119 research outputs found

    Intuitive interaction: Steps towards an integral understanding of the user experience in interaction design

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    A critical review of traditional practices and methodologies demonstrates an underplaying of firstly the role of emotions and secondly aspects of exploration in interaction behaviour in favour of a goal orientated focus in the user experience (UX). Consequently, the UX is a commodity that can be designed, measured, and predicted. An integral understanding of the UX attempts to overcome the rationalistic and instrumental mindset of traditional Human-Computer Interaction (HCI) on several levels. Firstly, the thesis seeks to complement a functional view of interaction with a qualitative one that considers the complexity of emotions. Emotions are at the heart of engagement and connect action irreversibly to the moment it occurs; they are intettwined with cognition, and decision making. Furthermore, they introduce the vague and ambiguous aspects of experience and open it up to potentiality of creation. Secondly, the thesis examines the relationship between purposive and non-purposive user behaviour such as exploration, play and discovery. The integral position proposed here stresses the procedurally relational nature and complexity of interaction experience. This requires revisiting and augmenting key themes of HCI practice such as interactivity and intuitive design. Intuition is investigated as an early and unconscious form of learning, and unstructured browsing discussed as random interaction mechanisms as forms of implicit learning. Interactivity here is the space for user's actions, contributions and creativity, not only in the design process but also during interaction as co-authors of their experiences. Finally, I envisage integral forms of usability methods to embrace the vague and the ambiguous, in order to enrich HCI's vocabulary and design potential. Key readings that inform this position cut across contemporary philosophy, media and interaction studies and professional HCI literature. On a practical level, a series of experimental interaction designs for web-browsing aim to augment the user's experience, and create space for user's intuition

    04121 Abstracts Collection -- Evaluating Embodied Conversational Agents

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    From 14.03.04 to 19.03.04, the Dagstuhl Seminar 04121 ``Evaluating Embodied Conversational Agents\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    DeReFrame: a design-research framework to study game mechanics and game aesthetics in an engineering design process

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    The main aim of this research is to study gaming techniques and elements that may potentially be beneficial to the future development of CAD systems for engineering design, in particular to maintain cognitive engagement. A design-research framework, called DeReFrame, was employed to construct an experimental game-based CAD framework exploring this. This research is based on reviews from the literature and experimental studies and include quantitative and qualitative data analysis methods measuring engineers’ performance and emotional responses. The thesis presents the construction process of the framework (DeReframe) to study a set of game mechanics and game aesthetics in an engineering design process and compare this with the traditional CAD. The framework was used to design and implement a game-based CAD system, called ICAD which was embedded with the following game mechanics of Directional Goals, Progression, Performance-Feedback and Rewards-Achievement. The DeReFrame and ICAD evolved through the experimental studies. In each case, selected game mechanics were at the core of each interaction and iteration which gave rise to feelings of progress, competence and mastery. The final results from the DeReFrame framework and ICAD indicated that gamified approaches should be included in engineering design with CAD: in particular the game mechanics of performance feedback and rewards-achievements influence engineers’ behaviour by supporting them within the problem-solving process creating an engaging-challenging interaction. In conclusion, this research has shown that a framework, that includes both engineering requirements and gamified aspects into consideration, cam serve as a basis for implementing game-based CAD to facilitate performance by providing engaging experiences for engineers

    Topobo : a 3-D constructive assembly system with kinetic memory

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 114-116).We introduce Topobo, a 3-D constructive assembly system em- bedded with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo's coincident physical input and output behaviors. By snapping together a combination of Passive (static) and Active (motorized) components, people can quickly assemble dynamic biomorphic forms like animals and skeletons, animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly play back those motions. For example, a dog can be constructed and then taught to gesture and walk by twisting its body and legs. The dog will then repeat those movements and walk repeatedly. Our evaluation of Topobo in classrooms with children ages 5- 13 suggests that children develop affective relationships with Topobo creations and that their experimentation with Topobo allows them to learn about movement and animal locomotion through comparisons of their creations to their own bodies. Eighth grade science students' abilities to quickly develop various types of walking robots suggests that a tangible interface can support understanding how balance, leverage and gravity affect moving structures because the interface itself responds to the forces of nature that constrain such systems.by Hayes Solos Raffle.S.M

    Non-interactive Interactivity: building a seemingly interactive installation

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    Esta dissertação apresenta uma análise sobre mecanismos de interactividade, particularmente no contexto de instalações interactivas, através de um estudo do estado da arte e de mecanismos de interactividade já compreendidos. Estes informam a construção de uma instalação protótipo tecnicamente não interactiva que causa, a quem a usa, uma sensação de resposta e interactividade, apesar de não haver estes factores no sistema. Espera-se que, com o exemplo deste projecto, depois de uma análise técnica e da experiência dos utilizadores, se chegue a conclusões que demonstrem aplicações práticas de certos mecanismos de interactividade para que, no futuro, mais artistas possam criar instalações e obras de arte interactivas mais interessantes.This dissertation aims to improve the knowledge on the mechanisms of interactivity, particularly in regards to interactive installations, through a study of the state of the art, and of known mechanisms of interactivity. This informs the building of a technically non-interactive prototype installation that causes, to those who use it, a perception of responsiveness and interactivity where there is none. It is hoped that, with the example of this project, after an analysis both technical and through the eyes of the user, conclusions will be reached that will demonstrate practical applications of certain mechanisms of interactivity so that, in the future, more artists can create more interesting installations and interactive pieces of art

    Digital anthropology

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    The textbook supplements the lecture material with topical issues of the philosophy of neural technologies. The material belongs to the section "Philosophy of natural science and technology" of the lecture course on the philosophy and methodology of science. The natural-science aspects of human conscious-ness and technological trends in the evolution of convergent structures of digital ecosystems are described. The evolution of system computer engineering is analyzed

    Vision 21: Interdisciplinary Science and Engineering in the Era of Cyberspace

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    The symposium Vision-21: Interdisciplinary Science and Engineering in the Era of Cyberspace was held at the NASA Lewis Research Center on March 30-31, 1993. The purpose of the symposium was to simulate interdisciplinary thinking in the sciences and technologies which will be required for exploration and development of space over the next thousand years. The keynote speakers were Hans Moravec, Vernor Vinge, Carol Stoker, and Myron Krueger. The proceedings consist of transcripts of the invited talks and the panel discussion by the invited speakers, summaries of workshop sessions, and contributed papers by the attendees

    A Peer-reviewed Newspaper About_ Datafied Research

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    An examination of the implications of datafication for research: to investigate and propose actions that push against the limits of today’s pervasive quantification of life, work, and play. Publication resulting from research workshop at School of Creative Media, City University of Hong Kong, organised in collaboration with School of Creative Media, City University of Hong Kong, and transmediale festival of art and digital culture, Berlin
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