66,602 research outputs found

    Identifying Engagement in Children's Interaction whilst Composing Digital Music at Home

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    Identifying points of engagement from a person’s interaction with computers could be used to assess their experience and to adapt user interfaces in real-time. However, it is difficult to identify points of engagement unobtrusively; HCI studies typically use retrospective protocols or rely on cumbersome sensors for real-time analysis. We present a case study on how children compose digital music at home in which we remotely identify points of engagement from patterns of interaction with a musical interface. A mixed-methods approach is contributed in which video recordings of children’s interactions whilst composing are labelled for engagement and linked to i) interaction logs from the interface to identify indicators of engagement in interaction, and ii) interview data gathered using a remote video-cued recall technique to understand the experiential qualities of engaging interactions directly from users. We conclude by speculating on how the suggested indicators of engagement inform the design of adaptive music systems

    Structures for Knowledge Co-creation Between Organisations and the Public

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    A definitive version of this conference paper is available in the ACM Digital Library http://dx.doi.org/10.1145/2556420.2558854© ACM 2014Social computing technologies are emerging to support innovative new relationships between organisations and the public. Inspired by concepts such as collective intelligence and crowdsourcing, diverse organisations are exploring new ways to increase engagement with the public, collect localised knowledge, or leverage human cognition and creativity. The COP2014 workshop will assimilate the craft understanding and experimentation underpinning innovations in relationships between public and professional realms. We aim to provide an opportunity for discussion and to build understanding of the principles of making these sociotechnical systems work, and discuss possible designs and opportunities that may be valuable and remain underexplored. As a tangible outcome, our main goal will be to co-author a paper discussing our positions on current systems and future visions, for submission to Communications of the ACM. We welcome participation from interested organisations, alongside those conducting research in this area. Topics of interest include: How can systems be designed for participation that is beneficial to individuals and organisations? How do we draw boundaries between ‘official’ and externally-generated knowledge? How can professional activities connect with the just-in-time, emergent nature of amateur interactions?RCUK Horizon Hu

    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study

    Building an Argument for the Use of Science Fiction in HCI Education

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    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio
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