are textile interaction design examples using textile design and experimental research methods. They are textile receiver antennas that disrupt the convention of planar textile antennas [7,8] to suggest that textile antennas can be voluminous and sculptural wearable objects. Further, they occupy a performative space, suggesting body-space-object interaction by using the antennas to perceive and explore electromagnetic fields through sonic feedback. Their use opens to improvised movements and choreographies in response to electromagnetic space.
We are in the midst of a 'post-anthropocentric' turn in design, research and technology. The term refers to a renewed interest in a wide range of concepts, theoretical perspectives, and methodologies. Ghosts in the Smart Home is a post-anthropocentric experiment which manifests as a film whose cast of characters are all internet connected 'smart' devices. The motivation is to prototype and establish new ways to see, to be, and to know, which respond to the 21st century's complex socio-technical systems.
This project presents a series of objects that use commercially available smart products to speculatively explore opportunities, limitations, and concerns with future everyday sensing technologies. Through the creation of eccentric sensing devices that anchor speculation in existing consumer IoT devices [1,2], this projects extrapolates three key trends in data-driven interaction design: ubiquity, distribution, and autonomy of everyday sensing devices. The following pages provide an overview of three sets of ecentric sensing experiments. The exhibition will present a combination of visual proposals and operational devices exploring several themes including intimacy, concealment, intrusion, dispersion, and unpredictability with smart sensing systems. The exhibition of operational devices will focus on the theme of "unpredictable autonomy"-a theme aligned with the DIS 2020 conference theme of "more than human centered design."
This paper describes Burglar Alarm, an installation based on two patents formulated in the 1890s. They propose a curtain as an alarm system, suggesting, among others, a metal thread as a circuit conductor woven throughout the fabric - an early formulation of smart textile potentials. The installation shows the patents, material samples of the circuit solutions they propose, and a recreation of the main functionality: a curtain producing an alarm when opened unexpectedly. The installation aims at a critical and historical perspective on smart textiles, providing viewers with a tangible provocation to current narratives of innovation. It presents and performs design considerations of interactive systems from more than a hundred years ago, contextualizing smart and electronic textiles as a historical technology. The work is part of an ongoing material inquiry into metal threads, and their historic and present use in aesthetic and technical objects.
Drum Roll is a data physicalization of nuclear radiation threats featuring an automated drum which is constantly playing a drum roll based on real-time radiation sensor readings of the Tihange Doel Radiation Monitoring network (TDRM). We describe the background, the design and the underlaying technology of the presented object.
Latent Sheep Dreaming is a physical-digital installation exploring cohesion and conflict between human and machine agents in generative processes. With a stylus-based console, users sketch sheep captured by the machine and reimagined through rule- and neural network-based generative algorithms. The machine's imagination process is projected on a display wall and physicalized via a pen plotter, documenting imagined shapes that emerge from user and machine collaboration.
This PhD research is concerned with the human body. The body is constantly changing, diverse, complex - and to design for it requires to understand its needs, desires and experiences. In my research, I reflect on existing processes for creating for the body, and aim, through building on critical design, participatory design and feminist theory, to identify a corporeal-centered and diverse approach to designing for the body, such as when creating wearables. To reach that aim it is crucial to overcome an assumption-based assessment of the body of others, and instead deeply engage with the personal, bodily, idiosyncratic experiences of diverse people. Therefore, I am creating wearable artefacts that resemble lived experiences of others, and make them touchable, discussable and wearable. Based on the process of making those wearable artefacts, I will define design sensitivities for a body-diverse, body-centered and inclusive design process.
Daily objects can capture rich information about who we are, our choices and what we value through our interactions with them. By taking these daily objects as inspirational material for design, this work introduces a new IoT design concept, the 'Awareness of Things (AoT)'. AoT is about the design of novel inter-object capabilities to construct knowledge of a situation or facts collectively. To position and further develop this concept, this paper presents four on-going projects to explore strategies for IoT designers to capture, identify, and design hidden, implicit or transient data streams from connected daily objects. By presenting these projects in relation, I aim to initiate new discussions on the design of AoT, and what new perspectives can be brought into the design community through a better understanding of data in design.
Regardless of cultural differences, the act of playing is a universal language understood and experienced by the general populace living in cities. Despite various manifestations throughout humankind's history, play has remained a constant in the evolution of human civilization. While some people perceive playing as essential for personal growth and well-being, it has also been deemed as an unnecessary luxury by others. In this research, we examine the dimensions of space, machine, and human to analyse the trends of urban play today. With representative case studies, we focus on designing playfulness with interactive technology and establish its efficacy to support the purpose of placemaking. Observing contemporary playing activities, we also investigate the multi-functional adaptability of interactive urban play as a crucial aspect to facilitate and increase urban playability. Through the research findings, we seek to further knowledge on placemaking and contribute novel forms of play for present and future cities.
The focus of my Ph.D. research is on exploring ubiquitous and embodied technology interventions to enhance co-located social interactions. I engage in a Research-through-Design approach and leverage state-of-the-art technologies to envision and create novel designs. I then deploy and evaluate these designs to generate insights and identify key concepts and questions to consider when designing technology to engineer co-located social experience.
This PhD abstract outlines a thesis that investigates potentials of interactive technology integrated in the built environment. Through constructive design research and design fiction, a series of these instances are and will be conceptualised, designed, developed, and deployed in under-construction educational contexts. Based on the deployment of the designed instances and the respectively applied design processes, a variety of contributions can be drawn: (1) design knowledge at the intersection of Interaction Design and Architecture, (2) methodological insights on designing and developing fully-working, long-term deployed, large-scale instances, and (3) empirical insights on their use and user experience.
Data-driven technologies increasingly participate in everyday experiences as implicit interactions that are unseen and dynamically configured. My research explores the design and implications of implicit interactions by designing within social relations of care that are often considered taboo. These include caring for loved ones and technologies to manage human excretion: situations that are difficult to quantify and where an unintended consequence of implicit interactions can be devastating. To carefully challenge definitions of implicit interactions, I draw upon autobiographic and speculative design methods, as well as humor to unsettle others and implicate myself in care.
Unobtrusive and interactive interfaces for historical and culturally sensitive places in public, urban environments are still under-researched. Yet, the need for calm and unobtrusive technology is evidently considering its ubiquity as well as the multitude of user groups and needs that it should comply to. In my research, I am looking into potential design elements and materials to develop new interfaces with the aforementioned properties. Current use cases focus on installations at public places, cemeteries as well as museums. Traces of use are a potential design strategy for indicating interactive areas while also incorporating the property of unobtrusiveness due to their ubiquity. With my research, I want to contribute to making urban environments more connected and engaging while keeping the ambience of historical sites or green areas as-is. Thereby, users should identify more with their surroundings while dealing its history and culture.
The Data Hungry Home is the initial result of a research project deploying a critical design and research through design-led approach to challenging accepted paradigms of the role that devices fulfil in human-computer interactions. Founded on questions related to how devices could help improve experiences associated with navigation through the external environment, the project creates the concept of devices that exhibit certain aspects of life. In particular, it postulates, designs, and creates devices that require sustenance from data specifically collected and delivered by the human partner. In return, the device utilises these data in unexpected ways in order to generate experiences that add value to the interaction. Together, these interactions propose a rebalancing of human-device relationships. First-generation devices have been manufactured and will shortly enter in situ studies to evaluate actual interactions. The work may have the potential to add to the field of study investigating "beyond human-centred design".
Current designs of social agents (chatbots, conversational agents, robots) do not explicitly communicate affiliation to their users-it is unclear whether an agent is intended to be "owned" by an individual or by several users (e.g., a family). As a result, users do not know who has access to information and functions within the agent. In addition, the extent to which agents are affiliated with a service provider may prevent users from engaging in valuable agent features due to privacy concerns. My work explores how design can be used to indicate agent ownership models to users, and how service providers might alter their services to convey that people's agents, and more importantly, the information they hold, is theirs.
The key objective for this research is to understand how materials shape the outcome of craft practice to create embodied ways of making and being with technology, that supports our material existence as bodies in a more-than-human world. To achieve this, I will use a mixed-method approach consisting of ethnography, experimental lab work, as well as research-through design and making workshops. The first half of the PhD is concerned with understanding the relationship woodworkers and hand carvers have with their material as well as values connected with their work and craft process. An ethnography of woodcarvers lays the foundation for a lab experiment using a custom-built apparatus for augmenting hand carving experience. I will draw on insights gained in the first part of the PhD to develop novel processes for embodied making with machines using research-through-design methods.
Squeeze interaction is a promising interaction technique for interactive systems in health care. Through the presented PhD research we aim to answer the question of how to make an accessible squeeze interaction toolkit, that empowers both clients and therapists. Our methodology combines research through design with ethnographic practice, leaning to critical making. In our research, we focus on the 'feel' and 'aesthetic' of squeeze interaction as affective interaction technique (cfr. phenomenology). In this extended abstract, we reflect on the research process by means of three created prototypes: A first prototype enabled us to grasp the interaction gestalt of squeeze interaction, a second moved our understanding of squeeze interaction beyond the screen, and through a third prototype we situate squeeze interaction in special education. To conclude, we outline future work and introduce a second case study situated in a residential care facility.
In my thesis, I am exploring a soma-based workshop format where I want to co-design a highly personalized artefact with former sufferers of mental health issues. The workshop explores if it could allow the participants to articulate and express their felt experiences of their mental health and result in an individually designed artefact to help address their emotion regulation skills. In this paper, I will look at my work halfway into my PhD and outline my rational, methodology, current state and my next steps.
Our interactions with the ecosystems around us have devolved largely to anthropocentric, transactional and utilitarian modalities. Non-Human life forms, particularly plants and ecology are perceived as resources rather than a legitimate entity imbibed with life. The paper expounds on an ethical treatment of plants grounded in empathy. We establish this practice by creating anthropomorphic meaning around plants to generate compassion in participating human actors thereby employing it as a tool for conservation and meaningful co-existence.
We present AICA, a speculative design project that imagines the use of AI to suggest to a person what to say next during a verbal conversation. It consists of a ring and a pair of spectacles which provide discreet input and output capabilities mid-conversation along with an app for overall control over the system. To design such a human-technology symbiosis, we employed a three-pronged approach to strike a balance between all the entities in the conversation: the user, the AI and the person being talked to.
Living in the generation of data explosion, how would socialized gender classification reflect to our gender norms? How might it provoke human introspection on both gender boundary and gender bias? In this paper, we present Labeling, a project that has combined a critical design mindset with reflective design that described both generated collection of gender labeling and novel application of algorithmic bias. By creating an immersive context as a reflective medium as our present stage, this project aims to explore introspective contemplation on gender bias with participants, and questioning the existential meaning of gender boundary.
During the last decade, artificial intelligence (AI) shows a huge impact on our society through learning from human behavior and assisting them . In the future, they may influence humans making decisions based on their honest emotional needs . Since some humans are more reserved in their social concept and others make commitments more often than preferred, a speculative concept and prototypical bots have been created. To fit human behavioral patterns and personal needs, we designed six interactive objects with different look, character and behavior. Through a two-stage evaluation process, we conducted semi-structured qualitative interviews with eight psychologists to identify whether these prototypes suit the decision-making process. Our findings may lead to a new approach to enhance human behavior and cause higher self-satisfaction for users. Through this type of interaction, AI-bots not only interact based on human behavior but can also contribute to personal reflection on one's own behavior.