33 research outputs found
Morphino: A nature-inspired tool for the design of shape-changing interfaces
The HCI community has a strong and growing interest in shape-changing interfaces (SCIs) that can offer dynamic af- fordance. In this context, there is an increasing need for HCI researchers and designers to form close relationships with dis- ciplines such as robotics and material science in order to be able to truly harness the state-of-the-art in morphing technolo- gies. To help these synergies arise, we present Morphino: a card-based toolkit to inspire shape-changing interface designs. Our cards bring together a collection of morphing mechanisms already established in the multidisciplinary literature and illustrate them through familiar examples from nature. We begin by detailing the design of the cards, based on a review of shape-change in nature; then, report on a series of design sessions conducted to demonstrate their usefulness in generating new ideas and in helping end-users gain a better understanding of the possibilities for shape-changing materials
Co-designing Cards on Social Issues for Creating Educational Games
This paper presents a participatory methodology to design cards on social issues with the purpose to democratise knowledge among co-designers on the learning content of educational games. Situated on the topic of everyday sexism, the methodology has been developed through an iterative process involving two collaborative workshops, two iterations of card design and a feedback survey. Extracting findings from the workshops and the feedback gathered on the co- designed cards, this paper presents insights that could be used to inform similar studies using cards to inspire and foster reflection on social issues
Design research: Methodological innovation through messiness
The third wave of Human Computer Interaction (HCI) involves more ubiquitous and embedded forms of computing. Making these useful, usable and even delightful for people needs design research. The more technologies become enmeshed in our lives and the more dependent upon them we become, the more essential it is that they are simple for everyone to use and they do not let us down in those annoying ways we have become used to tolerating. Embedding computing into more and more of the objects and environments we interact with makes them less visible but more ubiquitous, making their usability essential but challenging at the same time. Design research is a mechanism which can help researchers, programmers and designers to understand how to create better twenty-first century computing systems and environments. This chapter discusses how design research can contribute to allowing third wave HCI to benefit the lives of all citizens rather than frustrate them
The Monarch Room : An Interactive System for Visualization of Global Migration Data
Representation, presentation and interaction are subjects that require to be consciously
contemplated while designing information visualization systems. This paper describes the ideation
and design process of The Monarch Room, an information visualization system of global migration
data. Our solution was designed to allow visitors of a museum to select, browse and interact with a
visual interactive representation of migration flows in a unified view. Visitors can convey their
learning purposes by seamlessly combining criteria such as time scales, location, and reasons
behind migration, from either manual our automatic interactions. We believe our work contributes
to the design of interfaces that enable a more in-depth understanding of global human migration
patterns. In this paper, we describe our first design and research efforts.info:eu-repo/semantics/publishedVersio
Generating Directions for Persuasive Technology Design with the Inspiration Card Workshop
Abstract. Participatory design methods may help account for the ethical implications of persuasive technology. But how can participatory design methods both address ethical issues and lead to effective persuasive technologies? This paper presents the early stages of participatory design with a college EcoHouse. I discuss concepts resulting from an Inspiration Card Workshop [1], finally considering further development of participatory methods for designing persuasive technology
ʔeləw̓k̓ʷ- belongings: a tangible interface for intangible cultural heritage
Belongings is an interactive tabletop using a tangible user interface to explore intangible cultural heritage. The table was designed for the c̓əsnaʔəm, the city before the city exhibition. This exhibition is a partnership of three major institutions in Vancouver, BC, exploring the significant ancient village site on which part of Vancouver was built, as well as Musqueam culture and community today. The tabletop uses replicas of Musqueam belongings excavated from c̓əsnaʔəm, as well as contemporary objects that are a part of everyday Musqueam life to access information about the long history of salmon fishing and the continuity of related knowledge at c̓əsnaʔəm. The design of ʔeləw̓k̓ʷ – Belongings highlights the tensions between fragmentation and continuity that are central to discussions of access and preservation of intangible cultural heritage in the digital age. In this paper we discuss the tangible tabletop interface as a response to the desire to reconnect fragmented collections and physical belongings from c̓əsnaʔəm with Musqueam intangible cultural knowledge