43 research outputs found

    Seeing with New Eyes:Designing for In-the-Wild Museum Gifting

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    This paper presents the GIFT smartphone app, an artist-led Research through Design project benefitting from a three-day in-the-wild deployment. The app takes as its premise the generative potential of combining the contexts of gifting and museum visits. Visitors explore the museum, searching for objects that would most appeal to the gift-receiver they have in mind, then photographing those objects and adding audio messages for their receivers describing the motivation for their choices. This paper charts the designers' key aim of creating a new frame of mind using voice, and the most striking findings discovered during in-the-wild deployment in a museum -- 'seeing with new eyes' and fostering personal connections. We discuss empathy, motivation, and bottom-up personalisation in the productive space revealed by this combination of contexts. We suggest that this work reveals opportunities for designers of gifting services as well as those working in cultural heritage

    Cat Royale

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    Would you let a robot care for your pet? Blast Theory’s Cat Royale explores the impact of AI on humans and animals. For 12 days, Ghostbuster, Pumpkin, and Clover played with a robot arm that offered them games, toys, and treats every few minutes. The robot threw balls and dropped them into a ball run. It dangled feathers, offered snacks, and introduced a cardboard box. It rang bells and dragged a toy mouse. But is it good for these cats—and would it really be good for us—if AI could learn to deliver all of our desires all of the time

    The error of our ways: the experience of self-reported position in a location-based game

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    We present a study of people’s use of positional information as part of a collaborative location-based game. The game exploits self-reported positioning in which mobile players manually reveal their positions to remote players by manipulating electronic maps. Analysis of players’ movements, position reports and communications, drawing on video data, system logs and player feedback, highlights some of the ways in which humans generate, communicate and interpret position reports. It appears that remote participants are largely untroubled by the relatively high positional error associated with self reports. Our analysis suggests that this may because mobile players declare themselves to be in plausible locations such as at common landmarks, ahead of themselves on their current trajectory (stating their intent) or behind themselves (confirming previously visited locations). These observations raise new requirements for the future development of automated positioning systems and also suggest that selfreported positioning may be a useful fallback when automated systems are unavailable or too unreliable

    Locating experience: touring a pervasive performance

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    Touring location-based experiences is chal- lenging, as both content and underlying location services must be adapted to each new setting. A study of a touring performance called Rider Spoke as it visited three different cities reveals how professional artists developed a novel approach to these challenges in which users drove the co- evolution of content and the underlying location service as they explored each new city. We show how the artists iteratively developed filtering, survey, visualization, and simulation tools and processes to enable them to tune the experience to the local characteristics of each city. Our study reveals how by paying attention to both content and infrastructure issues in tandem, the artists were able to create a powerful user experience that has since toured to many different cities

    Gifting in Museums: Using Multiple Time Orientations to Heighten Present-Moment Engagement

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    HCI has recently increased its interest in the domains of museums and gifting. The former is often oriented primarily towards the past, while the latter is often oriented towards the future, in terms of anticipating the receiver’s reactions. Our article provides a sustained and well-evidenced new theoretical framework on the role of time-orientation on the design of forward-oriented (gifting) experiences in past-oriented (museum) settings. This Temporal Experience Design Framework develops from the analysis of two such studies, one smartphone app and one VR experience using passive haptics. Both interventions prompted the user to reflect on the past while planning a gift or donation for future consumption. We apply a novel combination of analyses to both projects using the lenses of conversational storytelling, performance, and human geography. Our analyses reveal the power of orienting users towards the past and the future–simultaneously–to enhance the present moment of a performative engagement. Our aim is to provide a conceptual framework that can help design researchers to identify, name, and understand how time-orientation can be used to enhance user and visitor experience. We also extrapolate design guidelines that we expect may be fruitful outside these contexts

    Designing Multispecies Worlds for Robots, Cats, and Humans

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    We reflect on the design of a multispecies world centred around a bespoke enclosure in which three cats and a robot arm coexist for six hours a day during a twelve-day installation as part of an artist-led project. In this paper, we present the project’s design process, encompassing various interconnected components, including the cats, the robot and its autonomous systems, the custom end-effectors and robot attachments, the diverse roles of the humans-in-the-loop, and the custom-designed enclosure. Subsequently, we provide a detailed account of key moments during the deployment and discuss the design implications for future multispecies systems. Specifically, we argue that designing the technology and its interactions is not sufficient, but that it is equally important to consider the design of the ‘world’ in which the technology operates. Finally, we highlight the necessity of human involvement in areas such as breakdown recovery, animal welfare, and their role as audience

    Charting Ethical Tensions in Multispecies Technology Research through Beneficiary-Epistemology Space

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    While ethical challenges are widely discussed in HCI, far less is reported about the ethical processes that researchers routinely navigate. We reflect on a multispecies project that negotiated an especially complex ethical approval process. Cat Royale was an artist-led exploration of creating an artwork to engage audiences in exploring trust in autonomous systems. The artwork took the form of a robot that played with three cats. Gaining ethical approval required an extensive dialogue with three Institutional Review Boards (IRBs) covering computer science, veterinary science and animal welfare, raising tensions around the welfare of the cats, perceived benefits and appropriate methods, and reputational risk to the University. To reveal these tensions we introduce beneficiary-epistemology space, that makes explicit who benefits from research (humans or animals) and underlying epistemologies. Positioning projects and IRBs in this space can help clarify tensions and highlight opportunities to recruit additional expertise
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