3,096 research outputs found
Deep Cover HCI
The growing popularity of methodologies that turn "to the wild" for real world data creates new ethical issues for the HCI community. For investigations questioning interactions in public or transient spaces, crowd interaction, or natural behaviour, uncontrolled and uninfluenced (by the experimenter) experiences represent the ideal evaluation environment. We argue that covert research can be completed rigorously and ethically to expand our knowledge of ubiquitous technologies. Our approach, which we call Deep Cover HCI, utilises technology-supported observation in public spaces to stage completely undisturbed experiences for evaluation. We complete studies without informed consent and without intervention from an experimenter in order to gain new insights into how people use technology in public settings. We argue there is clear value in this approach, reflect on the ethical issues of such investigations, and describe our ethical guidelines for completing Deep Cover HCI Research
Disciplining the body? Reflections on the cross disciplinary import of âembodied meaningâ into interaction design
The aim of this paper is above all critically to examine and clarify some of the negative implications that the idea of âembodied meaningâ has for the emergent field of interaction design research.
Originally, the term âembodied meaningâ has been brought into HCI research from phenomenology and cognitive semantics in order to better understand how userâs experience of new technological systems relies to an increasing extent on full-body interaction. Embodied approaches to technology design could thus be found in Winograd & Flores (1986), Dourish (2001), Lund (2003), Klemmer, Hartman & Takayama (2006), Hornecker & Buur (2006), Hurtienne & Israel (2007) among others.
However, fertile as this cross-disciplinary import may be, design research can generally be criticised for being âundisciplinedâ, because of its tendency merely to take over reductionist ideas of embodied meaning from those neighbouring disciplines without questioning the inherent limitations it thereby subscribe to.
In this paper I focus on this reductionism and what it means for interaction design research. I start out by introducing the field of interaction design and two central research questions that it raises. This will serve as a prerequisite for understanding the overall intention of bringing the notion of âembodied meaningâ from cognitive semantics into design research. Narrowing my account down to the concepts of âimage schemasâ and their âmetaphorical extensionâ, I then explain in more detail what is reductionistic about the notion of embodied meaning. Having done so, I shed light on the consequences this reductionism might have for design research by examining a recently developed framework for intuitive user interaction along with two case examples. In so doing I sketch an alternative view of embodied meaning for interaction design research.
Keywords:
Interaction Design, Embodied Meaning, Tangible User Interaction, Design Theory, Cognitive Semiotics</p
Enter the Circle: Blending Spherical Displays and Playful Embedded Interaction in Public Spaces
Public displays are used a variety of contexts, from utility
driven information displays to playful entertainment displays.
Spherical displays offer new opportunities for interaction
in public spaces, allowing users to face each other
during interaction and explore content from a variety of
angles and perspectives. This paper presents a playful installation
that places a spherical display at the centre of a
playful environment embedded with interactive elements.
The installation, called Enter the Circle, involves eight
chair-sized boxes filled with interactive lights that can be
controlled by touching the spherical display. The boxes are
placed in a ring around the display, and passers-by must
âenter the circleâ to explore and play with the installation.
We evaluated this installation in a pedestrianized walkway
for three hours over an evening, collecting on-screen logs
and video data. This paper presents a novel evaluation of a
spherical display in a public space, discusses an experimental
design concept that blends displays with embedded
interaction, and analyses real world interaction with the
installation
Emotion capture based on body postures and movements
In this paper we present a preliminary study for designing interactive
systems that are sensible to human emotions based on the body movements. To do
so, we first review the literature on the various approaches for defining and
characterizing human emotions. After justifying the adopted characterization
space for emotions, we then focus on the movement characteristics that must be
captured by the system for being able to recognize the human emotions.Comment: 22 page
Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies.
Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified.
Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach.
Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of âwhat ifâ or âwhat can it beâ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection.
Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations.
Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles
We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants
An Analytical Framework for Designing Future Hybrid Creative Learning Spaces: A Pattern Approach
Existing frameworks which serve as reference for the design of creative space in educational institutions and organizations, have shown some limitations. On one hand, current spatial design theories concerned with hybrid spaces and digital technologies are limited; on the other hand, the analysis of digital technologiesâ influence on spaces conducted in Information System and Computer Science research fields rarely uses a spatial theory as a foundation [1]. The aim of this ongoing research is to develop an analytical framework that integrates creative space types and a blended space model in support of the design of future hybrid creative environments (FHCS framework).
The current findings have shown that many different social-spatial design solutions exist in both physical and digital spaces, and which are systematically organized as a pattern language. Identified pattern candidates are from specific application domains (e.g., spatial design, HCI Design, E-learning, and game design), and they capture and represent design knowledge of experts. Therefore, the pattern language from Christopher Alexander et al. [2] seems an appropriate approach to bring together design guidance and tools from different disciplines, in a vocabulary that can be shared across disciplines. Through a pattern mining process, various pattern frameworks and many pattern candidates that are related to the design of hybrid creative learning spaces have emerged from the analysis. As a result, 323 patterns are derived from four disciplines, and 13 generic pattern clusters have evolved in relation to the hybrid design themes
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