Imaginary Interfaces: Touchscreen-like Interaction without the Screen -
Doctoral ConsortiumContribution & Benefit: Imaginary Interfaces re-enable spatial interaction on screenless devices by allowing users point and draw in the empty space in front of them or on the palm of their hands.
Abstract » Screenless mobile devices achieve maximum mobility, but at the expense of the visual feedback that is generally assumed to be necessary for spatial interaction. With Imaginary Interfaces we re-enable spatial interaction on screenless devices. Users point and draw in the empty space in front of them or on the palm of their hands. While they cannot see the results of their interaction, they do obtain some visual feedback by watching their hands move. Our user studies show that Imaginary Interfaces allow users to create simple drawings, to annotate with them and to operate interfaces, as long as their layout mimics a physical device they have used before. We demonstrate how this allows an imaginary interface to serve as a shortcut for a physical device and we believe that ultimately Imaginary Interfaces will lead to the development of standalone ultra-mobile devices.
When Hand and Device Melt into a Unit. Microgestures on Grasped Objects -
Doctoral ConsortiumContribution & Benefit: The explained outcome of my research will provide findings about how people interact with tangible objects of different form factors and which not necessarily provide rich visual feedback.
Abstract » I am motivated by the idea to capitalize the hand's abilities for becoming a natural input device. This can be achieved through finger-worn sensors that track their movements. I am particular interested in finger gestures that are feasible while grasping devices. Executing gestures on a steering wheel while driving, such as those seen in Fig. 1, are just some examples of interactions, which would not require any device-release. The resulting question is: To what extent can users interact with grasped objects through tiny microgestures that are performed while grasping? This extended abstract shows the progress of my research and presents the design of a study that is in preparation. Around this study design I formulated research questions. My approach aims to apply motor and mental models for designing interactions and interfaces regarding human motor abilities, interaction favors, and the mental model of themselves within their environment.
The Role of Music in the Lives of Homeless Young People in Seattle WA and Vancouver BC -
Doctoral ConsortiumContribution & Benefit: Contributes new knowledge and design implications for HCI and homeless young people. Investigates music and risk-taking, effect of location on music preferences, and impacts of policies on uses of technology.
Abstract » I outline my proposed dissertation study of music in the lives of homeless young people. Participants will include homeless young people and service providers in Seattle WA and Vancouver BC. The study is a mixed methods design including surveys, semi-structured interviews, and design activities. This study will lead to contributions to human-computer interaction (HCI) and the psycho-social literature on youth homelessness.
Materializing and Crafting Cherished Digital Media -
Doctoral ConsortiumContribution & Benefit: Describes doctoral research into supporting digital craft through the design of novel product or systems in order to make digital media more cherished.
Abstract » People�s digital media collections are often large and poorly organized. In sharp contrast to collections of physical possessions in the home, in the digital realm there are few possessions that are considered special. As a result, digital possessions are infrequently used, e.g. for reminiscing or storytelling. By studying cherished physical and digital possessions and designing novel products or systems, this PhD explores how digital media can become more cherished. More specifically, newly created designs will aim to integrate physical and digital realms and encourage novel creation or augmentation of digital media, here called digital craft, as a promising means to increase attachment to digital possessions.
Designing Alternate Reality Games -
Doctoral ConsortiumContribution & Benefit: Proposes case study to investigate Alternate Reality Games as participatory design spaces and vehicles for scaffolding learning. Of potential interest to educators and designers of similar immersive learning environments.
Abstract » An Alternate Reality Game (ARG) is a form of transmedia storytelling, with narrative elements that are distributed across multiple communications platforms, ranging from print materials to mobile devices. ARGs also represent a new genre of transmedia practice where players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. While players participate in an ARG using everyday communications tools, such as phones and web sites, the interaction design challenges are not an "everyday" process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Further, they must engage and connect with players of varying skill levels. Few studies have explored the design process of education-based ARGs, or their relationship to participatory design. This research systematically investigates the design and play of ARGs as participatory design spaces and vehicles for scaffolding information literacy practices.
Supporting Design for Mobile People: a Material-istic Approach -
Doctoral ConsortiumContribution & Benefit: This project researches the potential of using materials like fabrics to gather insights. This work addresses the need for more inspiring ways of looking at mobility in interaction design.
Abstract » This PhD programme researches the potential of using materials like fabrics to gather insights for design for mobility. This work addresses the need for more inspiring ways of looking at mobility in interaction design. So far, a set of experimental contexts have been tried out and findings will be used to conduct three more studies.
Urban HCI - Interaction Patterns in the Built Environment -
Doctoral ConsortiumContribution & Benefit: Urban activist interventions are usually done by artists, architects and designers rather than HCI researchers. By adopting their approach we might learn how to actively construct urban digital situations.
Abstract » The objective of this research is to explore and conceptualize principles for the design of Shared Encounters in Urban Space. By accounting for the relevance of relational and social space a new thinking different from Ubiquitous Computing can emerge.
The Application of Multiple Modalities for Improved Home Care Reminders -
Doctoral ConsortiumContribution & Benefit: Presentation of my PhD work into notification modality and dynamic modality switching. I will present some of my work including guidelines for multimodal notification systems.
Abstract » My work aims to contribute to the development of home care reminder systems through the development of dynamic multimodal notification technology, able to select a notification modality based on user, environmental and message factors such as sensory impairment and social context. This work involves (1) investigating different properties of notification modalities, (2) establishing guidelines for their use as notifications in the home, (3) creating a prototype dynamic multimodal home reminder system and (4) evaluating it in home trials. At present, work on part two is being completed and preparations have begun for the third part of this research.
Designing Immersive Simulations for Collective Inquiry -
Doctoral ConsortiumContribution & Benefit: Describes the design of a rainforest immersive simulation for Grade 11 Biology. Students engage in collective inquiry with a system of networked tablets, interactive whiteboards and a web-based learning environment.
Abstract » My doctoral research is concerned with the design, development, and evaluation of an immersive simulation in which a community of learners engage in scientific inquiry about biodiversity and evolution. Using distributed large displays in a "smart classroom" to immerse Grade 11 Biology students within a simulated rainforest setting, this research explores how a system of networked tablets, interactive whiteboards, and a web-based learning environment can support real-time face-to-face interactions, as well as asynchronous knowledge co-construction.
An Idea Garden for End-User Programmers -
Doctoral ConsortiumContribution & Benefit: Proposes and explores a new approach called "Idea Gardening" aimed at helping end-user programmers form their own ideas to overcome barriers they encounter in programming.
Abstract » Research in end-user programming has seen many techniques aimed at making it easier for ordinary users to program. However, empirical studies continue to report barriers end users face. In my work, I propose an Idea Garden approach to help end users overcome barriers. Rooted in the Minimalist Learning Theory and theories in problem-solving and creativity, the Idea Garden aims to facilitate end-user programmers to generate and work with their own ideas. Expected benefits of this work include both a theory-based understanding of barriers and the Idea Garden approach itself, which is intended to be generalizable across different end-user programming environments.
Designing Effective Behaviors for Educational Embodied Agents -
Doctoral ConsortiumContribution & Benefit: Presents the design of effective nonverbal behaviors for robots in various educational contexts. Describes a framework for systematically generating social behaviors for robots in interaction.
Abstract » While various forms of online and distance learning have opened up opportunities for people to gain knowledge independent of where they are, embodied interaction with teachers or learning partners supports the social and cognitive aspects of the learning processes. To achieve effective and efficient teaching, teachers use nonverbal behaviors to communicate the focus of their attention and highlight important concepts. With the advance of technology, embodied agents (i.e., robots) keep showing promises of supporting human activities. The goal of my dissertation is to design effective nonverbal behaviors, with a concentration on gaze, hand gestures, and head movements, for embodied agents as teachers or learning partners to support people in learning. To this end, my research focuses on understanding how and what nonverbal behaviors contribute to effective learning, implementing behavioral patterns from this understanding on embodied agents, and evaluating the effectiveness of the embodied agents in various educational contexts.
Examining and Designing Community Crime Prevention Technology -
Doctoral ConsortiumContribution & Benefit: Examines how middle and low socio-economic communities use technology to address crime. Results inform the design of community crime prevention technologies.
Abstract » My doctoral research examines how middle and low socio-economic communities use technology to address crime. To accomplish this, I have conducted ethnographic fieldwork at joint meetings with Chicago communities and police for the past year. I have also conducted an online content analysis where I have collected over 7000 online crime forum posts that are neighborhood-specific dating back to 2004. The results of my research will inform the design of community crime prevention technologies.
Creative Self-Expression in Socio-Technical Systems -
Doctoral ConsortiumContribution & Benefit: This research explores the relationship between creativity and technology in massive networked creative communities such as Etsy and World of Warcraft.
Abstract » Massive networked communities, from Wikipedia contributors to amateur multimedia producers, have demonstrated enormous creativity and productivity in recent years. The dissertation research I discuss in this paper theorizes the creative products of these communities as acts of self-expression that exist within unique socio-technical contexts. Further, my work motivates the study of these creative acts as a new avenue for designing creativity support tools in HCI.
Creative Drawing with Computers -
Doctoral ConsortiumContribution & Benefit: Methodological approach to the assessment of the influence computer input methods have on the results of free-hand drawing tasks in terms of user's creativity and drawing performance in unconstrained context.
Abstract » The output of creative drawing is negatively influenced by any constrains imposed on the artist. That may be the case especially in computer-based environments.
In my research I focus on the identification and assessment of the influence computer input methods (i.e. mouse, stylus-, and touch-input) might have on the results of free-hand drawing tasks in terms of user's creativity and drawing performance.
Shoji: Communicating Privacy -
Student Design CompetitionContribution & Benefit: A shared living space entails certain privacy issues, making communication between roommates a prime factor of the domestic experience. Our interactive door breaks these barriers, sharing information concerning privacy needs.
Abstract » People sharing a living space in Québec City chose to do so to take advantage of various practical advantages However, this way of life is far from perfect. Indeed, the lodger’s need for
privacy is an aspect of shared accommodation that can be very hard to reconcile with the needs of the other roommates. Based on our user research, we were able to determine that this aspect
of the domestic experience is an important issue with regard to sharing accommodation. Roommates can be encouraged to communicate delicate emotions differently through Shoji, an
interactive door that acts as an ice-breaker and helps to avoid awkward situations, thus improving the quality of life and the domestic experience for everyone.
fridgeTop: Bringing home-like experience back to kitchen space -
Student Design CompetitionContribution & Benefit: fridgeTop is a touch-based fridge surface application, which aims to help re-create home-like collaborative and communicative aspects of a kitchen in a shared living space.
Abstract » Owing to cultural and time zone differences, international students studying far away from their
homes struggle to re-create home-like experiences. Living in a shared accommodation with new people further adds to this struggle, since common spaces become non-conducive to home-like activities. We study kitchen space in this context, and offer a solution called fridgeTop, which seeks to reduce the threshold of a kitchen’s perceived public space in a shared accommodation by fostering familiar family interactions on a smart fridge surface.
weRemember: letting AD patients to enjoy their home and their families -
Student Design CompetitionAbstract » weRemember was designed to provide elderly people suffering from Alzheimer’s disease (AD) a relative independence at home and a new way to communicate and interact with their family. Our solution offers support for AD patients helping them to longer deal with the disease while living at home with their family instead of moving into a nursing home. Following an iterative design approach, a number of prototypes were evaluated with potential users and their feedback was used to enhance the family experience. During the prototype evaluation we found that the system could have a positive impact both on the relationship between the patient and the caregivers as well as on the patient home experience.
Moodcasting: Home as Shared Emotional Space -
Student Design CompetitionAbstract » The home experience revolves around an intangible yet pervasive dynamic: shared emotional space, in which members of the home are influenced by each other’s expressions of mood as well as the associated values, activities, people and spaces that influence mood. The Moodcasting system is a set of pervasive and ambient technologies designed to interactively enhance mood awareness and understanding in a home by representing mood and the supporting contexts in easy-to-understand and actionable representations.
Feelybean: Communicating Touch Over Distance. -
Student Design CompetitionContribution & Benefit: After looking into existing methods for augmenting communication in Long Distance Relationships, we introduce “feelybean”; our proposed solution to the problem, using tactile feedback to communicate touch.
Abstract » Increasingly, due to work or study reasons, many couples find themselves living apart, in different cities or even countries, experiencing the challenges of a long distance relationship. Much research has been conducted into helping couples overcome the problems associated with long distance relationships (LDRs) and many steps have been made towards solving it through enabling them to keep in contact via video, audio, or visual artifacts. Our approach supplements these traditional communication mediums by exploiting “touch” – a sensation that is dominant in almost every relationship. We designed, built and tested a prototype touch device, with the intention of bringing couples closer together during a regular Skype conversation, by allowing each to feel the other’s touch. Our study showed that participants found touching each other in this way was intriguing, enabling them to feel the other person’s hand touching theirs at a distance, and in doing so bridging the distance between them.
Habitag: Virtually Home -
Student Design CompetitionContribution & Benefit: Habitag is a prototype design trying to solve a problem newlyweds may face when planning for their lives together.
Abstract » In Singapore, many young adults do not move out of their family home even after marriage. We conducted several interviews and identified that moving into the marital home is a problem for many newlyweds. Using data from surveys, interviews and a cultural probe, we designed Habitag – a private smartphone application that targets newly married couples in Singapore, helping them to plan for and adjust to their new home in a collaborative and playful manner. Testing results indicate that Habitag may help to reduce the amount of frustration and difficulties that newlyweds face during these critical processes. Finally, we discuss Habitag’s potential transferability to other Asian countries.
MeCasa: A Family Virtual Space -
Student Design CompetitionContribution & Benefit: MeCasa: a tool for connecting family members who have been geographically separated.
Abstract » We present MeCasa, a tool for connecting family members who have been geographically separated. MeCasa was designed with the intent to accomplish three objectives: 1. Increase the emotional connection between displaced family members, 2. Mimic the privacy provided by an actual home, 3. Make the interaction fun and interesting to use. A mid-fidelity prototype was built and tested to meet these objectives. Our results showed that MeCasa successfully bridged the emotional disconnect created when families physically drifted apart.
Anchor: Connecting Sailors to Home -
Student Design CompetitionContribution & Benefit: Anchor is a tablet application that links sailors to home no matter where service takes them. It uses asynchronous media to synthesize synchronous messages with or without actual data transfer.
Abstract » Maintaining a connection to home is difficult for deployed sailors in the US Navy. At sea, data transfer and personal privacy are limited, the consequences of which are detrimental to the romantic relationships of sailors with stateside partners. We propose Anchor, a tablet application that uses asynchronous messages to synthesize synchronous communication when there is no data transfer. Anchor helps sailors and their romantic partners communicate using media-rich messages, and it creates a connection to home no matter where service takes them.
SharryBot: A Mobile Agent for Facilitating Communication in a Neighborhood -
Student Design CompetitionContribution & Benefit: A concept of a mobile agent ``SharryBot'' which can distribute gifts among the neighborhood and thereby connecting people in an effective way.
Abstract » In this work we present a possible solution to problems related to interaction between neighbors.
To explore the problem space we conducted interviews in the canton of Zurich in Switzerland. Although our interviews showed that the participants are generally happy with their neighborhoods, there are still some barriers to overcome in personal communication between neighbors. These are mostly time related or because of overacted cautiousness. The interviews further showed that gift-giving often improves relationships and enables communication. These findings led to a couple of design ideas of which we chose the most promising to investigate further. Our final solution was a concept of a mobile agent ``SharryBot'' which can distribute gifts among the neighborhood and thereby connecting people in an effective way. The robot should not only make the neighbors known to each other but it should also improve face-to-face communication when neighbors communicate later.
StoryCubes: Connecting elders in independent living through storytelling -
Student Design CompetitionContribution & Benefit: StoryCubes is a system that helps residents of independent living communities make connections through sharing stories, and express their identity in terms of their unique background, interests, and values.
Abstract » One's home is often a place that reflects and affirms one's identity, but when an elderly person moves to a group living environment, they must re-assert themselves and make new social connections in a place that may inadvertently frame them in terms of their disabilities. We present StoryCubes, a system that helps residents of independent living communities make connections through sharing stories, and express their identity in terms of their unique background, interests, and values. StoryCubes centers around the creation and sharing of tangible paper objects which display and contain the stories of residents using QR code technology. StoryCubes can be displayed together, where residents and visitors can listen to stories within any cube that piques their interest. By giving residents a way to discover and share stories, they are able to gain a greater understanding of their fellow residents, helping them to better appreciate and become more comfortable in their shared living experience.
Home2Home: A “Lightweight” Gift-Giving Portal Between Homes -
Student Design CompetitionContribution & Benefit: Home2Home is a lightweight, smartboard device that supports family communication between family members in different locations. We focus on the familiarity of notepads, “care packages,” and the emotive qualities of handwriting.
Abstract » As families become more dispersed within countries and around the world, the ability to maintain frequent and personalized communication becomes more challenging. Home2Home is a lightweight, smartboard device with ambient display that supports family communication practices with particular attention to the novice technology user. By leveraging the ease of a whiteboard and instant sharing, the familiarity of notepads and “care packages,” and the emotive qualities of handwriting and voice, Home2Home is an easy-to-learn technology that affords the major communication capacities of other software and devices, together in one place. In this paper, we describe the system and the user-centered design process employed to create it.
Silka: A Domestic Technology to Mediate the Threshold between Connection and Solitude -
Student Design CompetitionContribution & Benefit: Despite multiple communication technologies, communicating emotions can still be difficult. We present a device that supports long-distance communication by sending “smiles” and communicating presence to the loved ones.
Abstract » Families living apart – with relatives and loved ones in different cities or countries – is not unusual. However, even though multiple communication technologies exist, communicating emotions can still be difficult. In this paper we present Silka: a device that supports long-distance communication by sending “smiles” and communicating presence in between traditional modes of communication, with the goal of enhancing bonds between two individuals or households. Silkaʼs design is based on findings from an online survey, interviews and observations conducted to better understand how people communicate with loved ones and how they feel before and after communication. It aims to address worry and anxiety, which we found characterise the period between regular weekly, fortnightly or monthly calls.
Bzzzt - When Mobile Phones Feel At Home -
Student Design CompetitionContribution & Benefit: Good vibrations! Use mobile phones' existing capabilities to let the phone sense its surrounding. Within an explorative study, we investigate different approaches on a technical basis.
Abstract » ”I long, as does every human being, to feel at home
wherever I find myself.” - Maya Angelou.
We present Bzzzt, the sketching process for an application
which enables your smart phone to sense its surroundings
to distinguish between familiar and unknown vibes. The
phone will vibrate and record the echoes with its
accelerometer or microphone, analyze those echoes and
distinguish if it has felt the vibrations of this particular
surface before, or not. From this it could potentially
recognize some kind of feeling of being at home or
hominess. Basically, this paper presents a material
exploration for how we potentially could come to use the
accelerometer and the microphone nowadays embedded in
almost all mobile phones.
KidArt: Displaying Children's Art in the Home -
Student Design CompetitionContribution & Benefit: We present a device to display children’s art in the home that captures the experience families have when their children create art and when they reflect on that art together.
Abstract » In this paper we present a device to display children’s art in the home. Our primary goal was to create a device that can enhance the display of art, capturing the experience families have both when the child creates the art and when they reflect on that art together. The display device removes the burden of organizing and displaying the art children create so that families can enjoy the art in their homes instead.
No Place Like Home: Pet-to-Family Reunification After Disaster -
Student Design CompetitionContribution & Benefit: We introduce No Place Like Home, a socially networked web and mobile platform that facilitates reunification of non-human with human family members following disaster events.
Abstract » Pets are important household members, and their welfare and safety are imperative to the emotional welfare of the family. Displacement of pets after disaster events is a serious matter to families and for public safety at large. People are not willing to evacuate without their non-human family members; many will break through evacuation zones to recover animals left behind. In the 2005 Hurricane Katrina event, over 200,000 pets were displaced, and 95% of them were never reunited with their families. The US Department of Agriculture confirms that the problem of reuniting displaced pets and their guardians at this scale is unfortunately common in disaster events. We introduce No Place Like Home, a socially networked web and mobile platform that facilitates reunification of non-human with human family members following disaster events. No Place Like Home is an effort that supports the formation of small cadres of micro-tasking “digital volunteers” that converge after disasters to do photo- and description-matching; employs a reputation and reward system to encourage use; and uses match-based machine learning techniques to accelerate the manual matching tasks performed by digital volunteers.
PartoPen: Enhancing the Partograph with Digital Pen Technology -
Student Research CompetitionContribution & Benefit: PartoPen is an interactive digital pen-based system that reinforces birth-attendant training, records labor progress, validates form data, and overall, aims to improve maternal outcomes in developing countries.
Abstract » Existing paper-based systems for monitoring maternal labor have been shown to reduce life-threatening complications in low-resource environments; however, significant barriers exist to their use in developing countries. In this paper I describe a system that enhances a common labor-monitoring form, the partograph, using a digital pen. The digital partograph system provides real-time data feedback and reinforces birth attendant training, while retaining the paper-and-pen interface currently used by most healthcare workers. The system is currently being evaluated in Kenya.
SocialProof: Using Crowdsourcing for Correcting Errors to Improve Speech Based Dictation Experiences -
Student Research CompetitionContribution & Benefit: SocialProof, a crowdsourcing powered automatic speech recognition (ASR) enhancement to reduce error correction efforts, is proposed to provide a powerful, accurate and cost-effective ASR dictation system.
Abstract » Though various Automatic Speech Recognition (ASR) based text correction techniques have been proposed, it is still difficult to correct dictation errors using speech based commands. Inspired by the successful use of crowdsourcing to solve computation tasks, we propose SocialProof, a crowdsourcing powered ASR dictation enhancement, to provide a powerful and accurate but fairly cheap ASR dictation system. SocialProof begins with the output produced by ASR engines and enhances this output using the power of crowd intelligence via MTurk service. Our system splits one ASR dictation scenario into several smaller tasks, allowing multiple people to work on different pieces of the task at the same time. Data merging strategies are used to combine multiple responses from MTurk workers to provide improved results. An evaluation of SocialProof strongly supports the effectiveness of this approach.
A Framework for Interactive Paper-craft System -
Student Research CompetitionContribution & Benefit: In this paper I present three main characteristics for paper-computing system, as an initial framework for designing paper-computing interaction, with two supportive technologies: natural-feature-based origami recognition and selective inductive power transferring.
Abstract » Paper, as a tradition medium for art and communication, shows great potential as a good candidate for organic user interface (OUI), with its intrinsic deformability and flexibility. In this paper I present the analysis of the user behaviors while playing paper-craft, such as writing, drawing, folding, cutting, gluing, etc. Then I derive three main characteristics for paper-computing system, as an initial framework for designing paper-computing interaction. Furthermore, two supportive technologies were developed: natural-feature-based origami recognition and selective inductive power transferring. With these two technologies, users could easily design and implement paper-computing systems which fullfill the three characteristics in the proposed framework. Finally, an interactive system for physical origami sharing through internet is developed by using these two technologies and the presented framework.
ScreenMatch: Providing Context to Software Translators by Displaying Screenshots -
Student Research CompetitionContribution & Benefit: ScreenMatch provides software translators with visual context for each translatable message, by matching each message with a corresponding screenshot of the application.
Abstract » Translators often encounter ambiguous messages while translating software. To resolve ambiguity, the translator needs to understand the context in which the message appears. Currently, context is provided via textual descriptions, or not at all. This paper describes ScreenMatch, a system which provides translators with visual context for each translatable message. It does so by matching each message with a corresponding screenshot of the application. ScreenMatch consists of a tool to gather screenshots, an algorithm to match messages to screenshots, and an interface that presents translators with screenshots alongside messages. We evaluated the system by gathering screenshots for 3 applications, using the algorithm to match messages to screenshots, and comparing results to manual matches. We found that hard-to-reproduce error messages make it difficult to gather all the screenshots. The algorithm correctly matched messages to screenshots 80% of the time when a corresponding screenshot had been gathered.
Mobile Continuous Reading -
Student Research CompetitionContribution & Benefit: This research focuses on mobile continuous reading under frequent context switching while reading web pages. This paper presents the results of a user study with 10 users.
Abstract » This research focuses on mobile continuous reading under frequent context switching while reading web pages. This paper presents the results of a user study with 10 users. Four conditions were investigated in the study: visual-reading, audio-listening, manual-switching between visual and audio, and auto-switching between them. The results showed that auto-switching not only provides the easiest reading experience, but it also results in significantly fewer missteps while walking, compared with visual-reading.
Symbolic Documentation: Toward Fashion-related Sustainable Design -
Student Research CompetitionContribution & Benefit: This work focuses on exploring and identifying the role of fashion in digital consumption, and how fashion and sustainability could and might interplay in the IT industry.
Abstract » In this paper, I present ongoing research on fashion-related sustainable interaction design. This work focuses on exploring and identifying the role of fashion in people’s acquisition of objects, especially digital and electronic devices, and how fashion and sustainability could and might interplay in the IT industry. In what follows, I first describe the background and related research apropos of sustainability and fashion within HCI literature. Then, I present the early findings from an ongoing empirical study, which involves a method of symbolic documentation and collection of digital objects. I conclude by articulating several design implications that can serve as a catalyst to embed the notion of fashion in sustainable interaction design.
Impact of Platform Design on Cross-language Information Exchange -
Student Research CompetitionContribution & Benefit: Design affects the sharing of information between human languages on international platforms with user-generated content. This study compares off-site link sharing on Wikipedia and Twitter following the 2011 Japanese earthquake.
Abstract » This paper describes two case studies examining the impact of platform design on cross-language communications. The sharing of off-site hyperlinks between language editions of Wikipedia and between users on Twitter with different languages in their user descriptions are analyzed and compared in the context of the 2011 Tohoku earthquake and tsunami in Japan. The paper finds that a greater number of links are shared across languages on Twitter, while a higher percentage of links are shared between Wikipedia articles. The higher percentage of links being shared on Wikipedia is attributed to the persistence of links and the ability for users to link articles on the same topic together across languages.
Personal Task Management: My Tools Fall Apart When I’m Very busy! -
Student Research CompetitionContribution & Benefit: The material highlights three important points: factors that influence personal task management behavior; main challenges facing busy people; the adequacy of existing tools and design recommendations for improving them.
Abstract » Existing applications tend to highlight tasks that people should be doing at any given time based on the parameters of urgency (e.g. deadline), assigned priority and reminders. Our field studies demonstrate that people consider existing applications as inadequate to flexibly adapt to current changes in other essential factors, including, task size, complexity and interdependency and the unexpected situations that people face over time. Another key challenge facing busy people is that there is no mechanism that can monitor their work habits and match their tasks with their time constraints. Grounded in our data, we propose important requirements for tools that support users in managing tasks and assessing their schedules.
Third-Party Applications’ Data Practices on Facebook -
Student Research CompetitionAbstract » The objective of this study is to better understand the information exchange created between social networking sites and third-party applications. Toward this end, I have collected data from the 29,020 most popular social applications on Facebook. I have analyzed the general distribution patterns of applications in terms of what types of interfaces they will present to users when users wish to add them to their profile as well as the scope of information that applications can potentially collect from users of Facebook. To further explore the ways in which third-party applications collect users’ information, I am currently conducting data analysis to identify permissions that tend to bundle together, permission collecting patterns that exist in different categories of applications, and the information collecting patterns of large developers versus smaller developers.
A Multi-user Collaborative Space for Architectural Design Reviews -
Student Research CompetitionContribution & Benefit: Describes an interaction modality using depth sensors for collaboration and communication of designs. Can help architects to better interact with each other with the building design as the central theme.
Abstract » I present a multi-touch multi-user collaborative design review space for architectural practice. With the advent of 3D visual programming systems, abstract graphical representations of the algorithmic processes that generate the geometry of a building have become a subject of discussion. These discussions require collaboration among many professions. The system presented in this paper provides an interactive interface for navigation and editing of a Grasshopper visual programming “canvas” for the Rhinoceros 3D modeling program. It uses a tabletop display of the Grasshopper canvas and touch-based input for navigation and manipulation of algorithmic components. A wall-projected display provides synchronized real-time visualization of the 3D model. The aim of the interface is to facilitate dynamic decision-making, increase team understanding and provide an integrated environment for collaborative interaction with parametrically driven designs.
Visual Thinking & Digital Imagery -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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.
Workshop Goals
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 -
WorkshopContribution & 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 -
WorkshopContribution & 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 -
WorkshopAbstract » 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 -
WorkshopContribution & 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 -
WorkshopContribution & 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.
Simple, Sustainable Living -
WorkshopContribution & Benefit: Are complex lifestyles unsustainable? Do they contribute to environmental unsustainability? Should HCI design technologies that support simple living for human and environmental sustainability? This workshop discusses these questions.
Abstract » The goal of this workshop is to better understand how to design for simpler lifestyles as part of a more holistic understanding of what it means to be sustainable. This goal takes us beyond what has been previously emphasized in sustainable HCI or at the confines of environmental sustainability. Instead, we discuss the possibilities of an alternative framing of technologies, economies, cultural norms, social mechanisms, and everyday practices that may be needed for simple, sustainable living. We posit that achieving simple, sustainable living may be a matter of thoughtfully embracing positive complexity and avoiding negative complexity. These require careful decisions about design, choice, and use of technology, as well as taking a broader perspective on sustainability.
Identity, Performativity, and HCI -
WorkshopContribution & Benefit: This workshop is aimed to provide a platform to explore and engage with issues of identity within the realm of experience design in HCI through the lens of performativity.
Abstract » Identity is a theme spanning multiple discourses, such as feminist HCI, ICT4D and data control, becoming notable as a culturally understood phenomenon within third-wave HCI. This workshop extends current thinking about identity toward performative aspects: how self and identity is constituted, how this relates to digital technology, and what this means for design and use of such technology. As technology�s growth in domestic, social and intimate contexts suggests a new consideration of how identity is invoked, we propose to examine philosophical commitments, methodological implications, and pragmatic aspects of putting performativity to work, identifying blind spots and obstacles that hamper research and practice in this area. And we use hands-on critique, panel discussion and brief presentations, to explore how HCI can respond to the challenge of who we are and what we might become in our pursuit of digitally mediated futures.
Food and Interaction Design: Designing for Food in Everyday Life -
WorkshopContribution & Benefit: Brings together researchers and practitioners in the emerging field of human-food-interaction. Develops a design space at the interstices of food, health, sustainability and alternative food cultures.
Abstract » Food and interaction design presents an interesting challenge to the HCI community in attending to the pervasive nature of food, the socio-cultural differences in food practices and a changing global foodscape. To design for meaningful and positive interactions it is essential to identify daily food practices and the opportunities for the design of technology to support such practices. This workshop brings together a community of researchers and practitioners in human-food interaction to attend to the practical and theoretical difficulties in designing for human-food interactions in everyday life. Through a practical field study and workshop we explore themes of food experiences, health and wellbeing, sustainability and alternative food cultures.
Memento Mori: Technology Design for the End of Life -
WorkshopContribution & Benefit: Addresses end of life issues and technology use, with a focus on the design and development of systems that engage with death, dying, mortality, and bereavement.
Abstract » The role of interactive technologies at End of Life (EoL) is a recently established and quickly growing topic in the CHI community. In this workshop, we focus on the design space, methodologies and processes associated with EoL, moving forward the research agenda initiated in the successful CHI 2010 workshop �HCI at the End of Life� [8]. In particular, we focus on moving from fieldwork to thanatosensitive design � a process which engages with EoL issues as part of the design concept. We invite participation from a wide range of people interested in technology and EoL, from the HCI community, academic and professional communities with a variety of perspectives/disciplines, and entrepreneurs developing applications in this space.
Personal Informatics in Practice: Improving Quality of Life Through Data -
WorkshopContribution & Benefit: Discusses themes relevant to personal informatics in practice, such as practical lessons from prior work in designing systems, requirements for building effective tools, and development of infrastructures.
Abstract » Personal informatics refers to a class of software and hardware systems that help individuals collect personal information to improve self-understanding. Improving self-understanding can foster self-insight and promote positive behaviors: healthy living, energy conservation, etc. The development of personal informatics applications poses new challenges for human-computer interaction and creates opportunities for applications in various domains related to quality of life, such as fitness, nutrition, wellness, mental health, and sustainability. This workshop will continue the conversations from the CHI 2010 and CHI 2011 workshops on personal informatics [6][7]. The focal themes for this workshop are: (1) practical lessons from previous research and development experiences that can guide interface design for systems that allow users to collect and reflect on personal data; (2) requirements for building robust personal informatics applications; and (3) design and development of infrastructures that make personal informatics applications easier to create and evaluate.
Theories behind UX Research and How They Are Used in Practice -
WorkshopContribution & Benefit: A major contribution of the workshop will be to clarify the applicability and transferability of different theories, theoretical concepts in informing UX design and evaluation in both research and practice.
Abstract » At CHI2011 we organized a SIG session asking the question "What theoretical roots do we build on, if any, in UX research?" Overall, 122 single items from about 70 participants were collected, which corroborates the relevance of and interest in this topic. Whilst the theoretical foundations for UX research are not yet established, those responses can serve as candidate resources for setting the theoretical directions. A primary conclusion from the SIG discussion is that the CHI community needs theories in UX research and practice. A major contribution of the workshop will be to clarify the applicability and transferability of different theories, theoretical foundations, concepts in informing UX design and evaluation in both research and practice. In particular we will look into theories that have already been applied in practice.
Cool aX Continents, Cultures and Communities -
WorkshopContribution & Benefit: This workshop aims to explore and discuss the notion of cool and how it crosses the boundaries of continents, cultures and communities.
Abstract » The ability to be or to create �cool� is universally desirable, for individuals wishing to impress their peers and multinational corporations attempting to gain market share alike. To achieve cool, however, is as challenging as it is desirable; often fleeting, unexpected, uncontrolled and seemingly mysterious. This work builds upon previous work by the authors in understanding and designing for cool. Current literature and work on cool predominantly focuses on specific demographics of society without exploring its broader application. This workshop aims to explore and discuss the notion of cool and how it crosses the boundaries of continents, cultures and communities. This workshop aims to gather a deeper understanding of the different facets and contexts of cool, and whether cool as a concept can be globally defined.
Heritage Matters: Designing for Current and Future Values Through Digital and Social Technologies -
WorkshopContribution & Benefit: Provides an expanded vocabulary to understand how people come to value and interact with digital traces and memories and participate over time in the social production of memory and identity.
Abstract » This one-day workshop brings together human computer interaction (HCI) scholars and practitioners interested in how emerging technologies are changing the way we understand and experience heritage. Digital media play an increasing role in how we see ourselves, and how future generations will see themselves in relation to us. The workshop will address how personal digital archives, heirlooms, and inscriptions come to have social value in the long term. Understanding how people come to value and interact with digital traces and memories through a heritage perspective will provide the HCI community with a vocabulary to expand the boundaries of HCI theory and practice beyond individuals acting 'in the moment,' and support individuals, communities, and organizations participating 'over time' in the social production of
memory and identity.
Exploring HCI's Relationship with Liveness -
WorkshopContribution & Benefit: This workshop aims to explore how HCI might contribute to the understanding of, and design response to, shifting values of liveness brought about by advances in digitally mediated performance.
Abstract » Liveness has long been a valued quality of mass media presentation in areas such as music, sports and debate. The rapid development of new digital media, and the interpenetration of these media and staged performance, places liveness center stage in attempts to understand emerging human-computer configurations. This workshop will bring together insights from a variety of disciplines and perspectives to explore how HCI can benefit from critical engagement with theoretical and practical treatment of liveness. To seed discussion and action, participants will engage reflectively with the liveness of an authentic performance, experienced firsthand and at one-remove through a mediating technology, using an innovative video-based methodology.
End-user interactions with intelligent and autonomous systems -
WorkshopContribution & Benefit: Facilitate the exchange of approaches, solutions, and ideas about how to better support end users' interactions with intelligent and autonomous systems between academic and industrial researchers.
Abstract » Systems that learn from or personalize themselves to users are quickly becoming mainstream yet interaction with these systems is limited and often uninformative for the end user. This workshop focuses on approaches and challenges to explore making these systems transparent, controllable and ultimately trustworthy to end users. The aims of the workshop are to help establish connections among researchers and industrial practitioners using real-world problems as catalysts to facilitate the exchange of approaches, solutions, and ideas about how to better support end users.
Interaction Design and Emotional Wellbeing -
WorkshopContribution & Benefit: The workshop will consider the design of technology to support emotional wellbeing. It will provide a forum for discussion and set an agenda for future research in this area.
Abstract » The World Health Organisation has concluded that emotional wellbeing is fundamental to our quality of life. It enables us to experience life as meaningful and is an essential component of social cohesion, peace and stability in the living environment [21]. This workshop will bring together a diverse community to consolidate existing knowledge and identify new opportunities for research on technologies designed to support emotional wellbeing. The workshop will examine uses of technology in mental health settings, but will also consider the importance of emotional needs in physical healthcare and wellbeing more generally. The design of technology to provide social support and to extend traditional care networks will be key workshop themes.
Qualitative Research in HCI -
WorkshopContribution & Benefit: For academics in HCI who practice qualitative evaluation and want to understand the use of participatory practices in ethnography; share experiences doing fieldwork.
Abstract » This workshop is targeted towards academics in HCI who practice qualitative evaluation methods. In particular we hope to understand the use of participatory practices in ethnography, as well as, share experiences doing fieldwork. This is especially important as community members from different social science backgrounds and countries often receive dissimilar training and have few opportunities to discuss fieldwork practice. Beyond this we wish to examine issues raised by workshop participants as key challenges to their qualitative research.
NUIs for New Worlds: New Interaction Forms and Interfaces for Mobile Applications in Developing Countries -
WorkshopAbstract » Mobile phones constitute the most ubiquitous computing platform in the developing world, and for the past decade it has been focus of many research efforts within Human Computer Interaction for Development (HCI4D). HCI4D has matured through a series of previous HCI related conferences and workshops and a growing body of work have established it as subfield of its own[1][2][4][5][6].
We believe it is now time to focus on more specific topics within this subfield and this workshop is dedicated to one such topic; namely how the next wave of more sophisticated mobile handsets will enable new interaction forms and interfaces, and how this can be use to create more natural ways of interacting with mobile ICTs.
The aim of this workshop is to discuss the current (and near-future) technologies and create a research agenda for how we can design, implement and evaluate new and more natural interaction forms and interfaces for mobile devices. The ultimate goal is to lower the technical and literacy barriers and get relevant information, applications and services out to the next billion users.
From Materials to Materiality: Connecting Practice and Theory in HC -
WorkshopContribution & Benefit: This workshop considers what HCI can learn from, and contribute to an engagement with material studies to enrich how HCI theorizes digital culture.
Abstract » As practical resources and analytical precepts, "materials" have become central to the design and study of information technology. By considering how HCI has moved from material to materiality and, by implication, from practice to theory, we will examine different facets of material culture in HCI, drawing from domains just beyond it, such as craft studies, information studies and organizational studies. This workshop thus aims to bring together a range of perspectives on the materials of HCI to enrich our understanding of the design and analysis of interaction.