8 research outputs found

    Building an Argument for the Use of Science Fiction in HCI Education

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    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio

    BadIdeas 3.0: A Method for Creativity and Innovation in Design

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    Creativity and innovation emerge as fundamental requisites in terms of design and development of present-day user interfaces. While conventional user interfaces need to ensure usability, less conventional interfaces additionally require creativity and innovation. In order to nurture these elements throughout the process of design and development of novel user interfaces, the author proposes the use of the BadIdeas 3.0. The BadIdeas 3.0 method initially focuses on the generation of bad ideas, which are then submitted to a critical examination. This examination subsequently results in a more convergent analysis of the bad ideas. Later in the method, these ideas are transformed until they are of good use and have materialised into a tangible artefact or idea for future implementation. This paper presents the BadIdeas 3.0 method in full, explaining its structure and providing guidelines for its use

    BadIdeas 3.0: A Method for Creativity and Innovation in Design

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    Creativity and innovation emerge as fundamental requisites in terms of design and development of present-day user interfaces. While conventional user interfaces need to ensure usability, less conventional interfaces additionally require creativity and innovation. In order to nurture these elements throughout the process of design and development of novel user interfaces, the author proposes the use of the BadIdeas 3.0. The BadIdeas 3.0 method initially focuses on the generation of bad ideas, which are then submitted to a critical examination. This examination subsequently results in a more convergent analysis of the bad ideas. Later in the method, these ideas are transformed until they are of good use and have materialised into a tangible artefact or idea for future implementation. This paper presents the BadIdeas 3.0 method in full, explaining its structure and providing guidelines for its use

    BadIdeas 3.0: A Method for Creativity and Innovation in Design

    No full text
    Creativity and innovation emerge as fundamental requisites in terms of design and development of present-day user interfaces. While conventional user interfaces need to ensure usability, less conventional interfaces additionally require creativity and innovation. In order to nurture these elements throughout the process of design and development of novel user interfaces, the author proposes the use of the BadIdeas 3.0. The BadIdeas 3.0 method initially focuses on the generation of bad ideas, which are then submitted to a critical examination. This examination subsequently results in a more convergent analysis of the bad ideas. Later in the method, these ideas are transformed until they are of good use and have materialised into a tangible artefact or idea for future implementation. This paper presents the BadIdeas 3.0 method in full, explaining its structure and providing guidelines for its use

    BadIdeas 3.0: A Method for Creativity and Innovation in Design

    Get PDF
    Creativity and innovation emerge as fundamental requisites in terms of design and development of present-day user interfaces. While conventional user interfaces need to ensure usability, less conventional interfaces additionally require creativity and innovation. In order to nurture these elements throughout the process of design and development of novel user interfaces, the author proposes the use of the BadIdeas 3.0. The BadIdeas 3.0 method initially focuses on the generation of bad ideas, which are then submitted to a critical examination. This examination subsequently results in a more convergent analysis of the bad ideas. Later in the method, these ideas are transformed until they are of good use and have materialised into a tangible artefact or idea for future implementation. This paper presents the BadIdeas 3.0 method in full, explaining its structure and providing guidelines for its use

    Human Computer Interaction and Emerging Technologies

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    The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing (IFIP) Technical Committee on Human–Computer Interaction (IFIP TC13), an international committee of 30 member national societies and nine Working Groups. INTERACT is truly international in its spirit and has attracted researchers from several countries and cultures. With an emphasis on inclusiveness, it works to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, comprising a series of selected papers from workshops, the Student Design Consortium and the Doctoral Consortium. The volume follows the INTERACT conference tradition of submitting adjunct papers after the main publication deadline, to be published by a University Press with a connection to the conference itself. In this case, both the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, and the lead Editor of this volume, Dr Fernando Loizides, work at Cardiff University which is the home of Cardiff University Press
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