44 research outputs found

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    Peripheral Interaction for Sports - Exploring Two Modalities for Real-Time Feedback

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    We believe that sports is a domain that would both provide valuable input to the area of peripheral interaction, as well as benefit from peripheral interaction itself. We present two pilot studies on peripheral interaction for cross-country skiing and golf using vibration feedback and audio feedback respectively. We believe the results of these initial studies are encouraging and aim to pursue the concept of peripheral interaction for the sports domain

    Beyond representations: towards an action-centric perspective on tangible interaction

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    In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action

    Jogging at CHI

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    HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go out of the conference venue and jog around San Jose while discussing the role of HCI in relation to sports. The goal is to actively shape the future of the field of sports-HCI

    Performativity in Sustainable Interaction : The Case of Seasonal Grocery Shopping in EcoFriends

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    The EcoFriends application was developed as an attempt tosupport grocery shopping adjusted to vegetables’seasonality through a performative approach to interactionand interactive applications. The design aimed at criticalreflection and inspiration among users, rather thanachieving a certain kind of persuasion. This guided thepractical design to be modelled around open-endednessand social voices to challenge ideas and points of view. Weargue that research addressing design for interactions aboutvalue-laden concepts such as sustainable action need tofind ways of supporting various knowledge discourses, bydistinguishing between performative and representationaltechnologies. The approach allowed us to identify anumber of design challenges regarding interactivetechnology and interaction design in relation to aspects ofknowledge and truth, trust, negotiation and responsibility.Artikeln är även kompletterad med en obligatorisk video på 30 sek, den finns härhttp://www.youtube.com/watch?v=NMP4LD5G4iM</p

    Drifting Off Course – how Sports Technology Can Use Real-Time Data to Add New Dimensions to Sports

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    We have built Drift, an application that measures and provides feedback on how far from the ideal path an orienteer has deviated, to study how sports apps can draw on real-time data to enrich sports activities. Orienteering is an outdoor navigation sport requiring mental skills and fast running through the terrain. Participants appropriated deviation into their practice and found new ways it could integrate with common orienteering practice. Interaction around deviation provided possibilities for new forms of sporting practice and social interactions. Deviation as a measure allowed this because it was highly specific and well-grounded in a specific skill of the sport. We believe this use of data in real time has the possibility of supporting and renewing sports activity as well as offering new opportunities for design

    Ecofriends - Designing for Critical Reflection Using Social Voices

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    As practitioners and researchers in interaction design, we often find that many of the online practices we design for resemble those that existed several hundred years ago, before industrialization. For instance, the collaborative knowledge gathering we today associate with Wikipedia and the like existed in the more basic form of books and writings
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