3,370 research outputs found

    The "Seen but Unnoticed" Vocabulary of Natural Touch: Revolutionizing Direct Interaction with Our Devices and One Another (UIST 2021 Vision)

    Full text link
    This UIST Vision argues that "touch" input and interaction remains in its infancy when viewed in context of the seen but unnoticed vocabulary of natural human behaviors, activity, and environments that surround direct interaction with displays. Unlike status-quo touch interaction -- a shadowplay of fingers on a single screen -- I argue that our perspective of direct interaction should encompass the full rich context of individual use (whether via touch, sensors, or in combination with other modalities), as well as collaborative activity where people are engaged in local (co-located), remote (tele-present), and hybrid work. We can further view touch through the lens of the "Society of Devices," where each person's activities span many complementary, oft-distinct devices that offer the right task affordance (input modality, screen size, aspect ratio, or simply a distinct surface with dedicated purpose) at the right place and time. While many hints of this vision already exist (see references), I speculate that a comprehensive program of research to systematically inventory, sense, and design interactions around such human behaviors and activities -- and that fully embrace touch as a multi-modal, multi-sensor, multi-user, and multi-device construct -- could revolutionize both individual and collaborative interaction with technology.Comment: 5 pages. Non-archival UIST Vision paper accepted and presented at the 34th Annual ACM Symposium on User Interface Software and Technology (UIST 2021) by Ken Hinckley. This is the definitive "published" version as the Association of Computing Machinery (ACM) does not archive UIST Vision paper

    How does HCI Understand Human Autonomy and Agency?

    Get PDF
    Funding Information: Funded by the European Union (ERC, THEORYCRAFT, 101043198). Publisher Copyright: © 2023 Owner/Author.Human agency and autonomy have always been fundamental concepts in HCI. New developments, including ubiquitous AI and the growing integration of technologies into our lives, make these issues ever pressing, as technologies increase their ability to influence our behaviours and values. However, in HCI understandings of autonomy and agency remain ambiguous. Both concepts are used to describe a wide range of phenomena pertaining to sense-of-control, material independence, and identity. It is unclear to what degree these understandings are compatible, and how they support the development of research programs and practical interventions. We address this by reviewing 30 years of HCI research on autonomy and agency to identify current understandings, open issues, and future directions. From this analysis, we identify ethical issues, and outline key themes to guide future work. We also articulate avenues for advancing clarity and specificity around these concepts, and for coordinating integrative work across different HCI communities.Peer reviewe

    "That's important, but...": How Computer Science Researchers Anticipate Unintended Consequences of Their Research Innovations

    Full text link
    Computer science research has led to many breakthrough innovations but has also been scrutinized for enabling technology that has negative, unintended consequences for society. Given the increasing discussions of ethics in the news and among researchers, we interviewed 20 researchers in various CS sub-disciplines to identify whether and how they consider potential unintended consequences of their research innovations. We show that considering unintended consequences is generally seen as important but rarely practiced. Principal barriers are a lack of formal process and strategy as well as the academic practice that prioritizes fast progress and publications. Drawing on these findings, we discuss approaches to support researchers in routinely considering unintended consequences, from bringing diverse perspectives through community participation to increasing incentives to investigate potential consequences. We intend for our work to pave the way for routine explorations of the societal implications of technological innovations before, during, and after the research process.Comment: Corresponding author: Rock Yuren Pang, email provided below. Kimberly Do and Rock Yuren Pang contributed equally to this research. The author order is listed alphabetically. To appear in CHI Conference on Human Factors in Computing Systems (CHI '23), April 23-April 28, 2023, Hamburg, Germany. ACM, New York, NY, USA, 16 page

    Orecchio: Extending Body-Language through Actuated Static and Dynamic Auricular Postures

    Get PDF
    In this paper, we propose using the auricle – the visible part of the ear – as a means of expressive output to extend body language to convey emotional states. With an initial exploratory study, we provide an initial set of dynamic and static auricular postures. Using these results, we examined the relationship between emotions and auricular postures, noting that dynamic postures involving stretching the top helix in fast (e.g., 2Hz) and slow speeds (1Hz) conveyed intense and mild pleasantness while static postures involving bending the side or top helix towards the center of the ear were associated with intense and mild unpleasantness. Based on the results, we developed a prototype (called Orrechio) with miniature motors, custommade robotic arms and other electronic components. A preliminary user evaluation showed that participants feel more comfortable using expressive auricular postures with people they are familiar with, and that it is a welcome addition to the vocabulary of human body language

    Applying a User-centred Approach to Interactive Visualization Design

    Get PDF
    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Unpacking Non-Dualistic Design: The Soma Design Case

    Get PDF
    We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

    Get PDF
    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    CoVR: A Large-Scale Force-Feedback Robotic Interface for Non-Deterministic Scenarios in VR

    Full text link
    We present CoVR, a novel robotic interface providing strong kinesthetic feedback (100 N) in a room-scale VR arena. It consists of a physical column mounted on a 2D Cartesian ceiling robot (XY displacements) with the capacity of (1) resisting to body-scaled users' actions such as pushing or leaning; (2) acting on the users by pulling or transporting them as well as (3) carrying multiple potentially heavy objects (up to 80kg) that users can freely manipulate or make interact with each other. We describe its implementation and define a trajectory generation algorithm based on a novel user intention model to support non-deterministic scenarios, where the users are free to interact with any virtual object of interest with no regards to the scenarios' progress. A technical evaluation and a user study demonstrate the feasibility and usability of CoVR, as well as the relevance of whole-body interactions involving strong forces, such as being pulled through or transported.Comment: 10 pages (without references), 14 pages tota
    • …
    corecore