18 research outputs found

    Embodying phenomenology in interaction design research

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    Exploring empathy in interaction : scenarios of respectful robotics

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    As intelligent support systems move into the world of elder care and independent living, their behavior becomes a prominent aspect in the lives of people, raising the question of how to design for such systems addressing older people in a respectful manner. We provide a phenomenology-inspired design perspective on emotional and social robotics in elder care pivoting on the uniqueness and respect for older people’s perceptual-motor, cognitive, emotional, and social skills. Our approach aims at achieving an empathic relationship between the older person and the system by providing continuous, expressive opportunities to allow interaction and meaning to emerge. We illustrate our research-through-design approach with several scenarios and conclude this paper reporting the interview of an older person who experimented with early prototypes of the robotic system

    Squeeze Me: Please gently

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    2This paper presents the Squeeze Me, a research-through-design case that explores the emergence of empathic behavior between human and machine by sparking an expression-rich relation. The Squeeze Me is a squeezable device used to grab attention from a robot, providing ground for expressive values to be shared. The expressions exerted on the mediating device by the human are mapped to expressive behaviors of the robot in the modality of motion in forthcoming interaction. We propose a double-layered interaction paradigm in achieving natural and socially acceptable synthesis. Firstly, a direct mapping, inherently exhibiting a natural relationship. Secondly, an amplifying and reductive mapping to construct a personalizing relationship through vivid and lively interactions fed by the intentions of the robot as well as the user. The design case serves to explore consequences of a phenomenological approach on the constitution of empathy in the fields of human and robot interaction. With this work we intend to inspire design engineering to shift from representational and discrete to rich, continuous-sustained and other embodied mechanisms for interaction when targeting empathic behavior to emerge.nonenoneStienstra, J.; Marti, PatriziaStienstra, J.; Marti, Patrizi

    Effect of local anesthetic volume (15 vs 40 mL) on the duration of ultrasound-guided single shot axillary brachial plexus block: a prospective randomized, observer-blinded trial

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    Item does not contain fulltextBACKGROUND AND OBJECTIVES: One of the advantages of ultrasound-guided peripheral nerve block is that visualization of local anesthetic spread allows for a reduction in dose. However, little is known about the effect of dose reduction on sensory and motor block duration. The purpose of the present study was to compare the duration of sensory and motor axillary brachial plexus block (ABPB) with 15 or 40 mL mepivacaine 1.5%. METHODS: Thirty patients were randomly allocated to receive ultrasound-guided ABPB with either 15 (group 15 mL, n = 15) or 40 mL (group 40 mL, n = 15) mepivacaine 1.5%. Onset, efficacy, and duration of sensory and motor block were compared. RESULTS: Two patients in group 15 mL needed an additional rescue block before surgery and were excluded from subsequent analysis. The overall median duration of sensory and motor block was significantly shorter in group 15 mL (225 [148-265] mins vs 271 [210-401] mins and 217 [144-250] mins vs 269 [210-401] mins, respectively; P < 0.01). Duration of sensory and motor block of individual nerves was significantly shorter in group 15 mL (20%-40% reduction for sensory and 18%-37% for motor block). Time to first request of postoperative analgesia was also significantly reduced in group 15 mL (163 [SD, 39] vs 235 [SD, 59] mins, respectively, P < 0.05). There were no differences in the other block characteristics. CONCLUSIONS: In ABPB with mepivacaine 1.5%, reducing the dose from 40 mL to 15 mL (62.5%) shortens the overall duration of sensory and motor block by approximately 17% to 19%, reduces sensory and motor block duration of individual nerves by 18% to 40%, and decreases the time to first request of postoperative analgesia by approximately 30%

    Move it : a persuasive game for 11-year old children to increase awareness about healthy balance between eating and exercising

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    In this poster description we describe the persuasive aspect of our design concept ‘Move It’. By several user tests we managed to prove the persuasion factors at a basic level. Some experimental results are presented with visual or graphic support

    Embodying complexity through movement sonification : case study on empowering the speed-skater

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    In this paper, we describe the Augmented Speed-skate Experience (ASE), a case of movement sonification in professional speed-skating. We designed and developed a system that provides feedback on technique to a professional speed-skater through an extra sense-modality, i.e. sound. Complexity is incorporated directly by the athlete and not through an external system that would feedback representational judgments of improving speed-skating technique. This research-through-design case explores the conditions for mapping information directly to the body. This is done by an evaluation on several sets of continuous parameter mappings in a field-lab setup. Results from this qualitative evaluations show that the movement sonification mappings cause inter-modal convergence, resulting in actual improvement. We designed a movement sonification mapping of speed-skating technique that is informative, motivating, non-coercive, robust and easy to apply. Feedback designed according to existing natural acoustic conventions inherently coupled to the speed-skaters actions, allows for complex information to be assessed and embodied by the athlete thus improving his skating technique

    There is more in a single touch : mapping the continuous to the discrete

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    In this paper, we present the Sensible Alternative, a concept that enables smart-phone users to navigate between applications by accessing action-possibility-depending and personalized-associated applications. A single added touch-sensitive spot on the back-side of the smart-phone provides an alternative layer of interaction between human and machine, on top of hierarchical system architectures. We designed and prototyped this interaction layer that exploits the advantage of the continuous and the discrete powers of man and machine. In our case study, we explore several consequences of a phenomenological approach for designing complex systems, products and related services. Here we present the research-through-design case and our reflections based on qualitative expert confrontations on the heuristics and experience of the use case, the Sensible Alternative. With this work we hope to inspire design thinking to shift from hierarchical, procedural and structured design mechanisms to embodied mechanisms when addressing complexity
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