Chair: Jofish Kaye, Nokia Research Center, USA
I Just Made Love: The System and the Subject of Experience
Contribution & Benefit: In this work, we propose a new paradigm to understand experience design by focusing on the subject of interaction as opposed to the existing paradigm which is the user.
Abstract » Experience has become increasingly relevant to the field of HCI in recent decades and a number of approaches have been drawn from multiple disciplines to engage this rich and elusive topic. In this work, we provide a critical interpretative account of the experience of using a sexually oriented social media website called I Just Made Love. We do this by critically interpreting the traces of interaction, user data populating the site, to understand the role of the systemic structures that shape the subject of interaction and in turn the experience. We approach this experience from the perspective of the “subject of interaction” as opposed to the “user” and introduce some benefits of such a strategy. Through our insights and discussion, we explore how design choices at IJML contribute to certain types of sexual performances and intimate experiences.
"It's in Love with You" - Communicating Status and Preference with Simple Product Movements
Contribution & Benefit: A study where users perceive a product with adaptive movements as expressing agency and it becomes part of their social context. Can assist design and understanding of automated product interaction.
Abstract » In some situations users perceive product movements as an indication of agency. This makes it relevant to gain an understanding of how and why movements communicate attributes related to agency and what impact it has on users. This paper describes an experiment in which users, alone or in pairs, interact with a TV designed to move in way that communicates the agency related attributes social status or likeability. Results show that the TV movements are perceived differently when one versus two users are present. While most single users evaluate the TV positively, most users in pairs find the differential treatment problematic.
Black-boxing the User: Internet Protocol over Xylophone Players (IPoXP)
Contribution & Benefit: Internet Protocol over Xylophone Players inverts the traditional mode of human-computer interaction and problematizes the user/interface distinction, raising a number of conceptual issues.
Abstract » We introduce IP over Xylophone Players (IPoXP), a novel Internet protocol between two computers using xylophone-based Arduino interfaces. In our implementation, human operators are situated within the lowest layer of the network, transmitting data between computers by striking designated keys. We discuss how IPoXP inverts the traditional mode of human-computer interaction, with a computer using the human as an interface to communicate with another computer.
Design for X?: Distribution Choices and Ethical Design
Contribution & Benefit: Sex-oriented technologies at an adult trade show prompt the authors to reframe "values in design" as a question of the choice of distribution of agency among users and designers.
Abstract » This paper investigates an especially value-laden product category: sex-oriented technologies. Reviewing four systems encountered through qualitative fieldwork at an adult entertainment trade show, we examine how designers make claims for distribution of agency in their systems, and the consequent technical choices. In the face of diverse configurations of systems, users, and designers, we suggest that designers treat their practice less as an expression of enduring or user-specific “values,” and more as a series of decisions about the ethical distribution of control and responsibility within systems.
The Machine in the Ghost: Augmenting Broadcasting with Biodata
Contribution & Benefit: Explores the explicit use of biodata as part of a narrative for television and film. Raises some key research challenges about “acting” biodata and the nature of accessible biodata visualisations.
Abstract » This paper examines how ‘biodata’ – physiological information captured from the human body – might enhance television shows by giving viewers access to actors’ physiological data. We broach this challenge through a prototype-show called The Experiment Live, in which four ‘paranormal investigators’ were outfitted with sensors as they explored a ‘haunted’ basement. This experience has enabled us to probe the challenges of using biodata as part of broadcasting and formulate an agenda for future research that includes: exploring whether/how biodata can be acted and/or simulated; and developing techniques that treat biodata visualisations in similar ways to existing camera-based production processes.