12 research outputs found

    The Emerging Nature of Participation in Multispecies Interaction Design

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    Interactive technology has become integral part of daily life for both humans and animals, with animals often interacting with technologized environments on behalf of humans. For some, animals' participation in the design process is essential to design technology that can adequately support their activities. For others, animals' inability to understand and control design activities inevitably stands in the way of multispecies participatory practices. Here, we consider the essential elements of participation within interspecies interactions and illustrate its emergence, in spite of contextual constraints and asymmetries. To move beyond anthropomorphic notions of participation, and consequent anthropocentric practices, we propose a broader participatory model based on indexical semiosis, volition and choice; and we highlight dimensions that could define inclusive participatory practices more resilient to the diversity of understandings and goals among part-taking agents, and better able to account for the contribution of diverse, multispecies agents in interaction design and beyond

    Designing temporal ecologies: reframing multispecies temporalities through design

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    In Western industrialised societies, the times of humans and of other species are often considered as belonging to different realms. While human life is regarded as progressive and accelerated, other species are seen as following cyclical, slow changing timescales. These narratives neglect the multiple interconnections between human and other-than-human times and contribute to increasing temporal mismatches across species, with consequences for environmental and biodiversity loss. In this paper, we use design examples generated through an interdisciplinary workshop to discuss opportunities for design to expand notions of time in more-than-human ecologies. Drawing from the Temporal Design framework and the notion of Designing for Temporal Cohabitation, we discuss how these examples incorporate a call for designers to a) draw attention to multiple ways human and other-than-human temporalities are intrinsically connected, b) expose temporal power asymmetries across ecologies, and c) design interventions that foster care-full ways of reducing impact and promoting temporal reattunements.<br/

    Microbial revolt:Redefining biolab tools and practices for more-than-human care ecologies

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    Recent work in HCI has called for deeper ethical considerations when engaging with more-than-human organisms in design. In this paper, we introduce Microbial Revolt, a provocative method to support reflection on the perspectives of organisms involved in HCI and design practice. By asking participants to consider the reality of a chosen organism in feral and lab environments and to redesign lab tools in order to account for their “non-participation”, we identified the manifestation of key epistemic differences between approaches to care and ecologies in typical design and biology research - as well as the potential for design and HCI to creatively redefine power dynamics in the lab. Further interviews revealed specific challenges and opportunities that designers and HCI researchers face in adapting practices to lab standards, and lab equipment to their practices, calling for a redefinition of tools, spaces and guidance to accommodate phenomenological perspectives and multiple modes of interaction with living organisms

    P for Politics D for Dialogue: Reflections on Participatory Design with Children and Animals

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    Participatory Design strives to open up the decision-making process and empower all those who may be affected by design. This is opposed to Design as a non-participatory process, in which the power to make decisions is vested in the hands of one group to the possible detriment of others. In this paper we interrogate the nature, possibilities and limitations of Participatory Design through the perspective of Child Computer Interaction (CCI) and Animal Computer Interaction (ACI). Due to the cognitive and communication characteristics, and to the social and legal status of their participants, researchers in these communities have to contend with and challenge existing notions of participation and design. Thus, their theories and practices provide a lens through which the nature and goals of Participatory Design can be examined with a view to facilitating the development of more inclusive participatory models and practices

    Designing an interactive olfactory robot for and with dogs.

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    This thesis follows the development of Scent Bot, a smell-based enrichment and training device ecosystem for dogs. The device is designed for dogs to use independently. The sponsor of the project, Nose Academy Oy, gave the design brief. Through the choices made while developing the device, a dog-centric design approach emerges, which is discussed at length. Challenges such as those of linguistics and cognition that arise when designing for another species are mitigated through an iterative, multispecies participatory design process. In addition to differences in comprehension, differences in physiology, and ways of experiencing the world are key elements taken into consideration while designing. The interactions of the dog with the device are based on methods coming from ethology and animal training. The interactions were then tested with dogs and revised based on the test results in an iterative looping manner. The design method used in this thesis forwards the conversation around the involvement of animals in the design process while designing for animal-computer interactions. Such design methods can also be used to understand what participatory design can mean where user groups cannot give direct verbal feedback to the designers such as young children and others who are differently abled. The product finds use both in research related to canine olfaction and commercial applications. If launched now, Scent Bot will be the first commercially available automated olfaction-based interactive enrichment device for dogs in the world

    Hitting the triple bottom line: widening the HCI approach to sustainability

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    Sustainable Development (SD) in its dimensions – environment, economy, and society – is a growing area of concern within the HCI community. This paper advances a systematic literature review on sustainability across the Sustainable Human-Computer Interaction (SHCI) body of work. The papers were classified according to the Triple Bottom Line (TBL) framework to understand how the pillars of SD play into the HCI discourse on sustainability. The economic angle was identified as a gap in SHCI literature. To meet the TBL of SD, however, a balance needs to be sought across all ‘lines’. In this paper, we propose that HCI can advance the discussion and the understanding of the economic concepts around sustainability through taking a sociology perspective on the economic angle of the TBL. We sustain this claim by discussing economic concepts and the role that digital can play in redefining the established foundations of our economic system

    Prototyping with Monkeys: Uncovering What Buttons for Monkeys Look Like

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    Although much work has focused on designing touch interfaces for primates, little is known about how physical computer buttons for monkeys would look. Here, we employ the rapid prototyping method commonly used in human–computer interaction to design tangible buttons for monkeys allowing them to interact with computer enrichment. Our findings reflect on the process of altering rapid prototyping from humans to animals and how computer buttons for monkeys might look. On this basis, we make suggestions for monkey buttons, highlighting colour and pull/swing over push/touch interactions. We also reflect on lessons learned from transferring prototyping across species, such as the need to iterate on a few variables and for initial prototypes to be varied, and speculate on how to balance the designer (human) and user (animals) needs. More broadly, this paper builds upon HCI prototyping techniques for unconventional users, creating a method for rapid iterative prototyping with animals
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