Visual Thinking & Digital Imagery
Contribution & Benefit: This workshop focuses on exploring the centrality of visual literacy and visual thinking to HCI, foregrounding the notion that imagery is a primary form of visual thinking.
Abstract » This workshop focuses on exploring the centrality of visual literacy and visual thinking to HCI. Drawing on emerging critical perspectives, the workshop will address visual literacy and visual thinking from an interdisciplinary and transdisciplinary design-orientation [2, 8], foregrounding the notion that imagery is a primary form of visual thinking. Imagery—which subsumes digital imagery—goes well beyond sketching and beyond storyboards, screenshots and wireframes. We will address how a broader framework for visual thinking and imagery in HCI can play a role in raising the visual standards of HCI research and practice. Workshop participants will investigate possibilities for developing a culture of curatorial gaze in HCI, in order to (i) promote collection of digital images as a method appropriate for a design-oriented discipline, (ii) invite others to contribute to a genre of working and corpus of imagery unique to HCI, and (iii) to expand the approaches that design-oriented HCI may productively and creatively draw upon.
The 3rd Dimension of CHI (3DCHI): Touching and Designing 3D User Interfaces
Contribution & Benefit: We address the research and industrial challenges involved in exploring the space where the flat digital world of surface computing meets the physical, spatial 3D space in which we live.
Abstract » In recent years 3D has gained increasing amount of attention - interactive visualization of 3D data has become increasingly important and widespread due to the requirements of several application areas, and entertainment industry has brought 3D experience to the reach of wide audiences through games, 3D movies and stereoscopic displays. However, current user interfaces (UIs) often lack adequate support for 3D interactions: 2D metaphors still dominate in GUI design, 2D desktop systems are often limited in cases where natural interaction with 3D content is required, and sophisticated 3D user interfaces consisting of stereoscopic projections and tracked input devices are rarely adopted by ordinary users. In the future, novel interaction design solutions are needed to better support the natural interaction and utilize the special features of 3D technologies.
In this workshop we address the research and industrial challenges involved in exploring the space where the flat digital world of surface computing meets the physical, spatially complex, 3D space in which we live. The workshop will provide a common forum for researchers to share their visions of the future and recent results in the area of improving 3D interaction and UI design.
Bridging Clinical and Non-clinical Health Practices: opportunities and challenges
Contribution & Benefit: Building on the illness trajectory concept, this workshop aims to explore the interplay between, and the challenges and opportunities in designing healthcare technologies for bridging clinical and non-clinical settings.
Abstract » There has been a growing interest in the HCI community to study Health, with particular focus in understanding healthcare practices and designing technologies to support and to enhance these practices. A majority of current health studies in HCI have focused on either clinical settings, such as hospitals and clinics, or non-clinical spaces, like patients� homes and senior centers. Yet, there has been little work investigating how patient care in clinical and non-clinical settings connect with each other. Building on the illness trajectory concept, this workshop aims to explore the interplay between, and the challenges and opportunities in designing healthcare technologies for bridging the clinical and the non-clinical settings, as well as their impact on the continuum of patient care.
Ar-CHI-tecture: Architecture and Interaction
Contribution & Benefit: The rise of ubiquitous computing leads to a convergence between architectural design and HCI. This workshop brings digital interaction and the build environment together to map future research and collaboration.
Abstract » The rise of ubiquitous computing leads to a natural convergence between the areas of architectural design (the design of buildings, spaces and experience of being in and moving through them) and HCI. We suggest that Architecture and CHI have much to learn from each other in terms of research and practice. This workshop will bring together these communities to explore the benefits of architecture envisioned as integral to an expanded CHI community. The workshop organizers aim to create a framework for future collaboration and identify new directions for research in this multidisciplinary field. This promises significant impacts on both interaction research and its real-world applications.
Game User Research
Contribution & Benefit: This workshop will be the first of its kind at CHI, specifically discussing methodologies in Game User Research - an emerging field focused on studying player' gaming experience.
Abstract » Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.
Educational Interfaces, Software, and Technology
Contribution & Benefit: We present a venue for the discussion of Educational Interfaces, Software, and Technologies.
Abstract » One of the primary goals of teaching is to prepare learners for life in the real world. In this ever changing world of technologies such as mobile interaction, cloud computing, natural user interfaces, and gestural interfaces like the Nintendo Wii and Microsoft Kinect people have a greater selection of tools for the task at hand. Teachers and students can leverage these tools to improve learning outcomes. Educational interfaces and software are needed to ensure that new technologies serve a clear purpose in the classrooms and homes of the future.
Since teachers are always looking for creative ways to engage 21st century learners there needs to be an academic venue for researchers to discuss novel educational tools and their role in improving learning outcomes. This workshop aims at filling this void: combining the pedagogical expertise of the cooperative learning, and learning sciences communities with the technical creativity of the CHI, UIST and interactive surface communities. The objective of this workshop is to become a conference within two years.
CrowdCamp: Rapidly Iterating Ideas Related to Collective Intelligence & Crowdsourcing
Contribution & Benefit: Hands-on workshop for the development of ideas, designs, and prototypes related to collective intelligence and crowdsourcing. Will enable diverse disciplines to rapidly test new ideas.
Abstract » The field of collective intelligence -- encompassing aspects of crowdsourcing, human computation, and social computing -- is having tremendous impact on our lives, and the fields are rapidly growing. We propose a hands-on event that takes the main benefits of a workshop -- provocative discussion and community building -- and allows time to focus on developing ideas into actual outputs: experiment designs, in-depth thoughts on wicked problems, paper or coded prototypes. We will bring together researchers to discuss future visions and make tangible headway on those visions, as well as seeding collaboration. The outputs from brainstorming, discussion, and building will persist after the workshop for attendees and the community to view, and will be written up.
HCI for Peace: Preventing, De-Escalating and Recovering from Conflict
Contribution & Benefit: An opportunity for a focused and extended set of presentations and discussions on the use of interactive technologies for preventing, de-escalating and recovering from conflict.
Abstract » The increasing ubiquity of computing devices coupled with recent empirical research on the factors that affect the likelihood of conflict provide HCI researchers with new opportunities to conduct research on interactive systems designed to prevent, de-escalate and recover from conflict. Approaches used by HCI researchers in this field have included the use of a multi-lifespan research initiative to support peace and reconciliation after genocide, CSCW to facilitate communication, visualization to help detect landmines, and calming technology to support individuals desiring interactive systems that scaffold non-violent interactions. In this workshop we plan to further explore these ideas and discuss existing and future challenges.
Designing and Evaluating Text Entry Methods
Contribution & Benefit: This workshop serves to unify the text entry community and center it at CHI.
Abstract » Our workshop has three primary goals. The first goal is community building: we want to get text entry researchers that are active in different communities into one place. Our second goal is to promote CHI as a natural and compelling focal point for all kinds of text entry research. The third goal is to discuss some difficult issues that are hard or near impossible to handle within the traditional format of research papers.
Emerging Technologies for Healthcare and Aging
Contribution & Benefit: This workshop will address interaction issues relevant to emerging health technologies for older adults. Attendees will develop use cases that can inform healthcare technology developers during the formative evaluation stage.
Abstract » The aging population is growing rapidly and technology has great potential to meet older adults' healthcare needs. However, the technologies being developed must take into account older adults' needs and related interaction issues. This workshop explores interaction issues such as accepting, integrating, efficacy, sharing, and privacy for emerging health technologies, including tablets, ambient systems, robotics, electronic medical records, mobile systems, and tracking and monitoring devices. We also consider the user characteristics of care recipients, informal caregivers, and formal caregivers. An outcome of this workshop will be the development of use cases to provide guidance for designing technologies for older adults and their caregivers.
I Just Love this Product! Looking into Wow Products, from Analysis to Heuristics
Contribution & Benefit: We all recognize cool products on the shelf; making these from scratch is quite another thing. Through analyzing successful products, we aim to derive heuristics for design of "cool" products.
Abstract » Increasingly products need to be cool, wow, fun, rather than merely being 'functional' in order to appeal to consumers. Product innovation then turns into not only working out how to apply technologies to realize some useful product function, but also in how to create an appealing and alluring experience. The core question one would like to see answered already early on in the development process is, of course, how we can make sure that the final product is going to be fun, pleasurable, appealing (in addition to being functional and usable). However, when looking at the literature, no real, concrete, hands-on answers are popping up yet. On the other hand, in industry and academia much tacit knowledge and experience must exist, about what worked before and what not. Analyzing systematically successful product introductions, tapping into that tacit knowledge, may help to derive heuristics that can support new product and service development, and aid in a better understanding of this elusive concept.
Methods to Account for Values in Human-Centered Computing
Contribution & Benefit: Describes a workshop on developing methodological frameworks for values in human-centered computing, and putting these methods into practice. Can help designers, users and other stakeholders account for values in design.
Abstract » This workshop brings together scholars and practitioners of human-centered computing, requirements engineering, ethics and related fields. We will share knowledge and insights on methods to account for human values in information technology design. Through short presentations, group discussions and practical design group work, participants will collaborate on developing methodological frameworks for values in human-centered computing, and putting these methods into practice.
Defamiliarization in Innovation and Usability
Contribution & Benefit: With innovation, designers need to ask how they can offer a non-disruptive and enjoyable user experience whilst at the same time not meeting users' expectations. Can defamiliarization assist here?
Abstract » This workshop will explore how defamiliarization - a process of slowing down perception - can be exploited as a bridge between usability and innovation.
Victor Shklovsky, a Russian literary critic, coined the term ‘defamiliarization’, which he defined as the literary technique of slowing down a reader’s recognition of what the author is describing in order to increase the vividness of the reader’s perception. [Margolin 2005]
In interface design, defamiliarization can be used to bring users’ attention to the interface itself because of a temporary lack of fulfilment of expectations [Peterson, M.G., Iversen, O.S., Krogh, G.P 2004; Sengers, Gaver 2006]. This concept is particularly promising for the user interface in the context of ‘radical’ innovation: it can be used as a tool to facilitate the uptake of such innovation, by serving as a source of delight for the user in the user experience.
Radical innovation presents substantial obstacles both to usability and to usability testing [Rogers, Y. Rutherford, A. Bibby, P. 1992]: such innovation stops users in their tracks by intentionally frustrating expectations. Defamiliarization, as some recent research has argued, can respond to this problem by causing users to step back from the process they are engaged in (i.e., trying to engage with an interface) to experience features of the interface itself, and to gain pleasure and fun from that interaction [Bell, Blythe, Sengers, 2005]. In the course of that step back, the innovative feature is discovered, and the user re-enters the primary process of ‘working with’ the interface.
A handful of designers are incorporating defamiliarization into their design strategies [Bell, Blythe, Sengers, 2005; Sengers, Gaver, 2006]. For instance, at Canonical, a major part of our design work on the Ubuntu operating system is concerned with ‘radical’ innovation. We have substantial experience with such innovation threatening usability as it challenges conventions and habits. We have begun to employ defamiliarized user journeys as a facilitator of usability. There are two major aspects of this work:
1.Creating defamiliarized experiences that bring attention to the technology itself without introducing usability challenges, thereby supporting discovery;
2.Evaluating defamiliarization. A central question for us is: how can we assess this technique as part of usability testing and qualitative feedback?
As the literature evidences, there are many ways to use defamiliarization in design:
• juxtaposing incongruities
• creating unexpected contexts
• exaggerating information
• providing minimal representations
• creating ambiguity
• using extreme characters
There are other methods that practitioners have not recognised but that they may use implicitly.
Clarify ways defamiliarization can be successfully applied to interface design to create compelling experiences;
Determine the reach and usefulness of defamiliarization for innovation;
Explore techniques that enhance the role defamiliarization can play in ease of use -- bridging, cues, etc;
Define user testing approaches to assess the success of defamiliarization efforts.
2nd Workshop on Distributed User Interfaces: Collaboration and Usability
Contribution & Benefit: Attendees to the workshop will have a deeper insight to the topic of Distributed User Interfaces and the main benefits of using this kind of interactive environments.
Abstract » This document describes the most relevant issues regarding collaboration and usability when using distributed user interfaces (DUIs). The goal of this workshop is to promote the discussion about the emerging topic of DUIs, answering a set of key questions: how can collaboration be improved using DUIs? When are DUIs suitable to perform collaborative work? How can usability standards be employed to evaluate the usability of DUIs? How do μ7 concepts influence on DUIs regarding collaboration, usability and cognition?
A Contextualised Curriculum for HCI
Contribution & Benefit: This workshop will center on a detailed examination of situated HCI teaching practices, providing contextualization of HCI curriculum topics.
Abstract » The ACM and IEEE are currently revising their joint Computer Curriculum. The purpose of this workshop is to discuss and formulate a context for the HCI component of the undergraduate curriculum in terms of the current teaching practices of HCI educators. The goals of the workshop are to provide rich methods for capturing pedagogical content knowledge that would support HCI educators using the revised curriculum in their teaching.
Theories, Methods and Case Studies of Longitudinal HCI Research
Abstract » The interest in longitudinal studies of users' experiences and behaviors with interactive products is mounting, while recent methodological advances have enabled new ways to elicit as well as process longitudinal data. With this workshop we want to establish a forum for the exchange of knowledge and discussion on novel theories, methods and experiences gained through case studies of longitudinal HCI research. This is an effort towards the collection of best practices for an edited book publication.
Technology for Today's Family
Contribution & Benefit: This workshop will host researchers and practitioners for a one-day workshop to promote a community focused on addressing the needs of families by designing and developing family-centric interactive technologies.
Abstract » This workshop will bring together researchers from academia and industry for a one-day workshop to promote a community focused on addressing the needs of families by designing and developing family-centric interactive technologies. Together we will weigh the gains made in the area of technologies for families and brainstorm new technology directions and methods for designing technologies for families.
Managing User Experience Teams: Lessons from Case Studies, and Establishing Best Practices
Contribution & Benefit: This workshop consists of a group of leaders who will create a set of management best practices to share with the CHI community.
Abstract » This workshop is based on the initial findings from the CHI 2011 workshop, and focuses on managing cross-disciplinary teams for product and corporate success. The workshop brings together a diverse group of leaders in order to create a set of best practices and guidelines specific to a variety of topics that are important to the success of managers and their teams. Emphasis is placed on cross disciplinary teams, corporate culture and environment, and international factors.