13 research outputs found

    Design for attachment

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    Recurring meetings : an experiential account of repeating meetings in a large organization

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    Meetings are often seen solely as a site of collective work. However, as McGrath has noted, groups are concerned with much more than collective work. In this study we examine how individuals experience meetings, and ask what they do, why they do it, and how they feel about it. Our study focuses on recurring meetings, both because recurring meetings are an ordinary aspect of organization life, and because their routine nature lends them a casual character that distinguishes them from one-time, issue-focused meetings. This paper analyzes accounts of 19 meetings and examines how various peripheral activities -- side-talk, side-tracking, multi-tasking, pre- and post-meeting talk -- have positive effects, as well as negative ones. We argue that viewing recurring meetings as a confluence of individual and collective aims suggests new approaches for designing technology that supports both meetings and participants

    Design for attachment:an explorative search for product qualities that enhance our emotional bond with digital products

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    This paper describes an explorative search for elements of attachment: qualities that support a stronger emotional bond between user and digital product. Based on a reflection of attachment literature we conclude that digital products require a different approach towards attachment, namely one that focuses on both the physical artifact and the digital content. We hypothesize that the digital products should continuously adapt to the user affecting all product aspects: appearance, interaction, functionality and content. explorative research-through-design approach with exploration phase, where we perform a series of case studies: small design iterations on different types of The concepts from the case studies are coded and clustered into a first set of elements of attachment.\u3cbr/\u3eIn the implementation phase, these elements are used in the in the design of a new mobile phone concept: on its translation of the elements and its ability to support attachment through expert review sessions. From evaluation we define a refined set of elements of attachment.\u3cbr/\u3eThe elements that we present are ‘Knowing each other’, ‘Creating focus’, ‘Sharing memories’ and ‘Reflecting identity’. They can be used as inspiration and guidance in different phases of the design process

    The interaction-attention continuum : considering various levels of human attention in interaction design

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    Interactive systems are traditionally operated with undivided attention. Recently, such systems have begun to involve autonomous system behavior that takes place outside the user’s behest and attentional field. In everyday life, people perform actions with varying levels of attention. For example, we routinely wash our hands in our periphery of attention while focusing on having a conversation, or we might consciously focus on washing our hands if trying to remove paint from them. We argue that interactive systems currently cover only two extreme ends of a full spectrum of human attention abilities. With computing technology becoming ubiquitously present, the need increases to seamlessly fit interactions with technology into everyday routines. Inspired by influential early visions on ubiquitous computing (Weiser, 1991; Weiser & Brown, 1997), we believe that interfaces should facilitate interaction at varied levels of attention to achieve this, these being focused interaction, peripheral interaction and implicit interaction. The concept of the interaction-attention continuum presented here aims to support design researchers in facilitating Human-Computer Interaction to shift between these interaction types. We use four case studies on the design of interfaces for interactive lighting systems to illustrate the application of the interaction- attention continuum and to discuss considerations for design along the continuum. Interactive systems are traditionally operated with undivided attention. Recently, such systems have begun to involve autonomous system behavior that takes place outside the user’s behest and attentional field. In everyday life, people perform actions with varying levels of attention. For example, we routinely wash our hands in our periphery of attention while focusing on having a conversation, or we might consciously focus on washing our hands if trying to remove paint from them. We argue that interactive systems currently cover only two extreme ends of a full spectrum of human attention abilities. With computing technology becoming ubiquitously present, the need increases to seamlessly fit interactions with technology into everyday routines. Inspired by influential early visions on ubiquitous computing (Weiser, 1991; Weiser & Brown, 1997), we believe that interfaces should facilitate interaction at varied levels of attention to achieve this, these being focused interaction, peripheral interaction and implicit interaction. The concept of the interaction-attention continuum presented here aims to support design researchers in facilitating Human-Computer Interaction to shift between these interaction types. We use four case studies on the design of interfaces for interactive lighting systems to illustrate the application of the interaction-attention continuum and to discuss considerations for design along the continuum

    Designing for awareness in interactions with shared systems:the DASS framework

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    Abstract Most systems that we use in everyday life are shared—because multiple people can interact or because an interaction by one person can affect other people. However, everyday Internet of Things systems are often designed for individual use. Prior research on collaboration technologies (Computer Supported Collaborative Work) has shown that to coordinate system sharing people require awareness of the social context, which interfaces can support by making salient information visible. Although literature exists on how to design for awareness, this can be fragmented and difficult to relate to other application domains. To introduce a broader audience of interaction designers to awareness, we aim to make the available design knowledge more generalizable and operational. With this aim, we construct the Designing for Awareness in Shared Systems framework that gives a structured and comprehensive overview of design considerations for awareness. The framework can stimulate reflection and inform decision-making when designing interactions with shared systems

    A perspective on multi-user interaction design based on an understanding of domestic lighting conflicts

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    More and more connected systems are entering the social and shared home environment. Interaction with these systems is often rather individual and based on personal preferences, leading to conflicts in multi-user situations. In this paper, we aim to develop a perspective on how to design for multi-user interaction with connected lighting systems, based on a better understanding of real-life interpersonal lighting conflicts. In order to understand everyday lighting conflicts, including their causes and resolution strategies, we present two studies. First, we observe real-life lighting conflicts between couples living in single-room apartments. Using probes for data gathering followed by dyadic interviews, we identify the role of agreements on use in conflicts and we identify different types of conflicts (preference, activity, and attitude conflicts). Next, we take a more disruptive approach based on technology probes, where we provoke lighting conflicts in family living rooms to observe resolution strategies. We find that people try to avoid conflicts at all costs. If there is a risk that others are negatively affected by an adjustment, people rather not interact with the system at all. Based on these insights, we defined a perspective on designing for multi-user interaction that provides the user with the confidence that interactions are socially accepted. This assurance can be given by presenting the user with information leading to awareness about the acceptance of a lighting change by the other users. We advise on what information can be visualized, based on the three conflict types we observed in the study. The combination of a deeper understanding of conflicts and a perspective on multi-user interface design can serve as a starting point to design better multi-user interfaces for domestic connected systems

    A controller for controlling a group of lighting devices and a method thereof

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    A controller (100) for controlling a group (110) of lighting devices (112, 114) is disclosed. The group (110) comprises a first lighting device (112) and a second lighting device (114). The controller (100) comprises a communication unit (102) for communicating with the first and second lighting devices (112, 114), and for receiving a first current light setting of the first lighting device (112) and a second current light setting of the second lighting device (114). The controller (100) further comprises a display (108) and a processor (106) for rendering, on the display (108), a hierarchical representation of the first and second lighting devices (112, 114), and a user interface (104) for receiving user input indicative of an adjustment of the first current light setting, the second current light setting or a current group light setting, wherein the hierarchical representation comprises: a primary level comprising a first primary graphical representation and a second primary graphical representation, wherein the first primary graphical representation is associated with the first lighting device (112) and representative of the first current light setting, and wherein the second primary graphical representation is associated with the second lighting device (112) and representative of the second current light setting, and a secondary level comprising a secondary graphical representation, which secondary graphical representation is associated with the group (110) of lighting devices (112, 114) and representative of the current group light setting of the group (110) of lighting devices (112, 114), and wherein the processor (106) is further arranged for controlling, via the communication unit (102), one or more of the first and second lighting devices (112, 114) according to the user input, and for updating the primary and secondary graphical representations according to the adjustment

    Light through culture : findings of a two-week intercultural and multidisciplinary workshop on the expression of culture through an interactive light installation

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    Abstract—In this paper the most important insights are explained that were gained from a two-week Light through Culture workshop in Ankara (TR). In this workshop, cultural insights were used to create an interactive light installation that bridges cultural differences. The process of creating the installation showed important findings, like the essence of actively creating involvement for all team members, the importance of research in context in cultural research and how interactivity is a must in the presentation of cultural research. Apart from explaining these findings, this paper gives tools for making intercultural teamwork contribute to cultural research, and methods to optimize multidisciplinary teamwork in short but intense projects

    Eindhoven designs, volume seven

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    Designing for awareness in interactions with shared systems:the DASS framework

    No full text
    \u3cp\u3eMost systems that we use in everyday life are shared-because multiple people can interact or because an interaction by one person can affect other people. However, everyday Internet of Things systems are often designed for individual use. Prior research on collaboration technologies (Computer Supported Collaborative Work) has shown that to coordinate system sharing people require awareness of the social context, which interfaces can support by making salient information visible. Although literature exists on how to design for awareness, this can be fragmented and difficult to relate to other application domains. To introduce a broader audience of interaction designers to awareness, we aim to make the available design knowledge more generalizable and operational.With this aim, we construct the Designing for Awareness in Shared Systems framework that gives a structured and comprehensive overview of design considerations for awareness. The framework can stimulate reflection and inform decision-making when designing interactions with shared systems.\u3c/p\u3
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