31 research outputs found

    Fourth-wave HCI meets the 21st century manifesto:Creative subversion in the 'CHI-verse'

    Get PDF
    We take up Bødker’s challenge to ‘identify’ a fourth wave HCI, building on the work of Blevis et al. and others to shore up a new vision that places ‘politics and values and ethics’ at the forefront without abandoning the strengths of previous waves. We insist that a fourth wave must push harder, beyond measured criticism for actual (e.g. institutional) change. We present two studies performed at CHI’19, where we used our MANIFESTO! game to: 1) take the temperature of colleagues on adopting an activist stance, 2) test manifesto writing as a key activity in pushing HCI forward into the fourth wave, and 3) test our game for subsequent iterations, and as a probe for inspiring new digital tools. With the enthusiastic response received to gameplay, facilitated in part through a novel method using tableau vivant, we argue for taking political activism from the margins into mainstream HCI

    Exploring Interactive Hardware Prototyping

    No full text
    ABSTRACT This paper explores the way the concept of hardware and physical prototyping can be used as an addition or extension to traditional prototyping methods used in HCI research. Physical prototyping allows creating interactive hardware prototypes that are tangible but make use of digital information. This approach appears to be a next step in standard prototyping tools that can be used in research, but is also an opportunity with regard to the â everyday userâ . From both viewpoints, there are however limitations to the existing platforms. These possibilities and limitations are explored by a small case study involving the Arduino platform to create musical instrumentsstatus: publishe

    Materialstorming

    No full text
    This instructable will illustrate how (scrap)material can be used as a very inspiring source for designing products from websites over software applications to services and tangible ‘hardware’ products. Basically this instructable will explain a method that I tend to use and like to participate in at the very start of a variety of projects related to human computer interaction. The main idea originates from the creation of low fidelity prototypes by using cheap materials to simulate some kind of interactivity, which is covered very well in Bill Buxton’s book ‘sketching user experiences’[1].status: publishe

    Multiplayer Gaming amongst Tweens

    No full text
    With this short paper we want to provide insight into how the concept “multiplayer” is experienced amongst children aged between 6 and 12 (tweens). Based on a project involving the development of a multiplayer game for this target audience we conducted research in two phases. The first phase consisted of getting to know to which extend tweens are interested in multiplayer gaming based on a contextual inquiry involving known games. A second phase consisted of a multiplayer playtest of an, at the moment of testing, unreleased game. Based on both phases it is clear that there are some rough guidelines to put forward for both game developers and future projects involving multiplayer playtesting.status: publishe

    Ideating Hybrid Product Service Systems

    No full text
    This research aims to define an approach and methodology related to the design of hybrid product service systems (hPSS), primarily tailored to the field of industrial design. Throughout the research, a critical reflection was made regarding the role of industrial design practice during the design process related to product service systems that incorporate tangible and non-tangible components. There are three central questions this project focuses on: A. Which process steps facilitate hybrid product service system ideation? B. Which stakeholders need to be involved at what times during the ideation process of hybrid product service systems and what are their roles during this process? C. Which formats for involvement are most suiting for the identified variety of stakeholders? As a result of this research, two main contributions are made: 1. A theoretical framework for hPSS design 2. A modular set of design tools to support practitioners during the hPSS design process.status: publishe

    Clubs, Stages & Multitouch

    No full text
    This paper describes research done during the very first phases of the MuTable [The Multi-touch Multimedia Table] research project. This project explores the potential use of multitouch related applications in public contexts like events, libraries and museums. By conducting several observations and interviews with VJ’s and DJ’s, musicians, new media artists/performers, library and museum vistors several scenario’s were created that aim to identify valuable applications of multitouch technology in real world public contexts. This paper reports on the event context to bring forward elements to better guide application design related to using a multitouch interface to control multimedia content within the working area of DJ’s, VJ’s and other stage performers.status: publishe

    Touch Affordances

    Get PDF
    The workshop “Touch Affordances” addresses a concept relevant to human computer interactions based on touch. The main topic is the challenge of applying the notion of affordances to domains related to touch interactions (e.g. (multi)touch screens, RFID & NFC, ubiquitous interfaces). The goals of this workshop are to launch a community of researchers, designers, etc. interested in this topic, to create a common understanding of the field of touch affordances and to generate ideas for new research areas for intuitive touch interactions. The workshop will be highly interactive and will have a creative, generative character.status: publishe
    corecore