183 research outputs found
The "Seen but Unnoticed" Vocabulary of Natural Touch: Revolutionizing Direct Interaction with Our Devices and One Another (UIST 2021 Vision)
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
2VT: Visions, Technologies, and Visions of Technologies for Understanding Human Scale Spaces
Spatial experience is an important subject in various fields, and in HCI it has been mostly investigated in the urban scale. Research on human scale spaces has focused mostly on the personal meaning or aesthetic and embodied experiences in the space. Further, spatial experience is increasingly topical in envisioning how to build and interact with technologies in our everyday lived environments, particularly in so-called smart cities. This workshop brings researchers and practitioners from diverse fields to collaboratively discover new ways to understand and capture human scale spatial experience and envision its implications to future technological and creative developments in our habitats. Using a speculative design approach, we sketch concrete solutions that could help to better capture critical features of human scale spaces and allow for unique possibilities for aspects such as urban play. As a result, we hope to contribute a road map for future HCI research on human scale spatial experience and its application
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Take Me Out: Space and Place in Library Interactions
Information interactions are strongly affected by the place where they occur. Specific locations are ofen associated with searches on particular topics, and individual users perform different tasks in habituated places. A classic example of habituated space is the commuter who regularly reads the news on the train. This paper investigates these associations through four user studies that examine different uses of place in information interaction. Through this, we reveal the ways in which the location of information interactions makes them effective or ineffective. This extends our interpretation of the role of place in information interaction beyond established foci such as location-based search
ManneqKit Cards:A Kinesthetic Empathic Design Tool Communicating Depression Experiences
While depression is a mood disorder with significant societal impact, the experiences of people living with depression are yet not easy to access. HCI’s tenet to understand users, particularly addressed by the empathic design approach, has prioritized verbal communication of such experiences. We introduce ManneqKit, a kinesthetic empathic design tool consisting of 15 cards with bodily postures and vignettes leveraging the nonverbal aspects of depression experiences. We report ManneqKit’s co-design with 10 therapists, its piloting with 4 therapists and 10 non-therapists, and evaluation through design workshops with 9 interaction designers. Findings indicate cards’ ability to elicit non-therapists’ increased empathy, and richer emotional depictions when compared to text-based description of depression symptoms. We discuss the value of these findings for interaction design in supporting richer understanding of vulnerable users experiencing depression, for more sensitive conceptual designs in the ideation stage, and more nuanced ethical values underpinning the overall design process
Mapping the Margins: Navigating the Ecologies of Domestic Violence Service Provision
Work addressing the negative impacts of domestic violence on victim-survivors and service providers has slowly been contributing to the HCI discourse. However, work discussing the necessary, pre-emptive steps for researchers to enter these spaces sensitively and considerately, largely remains opaque. Heavily-politicised specialisms that are imbued with conflicting values and practices, such as domestic violence service delivery can be especially difficult to navigate. In this paper, we report on a mixed methods study consisting of interviews, a design dialogue and an ideation workshop with domestic violence service providers to explore the potential of an online service directory to support their work. Through this three-stage research process, we were able to characterise this unique service delivery landscape and identify tensions in services' access, understandings of technologies and working practices. Drawing from our findings, we discuss opportunities for researchers to work with and sustain complex information ecologies in sensitive settings
AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures
AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air - with 2-5 armatures poseable in 7DoF within the same workspace - to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. We explore flexible physical arrangement, feedforward of transition options, and layering of devices in-air across a variety of multi-device app scenarios. These include video conferencing with flexible arrangement of the person-space of multiple remote participants around a shared task-space, layered and tiled device formations with overview+detail and shared-to-personal transitions, and flexible composition of UI panels and tool palettes across devices for productivity applications. A preliminary interview study highlights user reactions to AirConstellations, such as for minimally disruptive device formations, easier physical transitions, and balancing "seeing and being seen"in remote work
Designing for Lived Health: Engaging the Sociotechnical Complexity of Care Work
As healthcare is increasingly shaped by everyday interaction with data and technologies, there is a widespread interest in creating information systems that help people actively participate in managing their own health and wellness. To date, personal health technologies are largely designed as large-scale “patient-centered” systems, grounded in a biomedical model of care and clinical processes and/or commercial “self-care” technologies, that seek to facilitate individual behavior change through activities like fitness tracking. Through investigating the lived experience of chronic illness—multiple, messy, and often the site of uncomfortable dependencies—my thesis empirically and theoretically engages the limitations of such popular design narratives to address sociotechnical complexities in personal health management. My findings, drawn from people’s care practices across three distinct field sites, argue for a need to contend with lived health: the ways in which everyday health and wellness activities are connected to wider ecologies of care that include the emotional labor of family and friends, entanglements of data, machineries and bodies, localized networks of resources and expertise, and contested forms of information work. My thesis contributes to the literature of Information and Computer Science in the fields of Human-Computer Interaction and Computer-Supported Cooperative Work by offering an alternative analytical lens for designing health systems that support a wider range of people’s social and emotional needs.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/146030/1/eskaziu_1.pd
Beyond Transactional Democracy: A Study of Civic Tech in Canada
Technologies are increasingly enrolled in projects to involve civilians in
the work of policy-making, often under the label of 'civic technology'. But
conventional forms of participation through transactions such as voting provide
limited opportunities for engagement. In response, some civic tech groups
organize around issues of shared concern to explore new forms of democratic
technologies. How does their work affect the relationship between publics and
public servants?
This paper explores how a Civic Tech Toronto creates a platform for civic
engagement through the maintenance of an autonomous community for civic
engagement and participation that is casual, social, nonpartisan, experimental,
and flexible. Based on two years of action research, including community
organizing, interviews, and observations, this paper shows how this grassroots
civic tech group creates a civic platform that places a diverse range of
participants in contact with the work of public servants, helping to build
capacities and relationships that prepare both publics and public servants for
the work of participatory democracy.
The case shows that understanding civic tech requires a lens beyond the mere
analysis or production of technical artifacts. As a practice for making
technologies that is social and participatory, civic tech creates alternative
modes of technology development and opportunities for experimentation and
learning, and it can reconfigure the roles of democratic participants.Comment: Will appear in CSCW1 202
Experiential learning: The development of a pedagogic framework for effective practice.
Despite a long lineage, the considerable body of literature on experiential learning is
extensively a post 80’s phenomenon (Mulligan and Griffin, 1992). fey critiquing this body of
literature it is possible to simultaneously destabilise the orthodox, 'hegemonic constructivist
paradigm that posits a centrality of the learner, and identify several neglected areas which
can be traced back to a philosophical heredity. In addressing these neglected areas this
paper outlines the development of a richer conception of experiential learning that extends
‘beyond the usual definitions and arguments’ (Rickards, 2007: 430), bringing theory and
practice together in a way that has been hitherto unseen in the existing body of literature
(Nichol, 2002; Norris, 2006; Rickards, 2007).
The research fieldwork, conducted to date over a period of over fifteen years, adopts a
mode two research approach (Tranfield and Starkey, 1998), appropriate to the broad, multidisciplinary
nature of experiential learning (Dillon, 2007). Through a complex synthesis of
research material, published to date in a range of scholarly and practitioner journals, a
significant milieu of emerging ,‘themes’ are identified and classified using a relational,
multiple layered integration of theory and practice that culminates in a framework presented
as an abstract, visual metaphor. This research acknowledges the intentionality of design,
and considers the learner as a fully embodied self, sensuously and intersubjectively
interacting with their outer world (Abram, 1997). The final framework is develops an
interconnectedness of the outer and inner world experiences of the learner that suggestively
links a number of concepts. The framework is recognised across a range of disciplines as
grounded in solid and varied theory designed to be pedagogically useful to both novice and
experienced practitioners
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