472 research outputs found

    Tangible cooperative gestures: Improving control and initiative in digital photo sharing

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    © 2015 by the authors. This paper focuses on co-present digital photo sharing on a notebook and investigates how this could be supported. While analyzing the current digital photo sharing situation we noticed that there was a high threshold for visitors to take control of the personal computer of the photo owner, resulting in inequity of participation. It was assumed that visitors would have the opportunity to interact with the notebook more freely if this threshold was lowered by distributing the user interface and creating a more public, instead of personal, interaction space. This, in turn, could make them feel more involved and in control during a session, creating a more enjoyable experience. To test these assumptions a design prototype was created that stimulates participants to use tangible artifacts for cooperative gestures, a promising direction for the future of HCI. The situation with the cooperative gestures was compared with the regular digital photo sharing situation, which makes use of a keyboard. In dyads, visitors felt more involved and in control in the design prototype cooperative gestures condition (especially during storytelling), resulting in a more enjoyable digital photo sharing experience

    The cue is key: Design for real-life remembering

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    This paper aims to put the memory cue in the spotlight. We show how memory cues are incorporated in the area of interaction design. The focus is on external memory cues - cues that exist outside the human mind but have an internal effect on memory reconstruction. Examples of external cues include people, environments, and things, where the latter are most relevant for the aim of this paper since these cues can be incorporated in designs. This paper makes a dual contribution to research: (1) it provides insights into how memory research informs the design of devices to facilitate personal memory recall; and (2) by taking a design perspective, it raises questions about memory cues as part of real-life remembering to inform psychological memory research. Since memory theory inspires design and both fields would benefit from collaboration, we would like these questions to be an inspiration for future memory research, in particular targeting external memory cues. © 2014 Hogrefe Publishing

    "I wouldn't choose that key ring; it's not me": A design study of cherished possessions and the self

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    Copyright © 2016 ACM. We each possess certain objects that are dear to us for a variety of reasons. They can be sentimental to us, bring us delight through their use or empower us. Throughout our lives, we use these cherished possessions to reaffirm who we are, who we were and who we wish to become. To explore this, we conducted a design study that asked ten participants to consider their emotional attachment towards and the identity-relevance of cherished and newly introduced possessions. Participants were then asked to elaborate on their responses in interviews. Through a thematic analysis of these responses, we found that the emotional significance of possessions was reportedly influenced by both their relevance to selfhood and position within a life story. We use these findings to discuss how the design of new products and systems can promote emotional attachment by holding a multitude of emotionally significant meanings to their owners

    Things that make us reminisce: Everyday memory cues as opportunities for interaction design

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    © Copyright 2015 ACM. Interactive devices can support personal remembering to benefit well-being. These designs require insight into what brings the past to mind, and how people relate to such cues. Prior work focused on mementos in the home; instead, this paper presents a diary and interview study of involuntary memory cueing in everyday life. Data was collected from fifteen adult individuals, using sentence completion diaries, combined with debriefing interviews. Qualitative analysis of the data showed that these participants were relying on everyday physical objects like food items for cueing memories during everyday life, locations and (repeated) activities, while digital items and photos were shown to be less frequent stimulants. Meaningful relations to memory cues can be partially explained from a memory cueing perspective. We discuss how design for remembering can benefit from our insights, through careful trade-offs in timing, exposure to cues, and supporting a process of personal attachment with items invoking memories

    Designing interaction in digital tabletop games to support collaborative learning in children

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    Copyright © 2014 Inderscience Enterprises Ltd. According to Dillenbourg et al. (1996), collaborative learning occurs when two or more people try to learn something together. This process consists of four successive stages, one of which concerns collaborative interactions. In this paper we present two studies that implemented two different ways of increasing the number of collaborative interactions. To increase the number of collaborative interactions in a game, the first study focused on degrees of collaboration (Kahn and Mentzer, 1996) and the second study focused on cooperative gestures (Morris et al., 2006a), which were used in the third degree of the first study. In order to facilitate collaborative interactions and its properties (Dillenbourg, 1991), we decided to design two digital tabletop games with tangible interaction that both require collaboration to win. The evaluations in both studies, by means of the Wizard of Oz method, showed a significant increase in collaborative interactions. We also found that verbal and gestural interactions are a better measure criterion for tabletop games than how much people look at each other

    A holistic design perspective on media capturing and reliving

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    Copyright © 2016 ACM. People capture far more media than they are able to relive. In this paper we identify the discrepancy between media capturing and media reliving from a design perspective. We propose a holistic perspective, that invites designers of media experiences to considering all three interdependent aspects of the media process: media capturing interaction, specific media, and media reliving interaction. By adopting this view, we aim to ensure that the media that is captured will be both necessary and appropriate for the intended reliving experience. We illustrate our perspective with three design concepts. Finally, in the discussion we present several topics related to media capturing and reliving

    Informing design for reflection: An overview of current everyday practices

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    © 2016 ACM. There is an increasing interest in HCI in designing to support reflection in users. In this paper, we specifically focus on everyday life reflection, covering and connecting a broad range of topics from someone's life rather than focusing on a very specific aspect. Although many systems aim to support reflection, few are based on an overview of how people currently integrate reflection in everyday life. In this paper, we aim to contribute to this gap through a questionnaire on everyday life reflection practices combining both qualitative and quantitative questions. Findings provide insights in the broad range of people that engage with reflection in different ways. We aim to inform design through four considerations: rumination, timing, initiative and social context
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