With the massive proliferation of digital photos, new approaches are needed to enable people to engage with their vast photo archives over time and into the future. Our demo will feature Chronoscope - an interactive near-eye photo viewer ('scope') that uses temporal metadata embedded in digital photos as a design material to encourage curious and temporally diverse explorations of one's personal photo archive. Our demo will enable users to experience alternative ways of engaging with a large digital photo archive that emphasizes interactions through time and across time to encourage rich, open-ended experiences of curiosity, exploration, and self-reflection. This demo paper briefly introduces the motivation, rationale, and implementation of Chronoscope.
Limb motion controlled robots have been developed and applied in many fields that affect every aspect of people's life. This paper presents a wearable massage robot named Anmoji, which is controlled by motions of a user's head, shoulders, and ankles. Anmoji is controlled in real time and able to provide functions including head massage, neck massage, back massage, leg massage, foot massage and multi-functional holder. Anmoji contributes a novel combination between massage and limb controlled robot, enabling a host of assistive interactions with the massage actions.
In this demo we introduce our ongoing research on how to leverage the situated visualization of open and citizen science data within public space to inform and engage citizens. We developed an open-source toolkit, coined "Citizen Dialogue Kit" that is able to convey data visualizations on a set of interactive, wirelessly networked displays that can be freely positioned in urban space. The toolkit consists of a participative methodology to guide stakeholders with the choice of data and the design of its visualization, a set of off-the-shelf hardware components, and custom-made open source software that controls the whole system. We summarize the design of the toolkit and its initial deployment and conclude by discussing implications for urban visualization and future work.
Online crowdsourcing systems present new opportunities for open and participatory design by enabling distributed and collaborative thinking. The Creativity Kernel is a web-based, open platform that allows designers to crowdsource needfinding, identify opportunities, and collaboratively generate and evaluate ideas around a given topic amongst a range of stakeholders. The members of the Creativity Kernel network---individuals, teams or organizations---can create new projects or contribute to existing ones. The Creativity Kernel guides the users through a sequence of three method modules---Likes and Wishes, Opportunity Synthesis and Cheatstorming---consisting of quick and intuitive interactive challenges. The collective output of these three modules is a set of collaboratively generated ideas that can be used to address problems large and small. At the DIS 2019 conference, we hope to demonstrate our system to actively engage attendees in collaborative ideation on topics related to the conference theme of intersections and borders.
In this demo, we present PintAR: an interactive prototyping tool that explores Augmented Reality for the design of interactive spatial experiences. Our system aims to remedy the lack of tools for rapid-prototyping situated experiences in AR without programming or 3D modeling. PintAR combines a digital paper and pen interface with a head-mounted display to allow users to sketch and interact with digital content in their environment. Users can take PintAR anywhere, leveraging objects and information available in the real world to bring context to their prototypes.
We present a set of technologies designed in our research group where the focus has been on highlighting the nuanced but critical agency of people to shape interaction with their world using and through computers. Our design stance emerged by critically seeing technology's existing power and authority. Taken separately, design traits that promote agency are visible but not necessarily salient. This demo presents different technologies that approach this design direction from different angles and in different contexts. Through this demo, we hope to widen the discussion on the role of design to bring about a kind of power and authority that reflects us not as compliant consumers but more in terms of our better natures.
Cook Your Way is a research-creation project exploring political game design strategies for critique and reflection. It proposes a discussion around the topics of immigration systems, ethnicity, commodification, and labor. It does so via metaphor juxtaposition and the deployment of alternative game controllers as the basis for a political argument. The Cook Your Way design process draws from critical and speculative design practices, as well as the reflective game design framework to develop its design strategies.
Shiva's Rangoli is a tangible interactive storytelling installation that allows readers to shape the emotional tone of a narrative by sculpting the ambience of their space. The system is designed to support meaningful interactions with the narrative that are decoupled from plot outcomes. This work is culturally rooted in Indian mythology and the traditional art form of Rangoli making. Readers interact with an interface that acts as a diegetic bridge between the world of the reader and the world of the fiction.
Current studies unveil the potential of using new technologies for emotion recognition. However, bio-feedback sensors, which can be a fruitful source of data are not explored in relation to additional stimuli. The following demo explores the opportunity of how dynamic visualization stimuli and bio-feedback sensors might provide insight into mental states that the user is not aware of. The system design is the result of a project undertaken by the authors to employ the potential of this type of sensors in the context of therapies. Early results suggest a correlation between the visualization and the emotions of users, as well as users' interest and engagement with the system. Further research can be beneficial for creating a greater therapy experience, as well as generating new user testing methods and developing game interactions that would make use of those variables.
Sound naturally fleets away after it has been generated, unless recorded by media. We designed muRedder to reinstate the ephemerality of sound by shredding a song ticket that embeds a sound source while playing the song simultaneously. In this study, we explored ordinary music listening activities by turning intangible music content into tangible artefacts, making the music unable to be replayed, and representing the sound-fading process by shredding the ticket. By showing the process of consuming the invisible auditory content in a way that is tangibly perceivable, the user experience of our design implies new value for slow consumption of digital content and musical participation in public spaces.
In this paper, we rethink and challenge conventional ways of prototyping. We present a new perspective on how usability testings of digital products may benefit from emerging augmented reality (AR) technologies. We demonstrate a conceptual prototype of an innovative framework that makes it possible to combine 3D models of complex devices, represented by holograms, with 2D user interfaces (UIs) opened in a web browser on a physical touch display. The framework aims to facilitate the processes of UI design and interactions with complex, costly, or even not-yet-existing systems. For demonstration purposes we use the Microsoft HoloLens Development Edition and a conventional touch display of a smartphone.
We present an interactive game, Table War, which combines tabletop projection technology and NFC device in the demo. We draw our inspiration from a historical story which tells about the martial strategies in the Spring and Autumn Period. Our aim is to help players access ancient wisdom about martial strategies through interesting experiences. The device mainly comprises a computer, a projector, and an interactive tabletop equipped with a transducer and cards with practical functions. The paper primarily introduces the design process of Table War from six aspects: the story background, operating strategies, device structure, system design, visual design, and system development. This research intends to contribute to the HCI area with the combination of history, culture and new media.
The paper describes an interactive museum exhibit called "EquiDot" which is a sphere representing collaborative visitor-fed data about social constructs. The data represents a salient social construct that has affected a visitor the most. The goal is to create a safe, inclusive space where people with diverse backgrounds can record their response and contribute to making a collaborative art that creates a dialog about the effect of social constructs. Each dot on the sphere represents an individual response and is completely anonymized. The visitor can use gestural inputs with their hands to interact with the sphere. The goal of this museum exhibit is to bring together both the intimate and social aspects of an individual to create a conversation surrounding the development of a more inclusive society.
This demonstration is built on the postcolonial scholar, Homi Bhabha's idea of Ambivalence and exhibits experiences of "smooth" and "rough" tactile feelings simultaneously to convey to a typical smartphone user the struggles of electronic waste (e-waste) workers when they dismantle, test, and recycle broken electronic devices. The demonstration consists of two components: 1) a mobile game that imitates e-waste workers' routine tasks, and 2) a smart glove that reacts correspondingly to the player's moves in the game by simulating unpleasant feelings. This demonstration introduces the harsh and inconvenient experiences that e-waste workers face in recycling practices, along with the familiar smooth tactile experiences in touch-based interactive devices. The co-presence and concurrent experiences of "smooth" and "rough" create an 'ambivalence' and allow the user to reflect on the stark differences between the two worlds of interactions with mobile phones. This demonstration is aimed to later develop empathetic connections between people with different privileges and backgrounds.
We investigated how a user interface could support people with dementia (PwD) in having personal and direct access to a music-playing device. Despite a growing interest in designing technology for people with dementia, personal and direct access to systems are not always considered. We introduce Sentic (Figure 1), an interface concept of a music player of which the user interface can be tailored to fit the ability of people with dementia. This paper reports briefly on insights from the design process of Sentic that was informed by workshop sessions with people with dementia. Then, the rationale behind Sentic is presented, and a realization of Sentic is proposed as an example of an alternative approach to design interfaces that can be tailored to the abilities of people with dementia.
FamilySong (FS) helps remote intergenerational family members create opportunities for connection by facilitating a synchronized shared-music environment between participants' homes. These shared experiences can be referenced in subsequent mediated conversation which reinforces familial bonds. This demo of FS showcases scenarios for music selection and playback. Demo visitors will play user roles (parents, children, remote grandparents) to understand the ecological context in which the system operates.
Dementia affects societies and individuals in a variety of facets and challenges daily life interactions. A major goal of people conducting research in the fields of dementia is to reduce the daily challenges of people with dementia (PwD) and people who live in their social environment. At the same time, improvements in quality of life and self-determination of that target group are pursued by current research. Innovative information and communication technology (ICT) can play a major role here and may positively affect PwD and relevant stakeholders in their environment like relatives, professional and informal caregivers. However, the role of ICT in the daily contexts of that target group needs to be comprehended and assessed, to design appropriate ICT-based solutions that may support the above-mentioned goals. The proposed system in this article aims to train and increase the physical and cognitive capabilities of PwD and thus support them to cope with challenges of daily living. We will illustrate key components of the ICT based system and outline our undertaken design path.
We present our work with mycelium-the vegetative part of a fungus made up of fine filaments that can be grown on a substrate to take a specific form-as a sustainable and accessible biofabrication material for DIS. Over the course of one year, our interdisciplinary team experimented with growing diverse 3D forms out of mycelium. Drawing on examples from our hands-on work, our DIS demo will present three fabrication possibilities of mycelium 1) disposable low fidelity enclosures for rapid prototypes; 2) mycelium forms sculpted with everyday materials; and 3) physical replicas of 3D models grown out of mycelium. We also describe challenges and workarounds for adopting mycelium into HCI workflows based on the obstacles we encountered.
GameLight is a smart bicycle light that overlays a virtual game projected on the ground, within the user's natural field of view while cycling. The system aims to enhance the cycling exertion experience by augmenting it with various game elements presented in two game modes: (1) an "Arcade" mode that implements a virtual coin collecting mechanic, and (2) a "Challenge" mode that provides timed effort challenges. The system consists of a pico-projector and mobile phone wirelessly connected to cadence, speed and heart rate sensors that serve as input to the virtually projected game to achieve a fun and playful effect while cycling in a controlled environment. This demo will be appealing to attendees interested in designing playful technology to support exertion.
Voice-controlled smart speakers with intelligent personal assistants (IPAs) are increasingly becoming ubiquitous in homes. They play a key role in home automation as a hub that interfaces with various appliances. Previous work has suggested that ubiquitous computing systems should be intelligible and controllable, by informing users about the system's underlying behavior and enabling users to intervene during breakdowns. In my PhD, I investigate physical intelligibility for smart speakers: the use of physical motion and interaction to provide intelligibility and control, informed by observations of users approaching and physically interacting with smart speakers.
My research examines the values, norms, and practices of subcultures formed as an "alternative" to the dominant way of life. In particular, I explore how technology relates to alternative forms of interaction or can be understood and reconstructed through alternative concepts or frameworks. For the past three years, I have conducted fieldwork with communities pursuing alternative lifestyles. This work considers how those alternative lifestyles may contribute to an understanding of objects and spaces in a home. Through my fieldwork and research through design (RtD), I hope to offer an alternative vision to living with IoT while imagining future domesticity in a unique and possibly groundbreaking way.
Alternative game controllers are a site where issues of embodiment, accessibility, situatedness and circulation are in tension. The inquiry into the practices of alternative game controller designers can provide insight into controllers' critical potential. In addition, the research-creation of alternative game controllers and tools for their design and circulation aims to support design approaches engaged with their political implications. This paper presents the conceptual and methodological basis for this work as well as its progress to date.
In my thesis, I take departure in a view on illness perception in design as found in the biopsychosocial (BPS) model. I expect that an equal focus on biological, psychological and social dimensions of illness will successfully assist the design of self-tracking devices. My thesis focusses on vulnerable patients with diabetes or prostate cancer. The objective is to improve patient wellbeing by making self-reflection accessible through the use of personal devices for self-tracking. The self-tracking devices and its surrounding system will be collaboratively developed with the participating patients. This collaboration is done to make sure that the patients lived experiences inform the design of the devices. The system will support communication in treatment between the patient, professional and relatives. Key challenges are in designing for vulnerable. How to create devices that respect patient's everyday life and how to bring the patient in control of self-tracked data, that is shared to others.
Recent growth in the use of consumer self-tracking technologies has attracted attention from patients and healthcare providers alike, while researchers have begun to explore its value in the context of chronic health conditions. Sensemaking challenges faced by patients and clinicians have shifted the focus of self-tracking studies towards co-interpretation. Yet workflow constraints and conflicting interests remain barriers to the integration of self-tracking data into clinical conversations. My research aims to address these issues with designs of interactive systems that support the collaborative use of patient self-tracking data.
Highly Automated Vehicles (HAVs) could benefit safety, accessibility, energy conservation and so on. Realizing the potential benefits depends on the extent of usage, which is significantly related to whether HAV driving behavior matches passenger preference. This study explores gesture interaction guidelines for adjusting HAV dynamics using passenger elicitation. Inspired by user-elicited gesture design, we conducted user testing with virtual reality simulation that can present author-created HAV ride plots. The outcomes of the previous study include knowledge of passengers' gesture interaction with HAVs for adjusting vehicle dynamics in aspects of intentions, gesture collections, consensus extent among the participants, gesture characteristics, gesture design mental models, and initial gesture interaction design guidelines. Based on gained knowledge, we will conduct further research exploring, practicing and evaluating the whole-body gesture interaction guidelines for adjusting HAV driving behaviors.
Human-nature interaction, joining the agendas of sustainable interaction design and nonanthropocentric HCI, takes up the challenges presented by climate change and environmental crisis. My dissertation research focuses on studying sustainable farming practices through posthuman concepts to experiment ways of designing with, through, and for human-nature interaction. Specifically, my work aims to discover and develop alternative design paradigms and practices for sustaining both human and non-human life.
Pervasive sensing technologies can be used for the assessment and monitoring of mental health issues, behaviours and affective states. Whilst continuous tracking has often been used for self-reflection, other beneficial usages include: sharing data with circles of support, clinicians and researchers. However, opening access to personal data can put users in a vulnerable position, at the same time it contrasts with current discourses about data privacy protection. In particular, data related to mental health can bring stigma and discrimination. Therefore, there is a need for an in-depth analysis of user requirements, concerns and expectations, in order to create technologies that will benefit society and individuals. This paper brings the context and plans of the PhD project focused on developing a conceptual framework to inform designers of future behavioural data sharing platforms.
Community indicator data dashboards are a class of websites that make community data freely accessible to communities so they can engage with issues of common concern. But this vision of data access and engagement is hindered by numerous barriers. A lack of data literacy is one such barrier that prevents some communities from telling their stories with data. My research is concerned with taking an infrastructural approach to reveal the various socio-technical factors that are critical to the creation, conceptualization and use of data, so I can operationalize a data infrastructure literacy program for such communities. Such a data literacy, which includes not only numeracy, but also knowledge of the human and non-human elements that are implicated in the creation of data infrastructures will, I hope, lead to more critically informed and empowered use of the data for advocacy and civic engagement.
Shape changing interfaces enable exciting new ways to interact with devices, to communicate information, meaning and affect, and provide dynamic affordance. Such interfaces are often complex and more expensive to fabricate compared to tangible, screen-based and voice interfaces. The research field has yet to explore the advantages and drawbacks of shape change in contrast to other modalities. The research outlined in this paper aims to evaluate shape changing interfaces for different purposes in contrast to interfaces that rely on tangible, screen-based or voice interaction. Shape change will be explored in the context of explainable AI to examine how it affects aspects like usability, user experience, user engagement and trust. The aim of this research is to generate an understanding about the conditions under which shape changing interfaces are beneficial and when traditional or multimodal interfaces are more appropriate.
Through this article, we introduce the novel concept of place-based social networks, as a way to enable effective, personal story-sharing for communities. We present our explorations of utilizing Starbucks at an American University to establish such a network for the student community. We show how anonymity between the community members, combined with the shared, spatiotemporal grounding provided by the place (Starbucks,) leads to prosocial behavior among the students.
Interpretability has become a key objective in the research, development and implementation of machine learning algorithms. However, existing notions of interpretability may not be conducive to how meaning emerges in algorithmic systems that employ ML algorithms. In this provocation, we suggest that hermeneutic analysis can be used to probe assumptions in interpretability. First, we propose three levels of interpretability that may be analyzed: formality, achievability, and linearity. Second, we discuss how the three levels have surfaced in prior work, in which we conducted an explicitation interview with a developer to understand decision-making in an algorithmic system implementation. Third, we suggest that design practice may be needed to move beyond analytic deconstruction, and showcase two design projects that exemplify possible strategies. In concluding, we suggest how the proposed approach may be taken up in future work and point to research avenues.
We discuss Logical Conclusion, an analog interactive installation which presents issues surrounding the social impacts of algorithms used by corporations and governments via logic puzzles with physical elements that visitors manipulate to solve. We present the combination of physicality and participation as promising tools to engage the public with the ways that complex technologies interact with society. We also pose questions regarding how such strategies might be extended by the addition of responsive tangible computing elements.
Tangible interaction in virtual reality (VR) is known to offer several benefits. Although using tangible objects as controllers in VR is common, incorporating real-life tangible objects for dynamic embodied interactions is not a well-researched area. To that end, we propose a tangible soccer game system (?Tangiball') in room-scale VR, in which users interact with a tangible ball with their feet in real-time by only seeing its virtual representation inside a head mounted display. Tangiball includes a custom-built transparent tangible ball, inside which motion tracking markers are placed using a custom 3D printed attachment. The uniqueness of the Tangiball lies in the dynamic embodied tangible VR interaction it offers. This paper includes the design decisions and iterations, system details and lessons learned. The results of the pilot testing are promising, as users engaged with the Tangiball effortlessly and intuitively and mentioned that it was playful.
The increased accessibility of open-source software promises wider opportunity for people to build tools for their own purposes. We present an exploratory case study of rebuilding Turkopticon (TO), an activist tool that for digital workers, as a user-tailorable system. We reflect on the challenges we faced to offer lessons about the limitations of open source infrastructures and the importance community organizing. We situate our analysis of software and organizing practice in the political economy of the internet industries and forms of marginalization it engenders.
Interaction design for domestic settings is popular recently, and there is a great deal of general literature on it. There is little specific guidance, however, on how local culture interacts with interactive technologies. Using Taiwanese Farmer Almanac as an example, through cultural probes and speculative design, we hope to deepen the discussion of the possibility of the home life that interweaves local folk religion and IoT smart home technology in the future.
In this provocation, we problematize the use of personas as an interaction design method. We explore whether the use of personas within design processes prevents meaningful participation, with reference to research with third-sector organizations in the United Kingdom. Personas should help designers and developers to empathize with the people they are designing for, but we find that their use is biopolitical, turning singular experiences into static, reusable design resources. We call for a research agenda focused on the ways design processes prevent participation, encode power relations, and entrench marginalization.
This paper presents a first glance at the IOT Design Kit, a modular set of design tools that was assembled to help creative teams in the early phases of internet-of-things product design and development. The IoT Design Kit focuses on the practitioner's point of view and can support teams in defining, exploring, crystallising and selecting network-connected product ideas. In comparison to existing toolkits, a main differentiator of the IoT Design Kit is that it offers various starting points, depending on existing knowledge, expertise or project background.
This paper presents our initial experiences introducing and refining a voice-annotated web application to a group of people who have limited experience with technology. We conducted a two-week training program for a group of sex-trafficking survivors in Nepal to help them sell their handicrafts on an online marketplace. We incorporate voices in two senses: by providing naturalistic, extended voice annotation with colloquial phrasing and intonation and by using the survivors' words and images in the interface. The colloquial phrases helped in use and we saw the survivors adopting the phrases to explain the system. We contemplate design approaches to make web applications accessible to people with limited digital fluency.
Food is an essential nutritional source for all humans, yet tons of food is wasted at an increasing rate each year. Although previous HCI studies examined this issue, most of this work focuses on the domestic context. To the best of our knowledge, no study explored the food waste in the hospitality sector from a design perspective. Addressing this gap, we made observations and interviews in a high-end hotel restaurant kitchen to better understand the sources of food waste in restaurants. From our findings, we envisioned three design speculations which can inspire HCI researchers and practitioners explore this issue further.
Proxemics Play has been suggested as a concept for designing socially engaging play experiences. We expand on this concept by investigating the role of fixed and semi-fixed architectural features in configuring meaningful socio-spatial relations of collocated play. We draw on ideas of perceptual, control and deixis proxemics to design and evaluate three cross-device games, illustrating novel directions for proxemics play. The games also illustrate new ways for mobile devices to support physical activity as well as face-to-face social interaction between children.
HOT SWAP is a game platform based on unique physical controllers that are designed to activate the physical and social space around players. The controllers require players to keep track of and utilize multiple physical input components that must be exchanged as a crucial gameplay component. In this paper, we reflect on the design process of two iterations of HOT SWAP games and our initial observations on how they facilitate embodied interaction. The games presented in this paper are designed to probe how game interfaces can be more social, tangible, and customizable for embodied experiences.
Researchers and designers understand that social technologies need to be designed and understood from the perspective of many different geographies and identities. This provocation argues that, unless we abandon growth and scalability as metrics of success in social technologies, we will never be able to appropriately design for rural places.
This paper describes The LGBTQ Futures Project, a collaborative and community-based research project that uses participatory design to understand how lesbian, gay, bisexual, transgender, and queer (LGBTQ) people in rural places experience community and technology. We highlight the resource needs among our participants, how they differ between rural students and non-students, and how rural LGBTQ people envision the future of social technology that is designed explicitly for their needs.
Teachers need to communicate material effectively in a clear and engaging format. Many teachers use presentation software such as PowerPoint, Google Slides or Keynote to create and display educational content. These presentation products offer mobile companion applications (apps) designed to both sync with content on a second screen and add additional tools to navigate and interact with slides. In this paper, we conducted two exploratory studies to investigate the mobile digital presentation needs and current experience of K-12 teachers when using mobile companion apps. We identify that current solutions fall short of addressing these needs and suggest potential design implications to better align with the in-classroom experience. Findings suggest improvements could be made by allowing teachers to capture teachable moments-through text and annotations on slides-improving these.
Online learning continues to see rapid growth with millions of students now engaging online and remote courses seen as convenient alternatives to conventional classroom-based teaching. Despite these advantages, online courses suffer from high drop-out rates. Prior research has suggested limited opportunities for social interaction between students may contribute to these undesirable outcomes. In order to address this challenge, we developed FlipMe, an Internet of Things companion augmenting peer-to-peer interaction in real time. We report a pilot user study to explore the potential of FlipMe as a design intervention to increase peer-to-peer learning while viewing online video content. Initial findings indicate that FlipMe's tangible interface and feedback design features have the potential to promote peer interaction in online learning.
New developments in low-cost and widely accessible drones have the potential to radically transform the existing mechanisms for citizen science data collection, scientific analysis of the gathered information, and the broader impacts of drone-based projects on science activism. In this paper, we present Drogon, a thermal-sensing drone, which was used in an initial data gathering and co-design workshop with a group of conservation researchers, policy makers, and citizen scientist volunteers. Our findings reveal three concrete directions for future thermal drone-based citizen science projects. In addition, we reflect on higher-level design opportunities and challenges for working with drones in a citizen science context, including systems for expertise sharing amongst citizen scientists and platforms for collecting, analyzing and sharing drone-based data.
In this study, we implemented MiRO, a web-based Media-as-Place storytelling game that resembles an existing OS. Media-as-Place storytelling refers to a story where its medium is identical to its place. Observing from escape room games, we propose this concept by contrasting it with interactive storytelling and tangible interaction. To realize the computer version of Media-as-Place storytelling, we focused on imitating visual representation and interactions of existing OSs. MiRO involves OS elements (e.g., a taskbar), in-game applications (e.g., e-mail, a web browser), and interaction techniques for existing OSs (e.g., drag-and-drop). We also conducted a preliminary user evaluation with 17 participants. MiRO was perceived as an OS visually, although its interaction was limited due to the characteristics of the web environment. From the interviews, we found that the role of guidance is important because Media-as-Place storytelling allows a high variety of available interaction at a time.
In this paper, we aim to acquaint the sensory phenomenon of Autonomous Sensory Meridian Response (ASMR) with the DIS community and investigate its relevance via research through design. We inquire if the aesthetics of ASMR media can inspire the design of technology that is reflective and relaxing. In order to do so, we created a sonic toolkit that encourages users to explore their environments and make recordings inspired by the detail-oriented, intimate, and mundane nature of ASMR media. Over the course of a self-directed user study, we invited five participants to engage the toolkit and interviewed them about their experience. We present a description of ASMR and its connection to ongoing conversations within DIS as well as our findings from the user study. We conclude with a provocation which suggests that fostering relaxing designs may be as simple as providing people with a microphone.
Food texture is one of the important factors of eating experience. An internal structure of food makes a difference in food texture. In this research, we explored the effects of the internal structure on the texture of chocolate by designing, building, and testing chocolates with different internal structures and internal chocolate percentage. Multiple layers of patterned chocolate were stacked as a fabrication method. Each layer was fabricated using a silicone mold that was made using a 3D printed model. We created seven types of chocolate variations through this system. Fourteen university students participated in the preliminary user test. We found out that the internal structure and the chocolate ratio affects the perceived 'hardness' of the chocolate.
What is it to navigate or to be navigated? How, and through what, is information communicated to us? Do our interactions with space need to be limited to when we are moving through it? This paper describes a collection of design concepts generated as part of the initial stages of a research project that combines a critical design mindset and research through design process to explore these types of questions. The project seeks to problematise and diversify the discussion and understanding around pedestrian navigation, wearable technology, crowdsourcing and human data interaction. The goal is to develop one of the concepts using research through design as part of PhD research studies, leading to possible future applications.
In this paper, we present our ongoing work Story-Me, which consists of a slots-machine-like device used by older adults, and a cellphone application used by their children. It aims to facilitate intergenerational story-sharing regarding life story and family memento story, between older adults living in nursing home and their children. A detailed description of the system is firstly reported, a preliminary evaluation was further conducted, conclusion and future research agenda are in the final part.
In questioning how domestic animals might react to robots designed only for human use, we conducted an informal design research exploration that observed the reaction of two cats to a small social robot placed within their home. We explored two different approaches to revealing technologies to pets: sudden exposure through placing the robot in the space, and a gradual sensory-considerate introduction. While the results remain inconclusive, the exploration helped us gain insights into Animal-Computer Interactions in domesticated animals, and to recognize potential behavioural considerations for the design of robots to be placed in multi-species households.
Transforming an idea of an interaction to a functional programmed device requires defining the characteristics of the interaction, a task that typically falls between the designer and the engineer. The user and the computer that are interacting through an interface are typically represented and defined by using vastly different abstractions. The user might be moving a lever or pressing a button, while the computer uses numerical values without specific knowledge of the context. In this paper, we present The Blind Processor, a method for analysing interactions towards storyboard development and interaction design. Focusing on looking at an interaction, and separating the perspectives to that of The User, The Machine, and The Observer. By analysing these roles separately, we aim to find common ground about the essence of an interaction, feeding to interaction design. Theoretically, we aim to support the analysis of interaction complexity and technological mediation.
Design Daydreams is part of a suite of new computational design tools that integrate ambiguity and juxtaposition into the systems that we use to discover new ideas. Using a low-tech augmented reality system to visually overlay digital images on top of objects, the Design Daydreams augmented ?post-it note' fluidly extends the inspiration designers find online into the physically-interactive and collaborative brainstorming environment. Feedback suggested that the low-fidelity of the tool provided a natural ambiguity that left room for interpretation as designers juxtaposed digital and physical concepts together to create new ideas.
The Memory Machine is an ambitious project that aims to develop a device to capture people's memories to create a blend of personal and factual data that builds identities, and contextualizes personal recollections. The Memory Machine has been guided by co-production and user-centred design principles to ensure users' input has a critical role in the development of the technology. Through a series of creative workshops, we facilitated participants to discuss and represent their perceptions of memory making and recollection, towards the design of the Memory Machine. This paper investigates how a creative, participatory process enabled technical topics to be explored together, as well as enabling the participants to address more challenging issues of memory; such as painful memories, memory loss, and memories at end-of-life, with a particular focus on dementia, to inform the future design of the Memory Machine.
Providing natural navigation support for runners in unfamiliar places constitutes a major challenge. Runners want to simply enjoy their run without fear of getting lost or being disturbed by intrusive turn-by-turn directions at every intersection. We propose a design supporting navigation in a natural way exploiting the runners' natural head movements when scanning possible path options at an intersection. We provide runners with sound cues about the path they are looking at that indicate whether this path is good or not. We explain how our design works and discuss the outcomes of a preliminary user test.
In this paper, we describe PC Builder Hero, an immersive virtual reality (VR) game, which takes the user through building a custom personal computer (PC) from scratch. The main motivation is to raise awareness and inspire curiosity about the inner components and working mechanisms of computers in a safe environment where mistakes aren't costly. We aim to teach users how to build a PC experientially with a hands-on game, leveraging the immersiveness of VR. The user picks virtual computer components and monitors the price of the built computer and the accumulated static over time. The user's goal is to find a balance between the specifications of the components and the overall price, while complying with the proper handling procedures of building a PC. This paper includes the design and implementation details of the high-fidelity prototype along with the results and implications of an informal early testing.
This work provides a preliminary understanding of how transgender women and non-binary people of color experience violence and manage safety, and what opportunities exist for HCI to support the safety needs of this community. We conducted nine interviews to understand how participants practice safety and what role technology played, if any, in these experiences. Interviewees expressed physical and psychological safety concerns, and managed safety by informing friends of their location using digital technologies, making compromises, and avoiding law enforcement. We designed U-Signal, a wearable technology and accompanying smartphone application prototype to increase physical safety and decrease safety concerns, reduce violence, and help build community.
Driving is a social task where drivers should con-stantly communicate with one another. However, existing driver-to-driver communication methods have mainly focused on safety-related issues, thereby overlooking the social aspect of drivers' communication needs. We aim to shed light on drivers' needs for richer driver-to-driver (D2D) communication and design future D2D communi-cation methods. Through scenario-based semi-structured interviews, we discovered that drivers wanted to utilize more social cues, deliver more information and vary the scope of their communi-cation. Based on these findings, we derived de-sign ideas for future D2D communication meth-ods and are working on design prototypes.
While working, we are not always in line with our ability to focus. Being more mindful of own cognitive abilities, including the ability to focus, may contribute to a more pleasant work experience. This paper presents calmworklight, an initial design proposal for dealing with this issue. calmworklight is a desktop lamp that responds to changes in peoples' focus strength as captured by a commercially available EEG device. The lamp's expression depends solely on the user's level of focus. If it is strong, the lamp returns a steady, calming warm light. If not, the light emission follows a breathing pattern, aiming to encourage the user to be more mindful of their breath and to cultivate a meditative focus. We conducted 3 user studies to get a better understanding of calmworklight's usage and benefits. The most striking outcome of the study is the worker's need for a regulating system that helps them plan when to socialize and when to focus, which should be considered for future workplace designs.
Current wearable technologies in the classroom do not properly support tracking children's emotions with regards to their progress in learning. Interactive, learning ambience connected with wearables to track and visualize children's emotion, is one approach that may allow for better communication of emotional state with teachers and peers alike. We introduce VizEmo by probing into connectivity and interactivity of wearables to capture children's emotional feedback, wireless technology and sensors to detect the wearable device, and visual representations such as lights and pictures to display children's captured emotions. Lifelogging helps informal tracking and visualization of children's real-time physiological signals, such as heart-rate and electrodermal activities connected to their emotions progressing in their education. Supported by our prior study, this work aims at advancing children's emotion communication technology while improving their educational outcomes. It further augments connectivity and interactivity of wearables to learning ambience when communicating with the classroom.
We propose Ageing Clouds as a concept for urban exploration invoking freedom in navigation and strategy in planning. Wandering bound to a handheld smartphone is an obvious obstruction to the experience of explorers. Our approach is to construct a visual aid on mobile devices that roughly supports navigation without demanding continuous user attention. The interesting urban neighbourhoods of a city are represented as clouds on a mobile map. Post-visit, these clouds age and turn grey in the regions explored by the user. We present our initial steps to evolve mobile maps from rigid navigation to support unconstrained yet strategic urban exploration.
This paper mentions a work-in-progress about an immersive gameplay experience that was designed to give players an introduction to the formal field of Game Theory in a memorable and interactive fashion. Game Theory is a field that has achieved a high level of pervasiveness in many domains, but it is generally misunderstood by those who have not been exposed to it formally. This gameplay experience, through narrative and interactivity, was designed to be informative and memorable. First, the content focus was narrowed down to Prisoner's Dilemma game. Then, low-fidelity card-based prototyping was completed and system design was laid out. After that, a high-fidelity prototype was implemented in Adobe XD software. Informal testing was conducted with 10 individuals. Users enjoyed using the interactive prototype more, as compared to the text-based traditional teaching material. There were no difference in the quiz scores.
How do the specific, predefined ways data brokers like Garmin or Fitbit render personal biometric data for us hinder-or enhance-our ability to find meaning in our data? Using a Garmin activity tracker as a platform, I present a series of recipes for alternative modes to experience personal data. Recipes are sets of instructions people can follow or remix to create personal, novel data interactions. These recipes highlight how the under-used medium of sound can be a creative material for producing meaning. When we allow our personal data to be brokered by companies like Garmin, we exchange the hidden labor of data representation for an easy-to-access personal data experience; but in doing so, we forfeit the ability to do unexpected things with our data. By exposing these tradeoffs, these recipes encourage us to reclaim control of our own data and embrace the effortful process of data representation as a sense-making practice.
In this provocation, I investigate machine learning (ML) developers' accounts, which highlight situated, ongoing improvisational work practices that strive to appropriately match datasets, algorithms/modelling techniques, and domain questions. In conceptualizing ML developers' work as practices of care, I provide a case to more closely examine relationships which emerge between local innovations and global regimes of scientific formalization and standardization within sociotechnical systems (in this case, for example, between applied ML projects and scholarly algorithm development). In discussing these local/global relations, this provocation also brings two concepts from the ML field itself to bear (concept drift and transfer learning), productively challenging how we conceptualize everyday technical work ? and the configurative practices of care it includes.
In-situ self-reporting is a widely-used data collection method which offers many benefits in the clinical, psychological and social research fields. However, high capture burden issues have surfaced as in-situ self-reporting expands and diversifies in various studies. Thus, we draw attention to the design space of low-burden in-situ self-reporting. In this work-in-progress, drawing on literature analysis, we explore the design space by analyzing and mapping context-dependent attention resources, current interactive methods, and associated design requirements. In the case study, we further demonstrate the use of the design space to derive low-burden experience sampling solutions. Overall, we stress that reducing in-situ self-report burdens requires research attention, and the design space can help designers make sensible design decisions.
Water is an essential nutritional source. Its deficiency negatively influences our mental and physical health. Despite this, people may forget drinking enough water due to the everyday rush in places like office environments. Previously, HCI researchers addressed this problem via developing interactive technologies aimed at motivating regular water intake. However, these technologies heavily rely on giving individual feedback on water intake and self-monitoring as a behavior change strategy. We expanded this existing design space with a new concept: Wwall, a smart water dispenser system which differs from previous examples as it 1) gives collective feedback along with individual feedback via an ambient display, and 2) uses cooperation to motivate regular water intake. In this WIP, we present our design and prototyping process as well as directions for future work
This workshop brings together folks currently or interested in becoming academic accomplices, or scholars committed to leveraging resources and power to support the justice work of their community collaborators. Academic accomplices are necessary for research justice-research that materially challenges inequity-and owe it to community partners to challenge underlying oppressive structure and practices as perpetuated through academic research. The goal of this workshop is to discuss concrete strategies for challenging oppression through research methodologies, physical or institutional resources, and/or pedagogy. This workshop will generate practical strategies for research justice for DIS and HCI scholars.
Participatory approaches are used to design interactive systems, services and products to improve their impact and usability. However, these approaches are not always suitable for people with cognitive limitations such as dementia. This workshop will focus on participatory approaches for working with people living with dementia, challenge assumptions and provide concrete examples to inform design and technology development. Participants will review current design and technology offerings and work towards the development of a shared research agenda for future work. The workshop will explore how to negotiate the need for inclusion, personalisation, and scalability to accommodate the growing needs in dementia. It will focus on setting an inclusive agenda for developments in Design and HCI in the 'here and now' to build sustainable approaches for the future.
From cooking and growing to shopping and dining, digital technology has become a frequent companion in our everyday food practices. Smart food technologies such as online diet personalization services and AI-based kitchenware offer promises of better data-driven food futures. Yet, human-food automation presents certain risks, both to end consumers and food cultures at large. This one-day workshop aims to question emerging food-tech trends and explore issues through creative food-tech crafting and performative dining activities. We will craft, taste, and debate edible prototypes reflecting on diverse socio-political issues in contemporary food-tech innovation. We posit everyday human-food practices as a relatable context to discuss broader societal issues underlying the growing role of technology and data in commonplace human activities. The workshop aims to gather an interdisciplinary group of researchers and practitioners keen on exploring the diverse roles and potential futures of technology design in everyday life.
Boundaries and borders continue to draw political attention and create conflict on a global scale. They interrupt or facilitate people and money, and influence how designers and politicians alike work in opposition to oppression. This one-day workshop will explore the use of design research and computing practice in resisting and reifying inequalities. Recognizing that technology production is only a partial response to caring for ourselves and our environment, participants of this workshop will consider the design commitments, pedagogies, and labor that produce new strategies for more equitable futures. We will collectively ask and grapple with the following questions: 1) what are the current concerns and pressures of our community in producing feminist means and ends, 2) how do we work as academics, activists, allies and advocates through our design activities; and 3) whose opportunities, hopes, fears, innovations, and futures are we building?
We are living in a time of ecological and humanitarian crisis that requires imminent action from the joint fields of HCI and interaction design. In a very palpable way, we seem to be moving towards the "end of the world" (certainly, as we have known it). This workshop addresses three concrete end-of-world challenges - the end of nature, end of culture and end of the human - to contribute to a much-needed design research agenda and to build community in the process. The workshop will explore how the design of technology can support a fairer and more secure set of futures by considering these three end-states and what we, as participants (both contributing to futures and living with the outcomes), can offer to improve the options. Contributions to theory and practice will be welcome.
As the DIS community increasingly seeks to address social impact issues, it becomes important to examine the assumptions behind our methods to increase the likelihood of positive effects and reduce negative unintended consequences. The purpose of this workshop is to engage the design community in exploring, defining, and, if deemed valuable, advancing community-driven design. We invite DIS members to submit 1-page responses to this concept of community-driven design. Our hope is that a research agenda can emerge from this workshop for the DIS community.
The aim of this one-day workshop is to explore, practice, and develop methodological approaches for HCI researchers and practitioners to "notice differently" and envision more ethical and responsible ways of engaging in technological interventions. In this workshop, we will focus on what anthropologist Anna Tsing calls the "arts of noticing", methods of looking beyond progress narratives, cultivating awareness of diverse actors, and engaging in alternative ways of knowing (e.g. embodied knowledge and activist commitments) in design research and practice. The workshop will include discussion, a walkshop, and hands-on group exercises that develop "arts of noticing" appropriate to the DIS community.
As recent scholars have noted, there is little discourse amongst the HCI, interaction design, and UX communities on topics of AI and their relationship to design practice, a gap this workshop aims to address. Bringing together practitioners and researchers from a variety of backgrounds, this workshop sets out three goals: (1) identify case studies and projects at the intersection of HCI and AI, highlighting their ethical dimensions; (2) identify the chief challenges to HCI and AI collaborations and strategies to address them; and (3) foster a community for continued discourse and development on the intersections between AI Ethics, social computing, and design.
First-person research (i.e., research that involves data collection and experiences from the researcher themselves) continues to become a viable addition and, possibly even, alternative to more traditional HCI methods. While we have seen the benefits of using methods such as autoethnography, autobiographical design, and autoethnographical research through design, we also see the need to further explore, define, and investigate the practices, techniques, tactics, and implications of first-person research in HCI. To address this, this one-day workshop aims to bring together a community of researchers, designers, and practitioners who are interested in exploring and reimagining research in HCI and interaction design, with an emphasis on first-person methods.
Embodied design methods are gaining popularity among design researchers. They leverage the physical and situated experience of designers to access and better understand present and future situations, humans, and design opportunities. Here, we propose a workshop to learn about, engage with, and discuss larping (live action role playing) as an embodied design research method, in particular as: i) a sensitizing activity prior to design; and ii) a test-bed to investigate and further iterate design concepts and prototypes. The workshop is organized by design research experts in embodied design methods and larps, and it is aimed at those interested in embodied design methods, with or without experience with larps. Insights from the workshop will be captured in a joint article extending current embodied design methods.
We propose a one-day workshop that focuses on the intersection of gamefulness and creativity. The objective of this workshop is to bring together both researchers and practitioners interested in this field to discuss a research agenda that will explore the relationship between game-related aspects (e.g. game play, game genres) and creative thinking. Embracing the interdisciplinarity of creativity, we invite researchers from a variety of fields including but not limited to games, gamification, playfulness and creativity research. In a highly interactive format, we aim to consolidate previous work, identify relevant areas for future research, and discuss methods to assess the effectiveness of gamefulness on individuals' creative potential. As outcomes of the workshop we hope to set a research agenda and establish a vibrant community around the domain of gamefulness and creativity.