You can view and download the DIS Program here – DIS Program

 

This is an overview of the main events happening at DIS2014:

Workshops: Sat-Sun, June 21-22
Doctoral Consortium: Sun, June 22
Sunday Reception with Design Jam: Sun, June 22
Monday Reception with DIS Experience Night: Mon, June 23

Main Conference: Mon-Wed, June 23-25, 2014

- Opening Keynote: Peter-Paul Verbeek

- Paper and Pictorial Sessions on Monday, Tuesday and Wednesday

- Demo Sessions on Monday night, Tuesday, and Wednesday

- Closing Keynote: Janet Moore and Duane Elverum, CityStudio Vancouver

Banquet Dinner: Tue, June 24

* More details coming soon!!
DIS14-program

 

Saturday and Sunday

Saturday Sunday
8:30 AM -
9:00 AM
Registration and Breakfast (Wosk Center) 
9:00 AM -
10:20 AM
Workshops Workshops/Doctoral Consortium
10:20 AM -
10:40 AM
Break (Wosk Center) 
10:40 AM -
12:00 PM
Workshops Workshops/Doctoral Consortium
12:00 PM -
1:30 PM
Lunch Break (on your own)
1:30 PM -
3:00 PM
Workshops Workshops/Doctoral Consortium
3:00 PM -
3:20 PM
Break (Wosk Center)
3:20 PM -
5:00 PM
Workshops Workshops/Doctoral Consortium
6:30 PM -
9:00 PM
Welcome Reception & Design Jam
at Renaissance Vistas 19th floor

 

Monday

Monday
8:00 AM -
9:00 AM
Breakfast (Harbourside Foyer) 
9:00 AM -
10:20 AM
Opening plenary and Keynote 
10:20 AM -
10:50 AM
Break (Harbourside Foyer) 
10:50 AM -
12:10 PM
Craft Domestic Life Reflection
12:10 PM -
1:30 PM
Lunch Break (Harbourside Foyer)  
1:30 PM -
2:50 PM
Pictorials I Touch Sound
2:50 PM -
3:20 PM
Break (Harbourside Foyer)  
3:20 PM -
4:40 PM
Design Methods Hedonic Well-Being
4:40 PM -
6:30 PM
6:30PM -
9:00 PM
DIS Experience Night
PechaKucha, Opening of Demos and P-WiPs
at Renaissance, A-Level 

 

Tuesday

Tuesday
8:00 AM -
09:00 AM
Breakfast (Harbourside Foyer) 
9:00 AM -
5:00 PM
Demos and P-WiPs 
9:00 AM -
10:20 AM
Honoring Protocol: Design by, for and with Aboriginal Peoples 
10:20 AM -
10:50 AM
Break (Harbourside Foyer) 
10:50 AM -
12:10 PM
Critical Design Communication & Collaboration Analysis & Visualization
12:10 PM -
1:30 PM
Lunch Break (Harbourside Foyer)  
1:30 PM -
2:50 PM
Pictorials II Body Interaction Health & Community
2:50 PM -
3:20 PM
Break (Harbourside Foyer)  
3:20 PM -
4:40 PM
Horror Vampires Magic & Hobbits Social Data Games
4:40 PM -
6:00 PM
6:00 PM -
10:00 PM
Banquet Dinner
at Science World

Outdoor Bar with drinks 6pm
Dinner 7.30pm – 10PM 

 

Wednesday

Wednesday 
8:00 AM -
9:00 AM
Breakfast (Harbourside Foyer) 
9:00 AM -
5:00 PM
Demos and P-WiPs 
9:00 AM -
10:20 AM
Design Research Communities Digital Fabrication Landscapes
10:20 AM -
10:50 AM
Break (Harbourside Foyer) 
10:50 AM -
12:10 PM
Social Interactions Design Practice Urban Screens
12:10 PM -
1:30 PM
Lunch Break (Harbourside Foyer)  
1:30 PM -
2:50 PM
Digital Memory Sustainability Performing Interactions
2:50 PM -
3:20 PM
Break (Harbourside Foyer) 
3:20 PM -
4:40 PM
Closing plenary and Keynote

 

HM Honorable Mention Award
BP Best Paper Award

 

Design Jam

Sunday, June 22, 2014 at 6:30PM – 9:00PM
Location: Renaissance Hotel (entrance on 19th floor, Vistas)

The DIS Design Jam is a fun and novel event run by the Vancouver Design Nerds. A Design Jam is an idea factory. It’s a fun, fast, creative brainstorming session intended to create a range of diverse visions that address an issue. The objective of the DIS Design Jam is to bring together conference attendees in a fun energetic forum, where the Jam task takes advantage of the international mix of participants, HCI / design expertise, and the Vancouver context. The Jam output will be captured by a graphic artist/facilitator who will generate (in real time) a large visual recording of the ideas presented by participants. These findings will then be put on display for the remainder of the conference.

This event is free, but attendees need to specifically register for it! Limited quantity available!

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DIS Experience Night Pass
Monday, June 23, 2014 at 6:30PM – 9:00PM
Location: Renaissance Hotel (entrance is located down a staircase left of the main hotel)
Limited tickets available $30 General Admission and $20 Students

This pass grants you access to the DIS Experience an event where you’ll see demos of works-in-progress and listen to PechaKucha presentations by selected conference authors.
Note: Tickets are non-refundable. If you are a registered DIS2014 attendee this event is free and included in your conference fees.

 

Paper and Pictorial Sessions

 

MONDAY

 

Craft

Monday June 23 Ballroom 1, 10:50 – 12:10
Session Chair: Shaowen Bardzell, Indiana University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

HM Leather as a Material  for Crafting Interactive and Physical Artifacts
Vasiliki Tsaknaki, Mobile Life Centre, KTH Royal Institute of Technology
Ylva Fernaeus, Mobile Life Centre, KTH Royal Institute of Technology
Mischa Schaub, Institute HyperWerk for Postindustrial Design

 

Leather is a material used for the making of artifacts ever since early human history, and which can be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings.

 

Sewing Interest in E-Textiles: Analyzing Making from a Gendered Perspective
Anne Weibert, Institute for Information Systems, University of Siegen
Andrea Marshall, Drexel College of Computing and Informatics, Drexel University
Konstantin Aal, Institute for Information Systems, University of Siegen
Kai Schubert, Institute for Information Systems, University of Siegen
Jennifer Rode, Drexel College of Computing and Informatics, Drexel University

 

In this paper we explore the appropriateness of e-textiles for teaching programming to mixed gender groups ages 8-12, allowing children to construct maker identities around technology. Our findings demonstrate the potential of e-textiles to promote girls’ and boys’ computational literacy, and the required craft and programming skills for making that can disrupt binary gender roles. We argue it allows both girls and boys to demonstrate technical mastery as well as to explore and construct a spectrum of gendered sociotechnical identities that might otherwise be obscured by conventional masculinist attitudes towards technology.

 

Participatory Materials: Having a Reflective Conversation with an Artifact in the Making
Malte Jung, Information Science, Cornell University
Nik Martelaro, Mechanical Engineering, Stanford University
Halsey Hoster, Mechanical Engineering, Stanford University
Clifford Nass, Stanford University

 

Designing and building mechatronic systems has gradually ceased to be the domain of only highly trained professionals and has become broadly accessible. Drawing from a notion of designing as a conversation with the materials of the situation we built an artifact that could actively engage in its own making by embedding a Wizard of Oz operated animated agent into an Arduino prototyping platform. In a 2×2 between-participants Wizard of Oz laboratory experiment with (N=68) high-school students we specifically examined how this prototyping agent’s expression of interest affected perceptions of the agent and learning outcomes dependent on the embodiment of the agent as embedded in the prototyping material itself or as an external entity. We found evidence that embedding an agent into the prototyping material can positively influence learning processes and outcomes while not harming perceptions of the agent.

 

Crafting Code at the Demo-scene (Note)
Nicolai Hansen, PIT-CAVI, Aarhus University
Rikke Nørgård, TDM, Aarhus University
Kim Halskov, PIT-CAVI, Aarhus University

 

This paper introduces the idea of craftsmanship as a way of understanding the shaping and re-shaping of code as a material crafting practice. We build our analysis on a qualitative study of a coder engaged in creative and expressive programming on an old hardware platform. The contribution of the paper is a set of conceptual categories: craft engagement, craftsmanship rhythm and craftsmanship expressivity, that conceptualizes coding as crafting.

 

Enhancing Everyday Paper Interactions with Paper Circuits (Note)
Michael Shorter, Product Design, University of Dundee
Jon Rogers, University of Dundee
John McGhee, create, University of New South Wales

 

Our interactions with paper are so habitual as to be subconscious. Paper is an inextricable component of our daily lives. In this paper we present the crafting of, and the reflections on, four prototypes; these prototypes explore how adding new functionality through paper circuits can enrich interactions with paper. We define paper circuits as circuits that have been made through the process of printing or applying conductive ink onto standard paper in order to form electronic or electric circuits. We will provide reflections on not just the benefits of paper circuitry, but also how the newly added affordances gained from paper circuitry effect the experience of paper interactions. This paper will illustrate how this new evolution of paper can be used to produce cheap lightweight ubiquitous electronic products, new art forms, and most importantly enhance the user experience of paper without losing the existing well-loved affordances that paper currently possesses.

 
Domestic Life

Monday June 23 Ballroom 2, 10:50 – 12:10

 

Session Chair: Audrey Desjardins, Simon Fraser UniversityPresentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Moving from Talking Heads to Newlyweds – Exploring Video Chat Use during Major Life Events
Michael Massimi, Microsoft Research, Cambridge
Carman Neustaedter, School of Interactive Arts & Technology, Simon Fraser University

 

Video chat programs for home and personal use (e.g., Skype) are becoming increasingly popular for doing more than simply conversing with a remote friend or family member. This creates a need to understand the broader use of video chat that moves “beyond talking heads.” In this paper, we investigate one emergent scenario: major life events where video chat is used to connect remote participants to a ritual gathering (e.g., a wedding, a funeral). To explore this scenario, we conducted an online survey with 87 people who reported on their usage of video chat for viewing or sharing major life events. Our results show that major life events, as an example of a burgeoning set of video chat scenarios, bring unique socio-technical contexts and challenges. Asymmetry characterized much of the findings: we find differences between local and remote group sizes, environments, atmosphere, and emotionality. We discuss these situations and identify ways to improve the design of video chat to better support shared experiences.

 

HM Domestic Appropriations of Tokens to the Web
Jung-Joo Lee, School of Arts, Design and Architecture, Aalto University
Siân Lindley, Microsoft Research, Cambridge
Salu Ylirisku, School of Arts, Design and Architecture, Aalto University
Tim Regan, Microsoft Research, Cambridge
Markus Nurminen, Diagonal, Helsinki, Finland
Giulio Jacucci, Helsinki Institute for Information Technology, University of Helsinki

 

We present findings from a study of Tokens of Search, a system comprising physical RFID ‘tokens’ that point to web content, and a wooden tray fixed to a small screen, which can be used to access that content. Three families lived with the system for a month, as an exploration of how tokens might be used as resources for practical action. Our findings highlight existing web practices and their individual and collective nuances; tokens were employed in the creation of short-term collections and long-lasting mementos, their physicality giving bookmarking a visibility that could be used to attract attention, serve as reminders, and make observable progress through tasks. However, while all families saw the potential for shared use, only one used it this way in earnest. We reflect on design choices that were expected to encourage collaboration, and the need to support key users such as parents when establishing joint practices.

 

HM “If These Walls Could Talk:” Designing with Memories of Places
Tao Dong, University of Michigan
Mark Ackerman, University of Michigan
Mark Newman, University of Michigan

 

This work explores the potential value of using the enormous amount of activity traces latest ubicomp environments have started to capture. We sought to understand potential practices of using these traces in the long term through a field-based study in the United States that examines how today’s people use traces left by their predecessors in the houses where they live. We found that our participants received, discovered, and made use of many small traces held by artifacts, people, and building materials. Those traces were used to provide practical assistance to participants’ appropriation of their houses as well as to connect participants with the past in an evocative manner. Our analysis highlights the roles played by the social context and the mutability of the house in the experience of remembering the house as well as in shaping participants’ attitudes of passing on traces of prior appropriation of the place. To illustrate the design implications of those findings, we offer three design concepts to characterize potential ways of using traces captured by ubicomp environments in the long term.

 

Homemade Cookbooks: A Recipe for Sharing
Hilary Davis, Department of Computing and Information Systems, The University of Melbourne
Bjorn Nansen, Department of Computing and Information Systems, The University of Melbourne
Frank Vetere, Department of Computing and Information Systems, The University of Melbourne
Toni Robertson, Faculty of Engineering and Information Technology, University of Technology, Sydney
Margot Brereton, School of Design, School of Design, Queensland University of Technology
Jeannette Durick, Faculty of Engineering and Information Technology, University of Technology, Sydney
Kate Vaisutis, Electrical Engineering, Queensland University of Technology

 

In this paper we contribute to the growing body of research into the use and design of technology in the kitchen. This research aims to identify opportunities for designing technologies that may augment existing cooking traditions and in particular familial recipe sharing practices. Using ethnographic techniques, we identify the homemade cookbook as a significant material and cultural artifact in the family kitchen. We report on findings from our study by providing descriptive accounts of various homemade cookbooks, and offer design considerations for digitally augmenting homemade cookbooks.

 
Reflection

Monday June 23 Ballroom 3, 10:50 – 12:10
Session Chair: Elizabeth Gerber, Northwestern University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Situated Design for Creative, Reflective, Collaborative, Technology-Mediated Learning
Aba-Sah Dadzie, School of Computer Science, University of Birmingham
Laura Benton, London Knowledge Lab, Institute of Education
Asimina Vasalou, Faculty of Children and Learning, London Knowledge Lab, University of London
Russell Beale, HCI Centre, University of Birmingham

 

STEM subjects are typically seen as boring, geeky, difficult to learn and with low relevance to real life. To counter this opinion, we aim to foster engagement with and curiosity about STEM subjects, through an approach to learning that facilitates the construction of understanding of key, threshold concepts (TCs). To achieve this, we engender creativity by using performance as a means of expression. We demonstrate how the process of collaboratively crafting a video to explain a TC students have been introduced to helps them to break down the concept, and through reflection on each piece of knowledge about it, build understanding about its different aspects, and further develop their knowledge. We aim through this approach to encourage students to work together to discover, explore, engage in lateral, visual thinking, and therefore develop deep, shared understanding of TCs in STEM subjects.

 

Reviewing Reflection: On the Use of Reflection in Interactive System Design
Eric Baumer, Communication Department, Cornell University
Vera Khovanskaya, Information Science, Cornell
Mark Matthews, Department of Information Science, Cornell University
Lindsay Reynolds, Cornell University
Victoria Schwanda Sosik, Information Science, Cornell University
Geri Gay, Communication Department, Cornell University

 

Designers have demonstrated an increased interest in designing for reflection. However, that work currently occurs under a variety of diverse auspices. To help organize and investigate this literature, this paper present a review of research on systems designed to support reflection. Key findings include that most work in this area does not actually define the concept of reflection. We also find that most evaluations do not focus on reflection per se rather but on some other outcome arguably linked to reflection. Our review also describes the relationship between reflection and persuasion evidenced implicitly by both rhetorical motivations for and implementation details of system design. After discussing the significance of our findings, we conclude with a series of recommendations for improving research on and design for reflection.

 

Ripening Room: Designing Social Media for Self-reflection in Self-expression
Jae-eul Bae, KAIST
Youn-kyung Lim, KAIST
Jin-bae Bang, Cyram, Seoul
Myung-suk Kim, KAIST

 

This study proposed some considerations for designing social media to encourage self-reflection of users, referring to rationales of exemplary case, “Ripening Room”. Ripening Room provides ripening time, a delay period between the time of writing and sharing posts, and a ripening score to evaluate users’ self-reflection. To give insights for the design a preliminary exploration was conducted on university students about their perceptions and experience of self-reflection in social media. To evaluate the effect of Ripening Room’s design, an empirical study on Ripening Room was conducted. Participants mentioned that the features of Ripening Room inspired them to self-reflect upon their thoughts, emotions, and behaviors. From the findings of the empirical study, further implications were suggested.

 

Experiencing Art through Kinesthetic Dialogue (Note)
Jakob Tholander, Mobile Life, Stockholm University
Jarmo Laaksolahti, Mobile Life @ SICS
Stina Nylander, Mobile Life @ Stockholm University

 

From the analysis of how the Lega, a touch, motion, and location sensitive device that allows museum visitors to share their experiences, we identified kinaesthetic dialogue as an orienting concept for the understanding and the design of movement-based social interaction and experiences. It provides an analytical lens which captures critical aspects of kinaesthetic action in aesthetic experiences, as well as for better understanding of how users appropriate such artefacts in interaction. We believe that kinaesthetic dialog is a promising candidate for a meta-concept to capture interaction design knowledge in movement based technologies.

 

Time Telescope: Engagement with Heritage through Participatory Design (Note)
Guy Schofield, Culture Lab, Newcastle University

 

Time Telescope is a site-specific digital art installation which allows viewers to explore an area of the city of NewcastleGateshead at various points in history. The installation formed part of a project in which a participatory interaction design process was used to engage young people with the heritage of their local area. The telescope itself and the project through which it was designed is discussed in relation to the goals of the project and its impact upon the young participants.

 
PICTORIALS I

Monday June 23 Ballroom 1, 1:30 – 2:50
Session Chair: Will Odom, Carnegie Mellon University

 

Presentation times
Pictorials – 15 minutes (including questions)

 

Introduction to Pictorials as a new format
Sabrina Hauser, Simon Fraser University
Will Odom, Carnegie Mellon University

 

Materializing Infrastructures for Participatory Hacking
Lorenzo Davoli, Umeå Institute of Design
Johan Redström, Umeå Institute of Design

 

This paper presents a design exploration of opportunities for opening up industrial infrastructures in order to make them supportive of more sustainable and locally adaptive configurations. Taking logistic services in a rural area as a case study, we describe a set of interventions in tracing and expressing their underlying functionalities to make them available as design material. The insights gained inspired the speculative design of a concept for a distributed and community-owned delivery network performed by drones. The case illustrates the potential that can be made available when opening up infrastructures for participative design interventions.

 

Some Variations on a CounterFunctional Digital Camera

James Pierce, Carnegie Mellon University
Eric Paulos, University of California Berkeley

 

This Pictorial takes a different look at digital cameras and photos. It frames this look within a counterfunctional design perspective. This works is presented not as a design process documentation, but rather as a type of visual-textual design artifact. We see it as a means to present new concepts composed of both the textual-theoretical and visual-designerly varieties. While cameras and photos are the ostensible thematic focus, these technologies are in turn used as a focusing device for a broader conceptual theme: designing digital limitations.

 

Growth Plan for an Inspirational Test-Bed of Smart Textile Services
Stephan Wensveen, Department of Industrial Design Eindhoven University of Technology
Oscar Tomico, Department of Industrial Design Eindhoven University of Technology
Martijn ten Bhömer, Department of Industrial Design Eindhoven University of Technology
Kristi Kuusk, Department of Industrial Design Eindhoven University of Technology

 

In this pictorial we visualize the growth plan for an inspirational test-bed of smart textile product service systems. The goal of the test-bed is to inspire and inform the Dutch creative industries of textile, interaction and service design to combine their strengths and share opportunities. The pictures exemplify the characteristic tools, approaches and prototypes for three phases of growth: Incubation, Nursery and Adoption.

 

Eclipse: Eliciting the Subjective Qualities of Public Places
Ron Wakkary, Simon Fraser University
Audrey Desjardins, Simon Fraser University
William Odom, Carnegie Mellon University
Sabrina Hauser, Simon Fraser University
Leila Aflatoony, Simon Fraser University

 

In this Pictorial we explain and describe Eclipse, a method aimed at eliciting subjective qualities of people’s experiences of and relationships with public places. Our method guides participants to sequentially explore their memories, sensations, sense of place, and stories related to a public place. Our goal is to present this method in a pictorial form to make it more concise and more easily usable by other interaction designers; in this, we want to depict the richness and qualities of the elicitations, and ultimately the subjective qualities of a public place.

 
Touch

Monday June 23 Ballroom 2, 1:30 – 2:50
Session Chair: Nicolai Marquardt, University College London

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

HM tPad: Designing Transparent-Display Mobile Interactions
Juan David Hincapié-Ramos, Department of Computer Science, University of Manitoba
Sophie Roscher , Department of Computer Science, Otto-von-Guericke-Universität
Wolfgang Büschel, Interactive Media Lab, Technische Universität Dresden
Ulrike Kister, Interactive Media Lab, Technische Universität Dresden
Raimund Dachselt, Interactive Media Lab, Technische Universität Dresden
Pourang Irani, Department of Computer Science, University of Manitoba

 

As a novel class of mobile devices with rich interaction capabilities we introduce tPads – transparent display tablets. tPads are the result of a systematic design investigation into the ways and benefits of interacting with transparent mobiles which goes beyond traditional mobile interactions and augmented reality (AR) applications. Through a user-centered design process we explored interaction techniques for transparent-display mobiles and classified them into four categories: overlay, dual display & input, surface capture and model-based interactions. We investigated the technical feasibility of such interactions by designing and building two touch-enabled semi-transparent tablets called tPads and a range of tPad applications. Further, a user study shows that tPad interactions applied to everyday mobile tasks (application switching and image capture) outperform current mobile interactions and were preferred by users. Our hands-on design process and experimental evaluation demonstrate that transparent displays provide valuable interaction opportunities for mobile devices.

 

What You See Is What You Touch: Visualizing Touch Screen Interaction in the Head-Up Display
Felix Lauber, HCI Group, Institute of Informatics, University of Munich
Anna Follmann, Human-Computer Interaction Group, University of Munich
Andreas Butz, Human-Computer Interaction Group, University of Munich

 

Touch screens are increasingly used for secondary in-vehicle controls. While they are more flexible than traditional knobs and dials, interacting with them requires more visual attention. In this paper, we propose several variations of a concept we call “What You See Is What You Touch” (WYSIWYT), which allows touch screen interaction without removing one’s eyes from the road. This becomes possible by showing both, the current content of the touch screen as well as the position of the user’s hand in relation to it, within the car’s head-up display (HUD). In an initial study we compared six different variations of this concept in a driving simulation mockup. After excluding some concept variations, we conducted a second study comparing the remaining ones with traditional touch interaction. The best performing variation obtains better subjective ratings without any significant disadvantages in driving performance.

 

The Design Space of Shape-changing Interfaces: A Repertory Grid Study
Matthijs Kwak, Industrial Design, University of Technology Eindhoven
Kasper Hornbæk, Department of Computer Science, University of Copenhagen
Panos Markopoulos, Department of Industrial Design Eindhoven University of Technology
Miguel Bruns Alonso, Eindhoven University of Technology

 

Technologies for shape-changing user interfaces are rapidly evolving, but our understanding of the design space of such interfaces is still limited. We report a repertory grid study that aims to describe the design space from the users’ point of view by eliciting personal constructs about shape-change. The study is based on six similar-sized, shape-changing artifacts that combine simple sensing of users with actuation that change volume, texture, and orientation. Our results show that the 18 respondents distinguish artifacts on dimensions that differ from those of most models of shape change. For instance, they characterize shape-change in terms of personality, territoriality, and state of mind, in addition to more common categories such as appearance and product properties. We discuss how the dimensions derived from users might be used to design shape-changing interfaces.

 

The Previewable Switch: a Light Switch with Feedforward  (Note)
Richard Park, Design Media Lab, KAIST
Hyunjae Lee, Design Media Lab, KAIST
Hwan Kim, Design Media Lab, KAIST
Woohun Lee, Design Media Lab, KAIST

 

A light switch and its spatial mapping constitute an unsolved, user interface problem introduced to the realm of Human Computer Interaction by Norman. In this paper, we introduce the Previewable Switch which is a light switch enhanced with a touch sensor with an ability to provide a user a glimpse of which lights will turn on/off prior to compressing the switch. Such concept of communicating a result prior to taking an action is known as feedforward [6]. Feedforward is an important element to be considered in the user interface design as it provides clear and instant affordance of what will occur before the next action. We present the findings from the study in regard to behavior and spatial mapping. We will discuss the effect of feedforward as a design element in a user interface.

 

Sensing Touch Using Resistive Graphs (Note)
David Holman, Human Media Lab, Queen’s University
Nicholas Fellion, Human Media Lab, Queen’s University
Roel Vertegaal, Human Media Lab, Queen’s University

 

In early design, instrumenting an object with touch sensing capability, especially one with complex surface geometry, can be problematic. In this paper, we show how resistive graph patterns—or resigraphs—can be used to quickly fabricate multi-touch sensors tailored to an object’s shape. In very early ideation, resigraphs can be drawn using conductive ink. In later refinements they can be silk-screened or laser cut from off-the-shelf materials. A resigraph uses a commonly available microprocessor (e.g. Arduino), re-quires only three wires, and enables touch input on non-planar and non-developable surfaces.

 
Sound

Monday June 23 Ballroom 3, 1:30 – 2:50

 

Session Chair: Deborah Tatar, Virginia Tech

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Structured Observation with Polyphony: a Multifaceted Tool for Studying Music Composition
Jérémie Garcia, INRIA & Univ Paris-Sud
Theophanis Tsandilas, Inria, Orsay, France
Carlos Agon, STMS Lab, IRCAM-CNRS-UPMC, Paris
Wendy Mackay, INRIA, Orsay, France

 

Contemporary music composition is a highly creative and disciplined activity that requires free expression of ideas and sophisticated computer programming. This paper presents a technique for structured observation of expert creative behavior, as well as Polyphony, a novel interface for systematically studying all phases of computer-aided composition. Polyphony is a unified user interface that integrates interactive paper and electronic user interfaces for composing music. It supports fluid transitions between informal sketches and formal computer-based representations. We asked 12 composers to use Polyphony to compose an electronic accompaniment to a 20-second instrumental composition by Anton Webern. All successfully created a complete, original composition in an hour and found the task challenging but fun. The resulting dozen comparable snapshots of the composition process reveal how composers both adapt and appropriate tools in their own way.

 

Cinejack: Using Live Music to Control Narrative Visuals
Guy Schofield, Culture Lab, Newcastle University
David Green, Culture Lab, Newcastle University
Thomas Smith, Culture Lab, Newcastle University
Peter Wright, Culture Lab, Newcastle University
Patrick Olivier, Culture Lab, Newcastle University

 

We present Cinejack, a system for directing narrative video through live musical performance. Cinejack interprets high-level musical content from live instruments and translates it into cinematographic actions such as edits, framings and simulated camera movements. We describe Cinejack’s technical development in terms of a novel and highly pragmatic approach to interface design, where the affordances of users’ own musical instruments are used as controllers through an interpretive interaction scheme.

 

Musical Meshworks: From Networked Performance to Cultures of Exchange
Ben Freeth, Culture Lab, Newcastle University
John Bowers, Culture Lab, Newcastle University
Bennett Hogg, ICMuS/SACS, Newcastle University

 

There is longstanding interest in developing systems to support musical performances networked across multiple potentially geographically dispersed participants. Much past research has addressed technical problems such as latency to create simulacra of co-present performance settings. In contrast, we draw on the literature on digitally mediated performance in HCI to get a richer context for understanding networked live musical events. We describe a system, MESHWORKS, which permits the definition of varied participation roles and unusual network topologies, and explore its use to realize ArCCADE – a project to create events that support multiple overlapping musical ensembles and invite curiosity-driven exploration by the audience. Our experience with the system, the events and the interfaces we built to support engagement are discussed. In particular, we document how a musical community has emerged around our research and discuss wider implications for how we conceive the cultural meshwork new performance technologies are implicated in.

 

Collaborating with Computer Vision Systems: An Exploration of Audio Feedback
Cecily Morrison, Microsoft Research, Cambridge
Neil Smyth, Microsoft Research, Cambridge
Robert Corish, Microsoft Research, Cambridge
Kenton O’Hara, Microsoft Research, Cambridge
Abigail Sellen, Microsoft Research, Cambridge

 

Computer visions (CV) systems are increasingly finding new roles in domains such as healthcare. These collaborative settings are a new challenge for CV systems, requiring the design of appropriate interaction paradigms. The provision of feedback, particularly of what the CV system can “see,” is a key aspect, and may not always be possible to present visually. We explore the design space for audio feedback for a scenario of interest, the clinical assessment of Multiple Sclerosis using a CV system. We then present a mixed-methods experimental study aimed at providing some first insights into the challenges and opportunities of designing audio feedback of this kind. Specifically, we compare audio feedback that differentiates which body parts the CV system can see to audio feedback that is undifferentiated. The findings reveal that it is not enough to simply convey that something might be out of view of the camera as what the camera can “see” depends on the specific configuration of participants and the peculiarities of the skeleton inference algorithms. The results highlight the importance of providing feedback which more naturally conveys spatial information in developing CV systems for collaborative use.

 
Design Methods

Monday June 23 Ballroom 1, 3:20 – 4:40

 

Session Chair: Alissa Antle, Simon Fraser University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

BP Medium Probes: Exploring the Medium not the Message
Betsy DiSalvo, School of Interactive Computing, Georgia Institute of Technology
Parisa Khanipour Roshan, School of Interactive Computing, Georgia Institute of Technology

 

Frequently in information design, we lean toward selecting a platform based upon our knowledge, values, and interests, independent of our audience’s practices with information. We found ourselves facing this issue when seeking a technology platform to increase access to learning resources for parents within a financially depressed community. We did not want to choose a platform based upon our biases, yet it was difficult for community members to engage in conversations about technology. We looked at cultural probes and technology probes as methods to seed dialogue within the community. However, neither directly addressed the goal of engaging the community with discussions of information medium In response, we developed the Medium Probe, which meets this goal by placing the focus on the experience of using multiple mediums to respond to prompts, rather than the responses themself.

 

Interactive Personal Storytelling: An Ethnographic Study and Simulation of Apartheid-Era Narratives
Ilda Ladeira, ICT4D Research Center, University of Cape Town
Gary Marsden, ICT4D Research Center, University of Cape Town

 

This paper reports on a digital storytelling project which seeks to create interactive storytelling of personal experience narratives. We begin with an ethnographic study of two resident storytellers at the District Six Museum, Cape Town, Noor Ebrahim and Joe Schaffers, who tell audience their personal Apartheid-era narratives. An analysis of their narratives and audience interactions led to the design a digital storytelling prototype in the form of a virtual environment containing two storytellre agents based on Joe and Noor. These agents simulated two interactions: questions in which users could ask the storyteller agents questions; and exchange structures where storyteller agents ask users questions. We evaluated the effectiveness of these in a controlled experiment (n = 101) and found that questions led to significant increases in narrative engagement (p=0.05) and interest (p=0.02) while exchange structures significantly improved narrative enjoyment (p=0.004), engagement (p=0.002) and interest (p=0.02).

 

The PumpSpark Fountain Development Kit
Paul Dietz, Microsoft Research, Redmond, Washington
Gabriel Reyes, School of Interactive Computing, Georgia Institute of Technology
David Kim, Microsoft Research, Cambridge

 

The PumpSpark Fountain Development Kit includes a controller, eight miniature water pumps, and various accessories to allow rapid prototyping of fluidic user interfaces. The controller provides both USB and logic-level serial interfaces, yielding fast ( ̃100ms), high-resolution (8-bit) control of water streams up to about 1 meter high. Numerous example applications built using the PumpSpark kit are presented. The kit has been the subject of a student contest with over 100 students, demonstrating its utility in rapid prototyping of fluidic systems.

 

The Design of Slow-Motion Feedback (Note)
Jo Vermeulen, Expertise Centre for Digital Media, Hasselt University
Kris Luyten, Expertise Centre for Digital Media, Hasselt University
Karin Coninx, Expertise Centre for Digital Media, Hasselt University
Nicolai Marquardt, UCL Interaction Centre, University College London

 

The misalignment between the timeframe of systems and that of their users can cause problems, especially when the system relies on implicit interaction. It makes it hard for users to understand what is happening and leaves them little chance to intervene. This paper introduces the design concept of slow-motion feedback, which can help to address this issue. A definition is provided, together with an overview of existing applications of this technique.

 

Temporal Anchors in User Experience Research (Note)
Chung-Ching Huang, Indiana University Bloomington
Erik Stolterman, Indiana University Bloomington

 

As HCI becomes more aware of long-term use experience, users’ retrospection might be one starting point to explore prior interactive use. However, due to the limitation of current methodologies and human memory, research participants might recall specific prior use episodes and less their experience over time. In this note, we examine how to encourage retrospection and reflection concerning the changes of use experience in the past and over time. We have reviewed relevant research and traced the usage of temporal references in those studies, such as diagrams of use measurement over time or the history of interactive products. We propose the notion of temporal anchors as way of capturing and grounding temporal aspects of long-term use experience. We have found that methods that include temporal anchors have facilitated opportunities for rich reflections and communications around use experience and temporality.

 
Hedonic

Monday June 23 Ballroom 2, 3:20 – 4:40

 

Session Chair: Elisa Giaccardi  TU Delft

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Let’s Giggle! : Design Principles for Humorous Products
Yeonsu Yu, Co.design:Inter.action Design Research Lab., Industrial Design, KAIST
Tek-Jin Nam, Co.design:Inter.action Design Research Lab., Industrial Design, KAIST

 

Humor and its relationship to user experience have received limited prior attention in design and HCI. In this paper, we present a framework of design principles that could be used to design humorous products. First, we identified three aspects of experience with humorous products by collecting various amusing products and analyzing them with designers. Next, we conducted a workshop with professional comedians and designers to understand methods for creating humorous products. Through this process, we elicited nine principles for making products humorous: visualization of taboo, bizarre consequence, destructive play, zoomorphism, self-depreciation, abused product, shape incongruity, unconventional use, and unexpected function. To understand how the principles are used in the conceptual design phase, we conducted design sessions for a water fountain using a software application to explain the principles. The results indicate that some principles were more actively used. This work contributes to knowledge on designing products and interaction that deliver more positive feelings to users.

 

A Small Space for Playful Messaging in the Workplace: Designing and Deploying Picco
John Downs, Microsoft Research, Cambridge
Nicolas Villar, Microsoft Research, Cambridge
James Scott, Microsoft Research, Cambridge
Siân Lindley, Microsoft Research, Cambridge
John Helmes, Microsoft Research, Cambridge
Gavin Smyth, Microsoft Research, Cambridge

 

We present Picco, a tiny situated display for drawings and simple animations, which are created on a dedicated tablet app. Picco was designed to support playful messaging in the workplace through a glanceable desktop device that would place minimal demands on users. Two studies of the device at work demonstrated how crafting was an expression of intimacy when the device was used to connect the workplace to the home, and a way of demonstrating skill and humor to a broad audience when messages were sent amongst co-workers. However, the level of skill needed to produce these messages became a barrier to entry for some co-workers. Our findings suggest that visible ownership of a situated device, which can be personalized in other ways, can underpin a secondary level of participation that is crucial in supporting a sense of involvement when the level of crafting required can stifle more direct participation.

 

Understanding Guide Dog Team Interactions: Design Opportunities to Support Work and Play
Sabrina Hauser, Simon Fraser University
Ron Wakkary, Simon Fraser University
Carman Neustaedter, Simon Fraser University

 

The visually impaired have been a longstanding and well-recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field with regards to research on visually impaired owners and their dogs (guide dog teams). This paper presents a study that explores the interactions of guide dog teams revealing a rich, holistic understanding of their everyday lives and needs, across both work and leisure activities. Our findings inform and inspire future research and practices suggesting three opportunity areas: supporting working guide dog teams, enhancing play-interaction through accessible dog toys utilizing sensor technologies, and speculative and exploratory opportunities. This work contributes to the growing research on designing for human-canine teams and motivates future research with guide dog teams.

 

The ‘Hedonic’ in Human-Computer Interaction – History, Contributions, and Future Research Directions
Sarah Diefenbach, Experience Design, Folkwang University of the Arts
Nina Kolb, AG für Arbeits- und Ingenieurpsychologie, Technische Universität Darmstadt
Marc Hassenzahl, Experience Design, Folkwang University of the Arts

 

Over the recent years, the notion of a non-instrumental, hedonic quality of interactive products received growing interest. Based on a review of 151 publications, we summarize more than ten years research on the hedonic to provide an overview of definitions, assessment tools, antecedents, consequences, and correlates. We highlight a number of contributions, such as introducing experiential value to the practice of technology design and a better prediction of overall quality judgments and product acceptance. In addition, we suggest a number of areas for future research, such as providing richer, more nuanced models and tools for quantitative and qualitative analysis, more research on the consequences of using hedonic products and a better understanding of when the hedonic plays a role and when not.

 
Well-Being

Monday June 23 Ballroom 3, 3:20 – 4:40

 

Session Chair: Wendy Moncur University of Dundee

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Supporting Crisis Response with Dynamic Procedure Aids
Leslie Wu, Computer Science, Stanford University
Jesse Cirimele, Stanford University
Kristen Leach, Product Design, Stanford University
Stuart Card, Stanford University
Larry Chu, Medical School, Stanford University
Kyle Harrison, Medical School, Stanford University
Scott Klemmer, UC San Diego

 

Checklist usage can increase performance in complex, high-risk domains. While paper checklists are valuable, they are static, slow to access, and show both too much and too little information. We introduce Dynamic Procedure Aids to address four key problems in checklist usage: ready access to aids, rapid assimilation of content, professional acceptance, and limited attention. To understand their efficacy for crisis response, we created the dpAid software system. Its design arose through a multi-year participation in medical crisis response training featuring realistic team simulations. A study comparing Dynamic Procedure Aids, paper, and no aid, found that participants with Dynamic Procedure Aids performed significantly better than with paper or no aid. This study introduces the narrative simulation paradigm for comparatively assessing expert procedural performance through a score-and-correct approach.

 

Shape-changing Robot for Stroke Rehabilitation
Narae Lee, KAIST
Young Ho Lee, KAIST
Jeeyong Chung, KAIST
Heejeong Heo, KAIST
Hyeonkyeong Yang, Research Institute for Serious Entertainment, Hanyang University
Kyung Soo Lee, Department of Rehabiliatation, Hanyang University
Hokyoung Ryu, Department of Industrial Engineering, Hanyang University
Sungho Jang, Department of Rehabiliation Medicine, Hanyang University
Woohun Lee, KAIST

 

Computing technologies are increasingly designed to support motor-impaired people with physical rehabilitation. Although it is important to reflect patients’ motivation to maintain effectiveness in therapy, these studies mostly show that these technologies can increase rehabilitation effectiveness by providing patients with certain stimulations repetitively. Patients can lose interest because of passive motion from limited stimulation. To understand the effects of multisensory manipulation and to reflect patients’ motivation during therapy, we introduce the novel Shape-changing Robot (SR) that can alter its surface in response to users’ movements, including visuo-tactile stimulus. The proposed SR was evaluated through an experiment with five post-stroke patients. This study shows that the SR’s physical movement can entice patients into a physical and emotional engagement by capturing their attention through physical motion, rather than through virtual motion. Furthermore, the SR can induce communicative gestures. This gesture pattern might help stroke patients become motivated to practice movement in therapy.

 

Design for Complex Persuasive Experiences: Helping Parents of Hospitalized Children Take Care of Themselves
Arnold Vermeeren, Industrial Design Engineering, Delft University of Technology
Josje van Beusekom, Industrial Design Engineering, Delft University of Technology
Marco Rozendaal, Industrial Design Engineering, Delft University of Technology
Elisa Giaccardi, Industrial Design Engineering, Delft University of Technology

 

In this paper we analyzed a case of designing for persuasive experiences. It concerns designing for the complex persuasive situation of helping parents of hospitalized children take better care of themselves. Our focus was on the experiences, on how these were designed to be persuasive, and on the design process needed to achieve that. We conclude that designing for complex persuasive experiences requires a design approach that allows for designers to gradually develop a rich understanding of the situation and develop empathy for the people they design for. We found that the persuasion should focus on a combination of starting a new practice, sustaining it, starting activities within the practice, and extending the duration of the activities. For such a complex persuasive situation a rich palette of experiences was needed. The design of those experiences was inspired by universal human needs and by gaining a deep and empathetic understanding of the situation.

 

Prototyping ‘Clasp’: Implications for Designing Digital Technology for and with Adults with Autism
Will Simm, School of Computing and Communications, Lancaster University
Maria Angela Ferrario, Management School, Lancaster University
Adrian Gradinar , Imagination Lancaster, Lancaster University
Jon Whittle, School of Computing and Communications, Lancaster University

 

This paper presents Clasp, a novel tactile anxiety management, communication and peer support tool developed with, by and for adults diagnosed with High Functioning Autism (HFA). Clasp connects a tactile anxiety coping device to a smartphone, which records and communicates anxiety levels for self-feedback and reflection. By adopting an iterative prototyping approach, we gained a deep insight into anxiety experienced by adults with HFA and evaluated the role of digital technology in its management. The paper describes our development approach, which we argue is unique to this multidisciplinary and multiorganizational design context involving hard-to-reach and vulnerable groups. Finally, we reflect on lessons learned from this process and share a set of design implications for the future development of digital tools that, like Clasp, are specifically designed with, by and for adults with HFA.

 
 
TUESDAY

 

Critical Design

Tuesday June 24 Ballroom 1, 10:50 – 12:10

 

Session Chair: Will Odom, Carnegie Mellon University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Analyzing Critical Designs: Categories, Distinctions, and Canons of Exemplars
Gabriele Ferri, School of Informatics and Computing, Indiana University, Bloomington
Jeffrey Bardzell, Indiana University Bloomington
Shaowen Bardzell, Indiana University Bloomington
Stephanie Louraine, School of Informatics and Computing, Indiana University, Bloomington

 

The use of design as a critical tool to explore design’s potential roles in society and the future has emerged as a trend in HCI and design research, but several questions remain open. How can we explain and teach how criticality can be applied to design? How can we assess, compare and give context to critical designs? How should we understand the relationships among practices that bear affinities to critical design, such as speculative design or critical engineering? We argue that many of these issues would be clarified if the HCI and design research communities had a collection of examples that exemplified not just critical design in general, but also its major genres, styles, historical trends, rhetorics, and other distinctions. As a first step in this direction, we detail our efforts to develop a more systematic vocabulary to talk about critical design. After assembling a small operative corpus from a wider inventory of critical designs, we apply poststructuralist semiotic theory to propose a number of analytic distinctions and concepts that could be used—along with others like them—to more systematically and deliberately construct a canon of exemplars and a more mature conceptual vocabulary for critical design.

 

PKI: Crafting Critical Design
Danielle Wilde, 2013-2014 Sidney Myer Creative Fellow, Melbourne, Australia
Jenny Underwood, Fashion & Textiles, RMIT University
Rebecca Pohlner, independent sculptor & myotherapist, Melbourne

 

In this paper we discuss the value of an open, responsive research structure in the context of a multi faceted, critical design project that has participation at its core. Problems with data delivery rendered our original design research structure unviable. Turning to the crafts that underpinned our research enabled the emergence of a new–open and responsive–structure. As a direct result, we arrived at a number of unexpected, highly valuable outcomes. The contributions of this paper are fourfold: 1) we provide a ‘live’ story from research practice, within which, 2) we argue the usefulness of a core provocative question to ensure saliency of critical designs, 3) we demonstrate the value of unresolved prototypes in eliciting participant engagement, and 4) we discuss how craft can serve as method, technique and tool to scaffold an open, responsive research structure. A number of researchers have highlighted the need for documentation and reporting of design process [9, 20, 37, 42] including, specifically, in the context of critical design [6]. We respond to these calls.

 

Counterfunctional Things: Exploring Possibilities in Designing Digital Limitations
James Pierce, Carnegie Mellon University
Eric Paulos, University of California, Berkeley

 

This paper presents a set of design studies and discussions investigating new possibilities in designing digital limitations. Focusing on digital photography as a medium, we present design prototypes and experiments including Ultra-Low Resolution Displays, Inaccessible Cameras, and a set of point-and-shoot digital camera variants. Our design work is based on the concept of a counterfunctional thing—a thing that figuratively counters some of its own functionality. We present the concept of counterfunctionality as a way of approaching the design of interactive technology. In conclusion we connect our work with critical discourses surrounding technology and the value of designing limitations.

 

A Story Without End: Writing the Residual into Descriptive Infrastructure
Melanie Feinberg, Information School, The University of Texas at Austin
Daniel Carter, Information School, The University of Texas at Austin
Julia Bullard, Information School, The University of Texas at Austin

 

To enable efficient searching and consistent interpretation of information, traditional metadata design practice emphasizes precisely delineated attributes. These sharp boundaries, however, reject data points that lie outside permissible values. For example, a Gender attribute with associated Male and Female values may appear perfectly clear and unambiguous, in line with traditional standards. Increasingly, however, people have begun to identify themselves as both, neither, other, or dynamic gender, rejecting cleanly separated Male/Female duality. In this project, student designers used critical design to explore how the descriptive infrastructure of a database might foreground, instead of restrict, the “residual”—a term that encapsulates the ambiguity and plurality masked by simple category structures like Male/Female. Our findings suggest that “writing” a database to exploit the residual is enmeshed with “reading” the content being structured. We identify three modes of reading that characterize these designs, and we describe how the residual emerges from each mode.

 
Communication & Collaboration

Tuesday June 24 Ballroom 2, 10:50 – 12:10

 

Session Chair: Steve Harrison, Virginia Tech

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Interactive Two-Sided Transparent Displays: Designing for Collaboration
Jiannan Li, Interactions Lab, Department of Computer Science, University of Calgary
Saul Greenberg , University of Calgary
Ehud Sharlin, Department of Computer Science, University of Calgary

 

Joaquim Jorge, Technical University of Lisbon, Technical University of LisbonTransparent displays can serve as an important collaborative medium supporting face-to-face interactions over a shared visual work surface. Such displays enhance workspace awareness: when a person is working on one side of a transparent display, the person on the other side can see the other’s body, hand gestures, gaze and what he or she is actually manipulating on the shared screen. Even so, we argue that designing such transparent displays must go beyond current offerings if it is to support collaboration. First, both sides of the display must accept interactive input, preferably by at least touch and / or pen, as that affords the ability for either person to directly interact with the workspace items. Second, and more controversially, both sides of the display must be able to present different content, albeit selectively. Third (and related to the second point), because screen contents and lighting can partially obscure what can be seen through the surface, the display should visually enhance the actions of the person on the other side to better support workspace awareness. We describe our prototype FACINGBOARD-2 system, where we concentrate on how its design supports these three collaborative requirements.

 

Computer Supported Novice Group Critique
Matthew Easterday, School of Education and Social Policy, Northwestern University
Daniel Rees Lewis, School of Education and Social Policy, Northwestern University
Colin Fitzpatrick, Technology and Social Behavior, Northwestern University
Elizabeth Gerber, McCormick School of Engineering, Northwestern University

 

Groups of novice critiquers can sometimes provide feedback of the same quality as a single expert. Unfortunately, we do not know how to create systems for novice group critique in design education. We tested whether 4 principles: write-first scripts, critique prompts, interactive critiquing & formative framing, allow us to create systems that combine the advantages of face-to-face and computer-mediated critique. We collected observations and 48 interviews with 12 undergraduate design students who used a computer supported group critique system over 5 critique sessions, analyzed using grounded theory. We found that: (a) the write-first script helped overcome initial learning costs; (b) the interactive critique features created a dual-channel critique that increased the number of critiquers, duration of critique and interactivity; and (c) the system produced a greater volume of useful critique and promoted reciprocity among critiquers. The study provides improved principles for developing computer supported novice group critique systems in design.

 

A Qualitative Study of Workplace Intercultural Communication Tensions in Dyadic Face-to-Face and Computer-Mediated Interactions
Helen Ai He, Dept. of Informatics, People and Computing Lab, University of Zurich
Elaine M. Huang, Department of Informatics, University of Zurich

 

We present findings from a qualitative study with 28 participants of the dyadic intercultural communication tensions professionals experience in Face-to-Face (FTF) and Computer-Mediated Communication (CMC) workplace interactions. We identify four categories of intercultural communication tensions that emerged most frequently in our dataset including range of emotional expression, level of formality, “fixed” versus flexible appointments and task versus social-orientation. We discuss how these tensions manifested in FTF and CMC media and unravel the ways media supports or hinders intercultural communication. We present the adaptations participants made to mitigate such tensions and offer implications for design. Our findings demonstrate that the most frequently occurring intercultural communication tensions manifested in both FTF and CMC, regardless of the medium used. This indicates that cultural communication challenges will persist no matter the medium, highlighting the opportunity for technologies to better support workplace intercultural communication.

 

Product Versus Process: Representing and Appropriating DIY Projects Online (Note)
Tiffany Tseng, MIT Media Lab
Mitchel Resnick, MIT Media Lab

 

Despite the growth of online communities for sharing DIY projects, little research has focused on the methods by which project documentation is created and utilized — that is, what techniques do designers use to document their work, how do they describe their work to others, and how do readers utilize design documentation in the context of their own projects? Through interviews and surveys with authors and readers of Instructables, we describe differences found in the practices of these two types of users in creating and applying design documentation. Based on the results, we identify design opportunities for members of the HCI community developing tools to better support people sharing creative work online.

 

Exploring the Perceptions and Use of Electronic Medical Record Systems by Non-Clinicians (Note)
Alison Murphy, College of Information Sciences and Technology, Pennsylvania State University
Madhu Reddy, Information Sciences & Technology, Pennsylvania State University
Nathan McNeese, Information Sciences & Technology, Pennsylvania State University

 

Electronic medical record (EMR) systems are used by a wide variety of users. However, current research on the design and use of the EMR primarily focuses on clinical users such as physicians and nurses. While it is important to understand EMR use by clinicians, there is also a need to understand how non-clinicians use these systems because of the important role they play in the patient-care process. In this note, we present results of an ethnographic field study on the use and perceptions of EMR systems by non-clinicians in an emergency department. We then discuss design implications that can improve the system usability and strengthen the empowerment of these non-clinicians.

 
Analysis & Visualization

Tuesday June 24 Ballroom 3, 10:50 – 12:10

 

Session Chair: John Zimmerman, Carnegie Mellon University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

HM Constructive Visualization
Samuel Huron, IRI, paris, Ile-de-france, France
Sheelagh Carpendale, Department of Computer Science, University of Calgary
Alice Thudt, Department of Computer Science, University of Calgary
Anthony Tang, Department of Computer Science, University of Calgary
Michael Mauerer, Department of Computer Science, University of Calgary

 

If visualization is to be democratized, we need to provide means for non-experts to create visualizations that allow them to engage directly with datasets. We present constructive visualization a new paradigm for the simple creation of flexible, dynamic visualizations. Constructive visualization is simple—in that the skills required to build and manipulate the visualizations are akin to kindergarten play; it is expressive— in that one can build within the constraints of the chosen environment, and it also supports dynamics — in that these constructed visualizations can be rebuilt and adjusted. We de- scribe the conceptual components and processes underlying constructive visualization, and present real-world examples to illustrate the utility of this approach. The constructive visualization approach builds on our inherent understanding and experience with physical building blocks, offering a model that enables non-experts to create entirely novel visualizations, and to engage with datasets in a manner that would not have otherwise been possible.

 

Using Data to Stimulate Creative Thinking in the Design of New Products and Services
Graham Dove, City University London
Sara Jones, Centre for Creativity in Professional Practice, City University London

 

Exploring interactive visualizations of data generated within the domain for which new products and services are to be designed can play a useful role in stimulating ideas that are considered highly appropriate to that domain. We describe a study in which participants in four collaborative design workshops used information visualizations representing electricity consumption data to help generate ideas for new products and services that could utilise the data generated by a smart home. Participants in the workshops appeared to use sensemaking behaviour to develop insights about the domain, which were later used in generating new ideas. Ideas arising from workshops where the stimulus was data visualized with less ambiguity in the visual encoding were judged to be significantly more appropriate than those from workshops where ambiguity in the visual encoding of the data used as stimulus was intentionally increased. We discuss the implications of this with regards to designing future workshop activities.

 

A Constraint-Based Understanding of Design Spaces
Michael Biskjaer, Department of Aesthetics and Communication, Aarhus University
Peter Dalsgaard, Centre for Participatory IT (PIT), Aarhus University
Kim Halskov, PIT-CAVI, Aarhus University

 

This paper suggests a framework for understanding and manoeuvring design spaces based on insights from research into creativity constraints. We define the design space as a conceptual space, which in addition to being co-constituted, explored and developed by the designer encompasses the creativity constraints governing the design process. While design spaces can be highly complex, our constraint-based understanding enables us to argue for the benefits of a systematic approach to mapping and manipulating aspects of the design space. We discuss how designers by means of a simple representation, a design space schema, can identify the properties of the prospective product that s/he can form. Through a case study, we show how design space schemas can support designers in various ways, including gaining an overview of the design process, documenting it, reflecting on it, and developing design concepts. Finally, we discuss the potentials and limitations of this approach.

 

Supporting the Synthesis of Information in Design Teams
Raja Gumienny, Hasso Plattner Institute, Potsdam
Steven Dow, Human Computer Interaction Institute, Carnegie Mellon University
Christoph Meinel, Hasso Plattner Institute, Potsdam

 

User-centered designers often seek to synthesize data from user research into insights and a shared point of view among team members. This paper explores the synthesis process and opportunities for providing computational support. First, we present interviews with novice and expert designers on the common practices and challenges of syn-thesis. Based on these interviews, we developed digital whiteboard software support for sorting individual seg-ments of user research. The system separates out individual and group activity and helps the team externalize and syn-thesize their different views of the data. Through a case study, we explore two computer-supported approaches: a structured condition that externalizes the different perspec-tives on the data of each team member and an unstructured condition that allows each member to organize data into clusters. Novice designers tended to prefer the structured synthesis process, while more experienced designers pre-ferred to freely arrange information segments and create clusters on their own. We provide implications for design education and support tools for user research synthesis.

 
PICTORIALS II

Tuesday June 24 Ballroom 1, 1:30 – 2:50

 

Session Chair: Sabrina Hauser, Simon Fraser University

 

Presentation times
Pictorials – 15 minutes (including questions)

 

Growing Traces on Objects of Daily Use: A Product Design Perspective for HCI
Elisa Giaccardi, Department of Industrial Design, Delft University of Technology
Elvin Karana, Department of Design Engineering, Delft University of Technology
Holly Robbins, create, Delft University of Technology
Patrizia D’Olivo, Department of Industrial Design, Delft University of Technology

 

This paper offers a product design perspective to emerging material-oriented design methods in HCI. It outlines a research process for facilitating the design of interactive media products that enable a patina of deliberate material traces to grow on objects of daily use. In doing so, the paper reports on initial findings on how materials are perceived to ‘mature’ with use, discusses a design concept related to such findings, and offers a new direction for rich communication and interaction through and with objects.

 

Practical Notes on Paper Circuits
Michael Shorter , Product Design, University of Dundee
Jon Rogers , University of Dundee
John McGhee , create, University of New South Wales

 

This pictorial illustrates some basic and practical notes pertaining to paper circuitry, with a focus on the technicalities of printing, connecting and sensing. The process of creating paper circuit prototypes with little or no specialist equipment will be explored, along with an investigation into printed patterns and grounding options for creating touch and proximity sensors with conductive paint. The methods and techniques this pictorial explores are approached from a craft viewpoint as opposed to the possibly more expected engineering approach.

 

BP Stillness and Motion, Meaning and Form
Eli Blevis , Indiana University Bloomington

 

This pictorial essay is a collection of images that picture the theme of stillness and motion. The intention is to deliberately push at the boundaries of what a pictorial contribution might be and mean in the context of HCI and design. In this contribution, the collection of images does not so much play the role of documentation of process, nor photo-ethnographic design research, but rather in its curation and concern for both meaning and quality of form, it is intended as design making in-and-of-itself.

 

Admixed Portrait: Reflections on Being Online as a New Parent
Diego Trujillo-Pisanty , Culture Lab, Newcastle University
Abigail Durrant , Culture Lab, Newcastle University
Sarah Martindale , The University of Nottingham
Stuart James , Centre for Vision, Speech and Signal Processing
John Collomosse , Centre for Vision, Speech and Signal Processing, University of Surrey

 

This Pictorial documents the process of designing a device as an intervention within a field study of new parents. The device was deployed in participating parents’ homes to invite reflection on their everyday experiences of portraying self and others through social media in their transition to parenthood.
The design creates a dynamic representation of each participant’s Facebook photo collection, extracting and amalgamating ‘faces’ from it to create an alternative portrait of an online self. We document the rationale behind our design, explaining how its features were inspired and developed, and how they function to address research questions about human experience.

 

Unpacking The Thinking And Making Behind A User Enactments Project
William Odom , Carnegie Mellon University
John Zimmerman , Carnegie Mellon University
Jodi Forlizzi , Carnegie Mellon University
Hajin Choi , Carnegie Mellon University,
Stephanie Meier , Carnegie Mellon University
Angela Park , Carnegie Mellon University

 

We have developed User Enactments to help support design teams in more successfully investigating radical alterations to technologies’ roles, forms and behaviors in uncharted design spaces. To date, no work exists that explicitly unpacks the practical development of a cohesive set of user enactments. Interest is growing in the method with its recent inclusion in a popular design method handbook for practitioners and also as it becomes integrated into graduate-level university curriculum in interaction design. The contribution of this Pictorial is to unpack the thinking and making behind a set of user enactments through visual documentation and annotations.

 
Body Interaction

Tuesday June 24 Ballroom 2, 1:30 – 2:50

 

Session Chair: Johannes Schöning, Hasselt University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

BP Dark Patterns in Proxemic Interactions: A Critical Perspective
Saul Greenberg, Interactions Lab, Department of Computer Science, University of Calgary
Sebastian Boring, Department of Computer Science, University of Copenhagen
Jo Vermeulen, Expertise Centre for Digital Media, Hasselt University
Jakub Dostal, School of Computer Science, University of St Andrews

 

Proxemics theory explains peoples’ use of interpersonal distances to mediate their social interactions with others. Within Ubicomp, proxemic interaction researchers argue that people have a similar social understanding of their spatial relations with nearby digital devices, which can be exploited to better facilitate seamless and natural interactions. To do so, both people and devices are tracked to determine their spatial relationships. While interest in proxemic interactions has increased over the last few years, it also has a dark side: knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user. In this paper, we offer a critical perspective on proxemic interactions in the form of dark patterns: ways proxemic interactions can be misused. We discuss a series of these patterns and describe how they apply to these types of interactions. In addition, we identify several root problems that underlie these patterns and discuss potential solutions that could lower their harmfulness.

 

Proxemics Play: Understanding Proxemics for Designing Digital Play Experiences
Florian Mueller, Exertion Games Lab, RMIT University
Sophie Stellmach, Interactive Media Lab, Technische Universität Dresden
Saul Greenberg, Department of Computer Science, University of Calgary
Andreas Dippon , Technische Universität München
Susanne Boll, Computer Science, University of Oldenburg
Jayden Garner, Exertion Games Lab, RMIT University
Rohit Khot, Exertion Games Lab, RMIT University
Amani Naseem, Exertion Games Lab, RMIT University
David Altimira, Exertion Games Lab, RMIT University

 

Digital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play.

 

HM Implications of Location and Touch for On-Body Projected Interfaces
Chris Harrison, Carnegie Mellon University
Haakon Faste, Interaction Design Program, California College of the Arts

 

Very recently, there has been a perfect storm of technical advances that has culminated in the emergence of a new interaction modality: on-body interfaces. Such systems enable the wearer to use their body as an input and output platform with interactive graphics. Projects such as PALMbit and Skinput sought to answer the initial and fundamental question: whether or not on-body interfaces were technologically possible. Although considerable technical work remains, we believe it is important to begin shifting the question away from how and what, and towards where, and ultimately why. These are the class of questions that inform the design of next generation systems. To better understand and explore this expansive space, we employed a mixed-methods research process involving more than two thousand individuals. This started with high-resolution, but low-detail crowdsourced data. We then combined this with rich, expert interviews, exploring aspects ranging from aesthetics to kinesthetics. The results of this complimentary, structured exploration, point the way towards more comfortable, efficacious, and enjoyable on-body user experiences.

 

Crafting the Body-Tool: A Body-Centred Perspective on Wearable Technology
Claudia Nunez-Pacheco , Design Lab, University of Sydney
Lian Loke, Design Lab, University of Sydney

 

Wearable technology brings computation in intimate proximity to the body, raising questions about the role of the body in interacting with tools. The disappearance of self and technology in achieving transparent and skilful action – the ideal aspiration of ubiquitous and context-aware computing – overlooks the potential of self-awareness as a critical resource for interactive experiences grounded in the body. We propose a body-centred perspective on wearable technology informed by phenomenological theories on the body-tool relationship and pragmatist Somaesthetics prioritising the cultivation of the self through somatic awareness for improved life quality. We extend Heidegger’s concept of present-at-hand with a new concept of present-at-body, defined as the reflective use of tools for developing bodily self-awareness. In our body-centred approach to wearable technology, we emphasise the dynamic interplay between visibility and transparency of body and tool as a fundamental resource for learning and self-development.

 
Health & Community

Tuesday June 24 Ballroom 3, 1:30 – 2:50

 

Session Chair: Amy Hurst, University of Maryland Baltimore County

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Crafting Diversity in Radiology Image Stack Scrolling: Control and Annotations
Louise Oram, University of British Columbia
Karon MacLean, Computer science, University of British Columbia
Philippe Kruchten, Electrical and Computer Engineering, University of British Columbia
Bruce Forster, University of British Columbia

 

To make a single diagnosis, today’s radiologists must examine thousands of images; yet little effort has been put into refining this time-consuming, repetitive task. Meanwhile, automatic or radiologist-generated annotations may impact how radiologists navigate image stacks as they review lesions of interest. Observation and/or interviews of 19 radiologists revealed that stack scrolling dominated the resulting task examples. We iteratively crafted and obtained radiologist feedback for a variety of prototypes, then evaluated their scrolling and annotation-review support for lay users. With a simplified stack seeded with correct / incorrect annotations, we compared the effect of four scrolling techniques (traditional scrollwheel and click-and-drag, plus sliding-touch, and tilt rate control) and visual vs. haptic annotation cues on scrolling dynamics, detection accuracy and subjective factors. Scrollwheel was fastest overall, and combined visual / haptic annotation cues sped target-finding relative to either modality alone. We share insights on integrating our findings into radiologist practice.

 

“Every Pregnancy is Different”: Designing mHealth for the Pregnancy Ecology
Tamara Peyton, Information Sciences & Technology, Pennsylvania State University
Erika Poole, Information Sciences & Technology, Pennsylvania State University
Madhu Reddy, Information Sciences & Technology, Pennsylvania State University
Jennifer Kraschnewski, Department of Medicine, Pennsylvania State University
Cynthia Chuang , Department of Medicine, Pennsylvania State University

 

This paper presents the results of an ongoing study into the potential role of mobile or wireless health applications for targeting the prevention of excessive gestational weight gain in pregnant lower-income American women. Informed by a qualitative study of pregnant women’s experiences, we develop a set of design requirements for designing mobile health (mHealth) interventions related to healthy pregnancies. We identify a disconnection between physical activity and food tracking application design paradigms, and the reality of pregnant women’s lives and capacities. We introduce the concept of an individualized pregnancy ecology, which provides an alternative paradigm for design of health and wellness management tools for lower-income pregnant women.

 

Towards the Crafting of Personal Health Technologies
Swamy Ananthanarayan, University of Colorado Boulder
Nathan Lapinski , University of Colorado Boulder
Katie Siek, Informatics, Indiana University Bloomington
Michael Eisenberg, University of Colorado Boulder

 

We introduce a novel approach that merges craft and health technologies to empower people to design and build their own personal health visualizations. In this mutually beneficial union, health technologies can be more meaningful to an individual and encourage higher appropriation, while craft technologies can explore interesting problems in a challenging domain. In this paper, we offer a framework for designing health-craft systems and showcase a system that provides users with the ability to craft their own personalized wearable device. The device tracks their outdoor exposure and visualizes their weekly progress on an ambient tree painting. Finally, we report on a pilot study using this personalized feedback system. Our main contribution is the new lens through which designers can approach health and craft technologies that enhances health management with personal expressiveness and customization.

 

A Study of the Challenges Related to DIY Assistive Technology in the Context of Children with Disabilities
Jonathan Hook, Culture Lab, Newcastle University
Sanne Verbaan, Human Technology, The Hague University of Applied Sciences
Abigail Durrant, Culture Lab, Newcastle University
Patrick Olivier, Culture Lab, Newcastle University
Peter Wright, Culture Lab, Newcastle University

 

The term Do It Yourself Assistive Technology (DIY-AT) refers to the creation and adaptation of AT by non-professionals, including people with disabilities and their families, friends and caregivers. Previous research has argued that the development of technologies and services that enable people to make their own DIY-AT will lead to the rapid and low cost development of assistive devices that are tailored to meet the complex needs of individual people with disabilities. We present the results of a qualitative study that explored challenges related to the process of making DIY-AT for children with disabilities. A series of eleven semi-structured interviews with a broad range of stakeholders involved in the current use, provision and adaptation of AT for children with disabilities revealed a number of challenges relating to the prevalence and scope of ongoing DIY-AT practice, barriers to participation, and the challenges faced by makers and users of DIY-AT.

 
Horror, Vampires, Magic, & Hobbits

Tuesday June 24 Ballroom 1, 3:20 – 4:40

 

Session Chair: Carman Neustaedter, Simon Fraser University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Freaky: Performing Hybrid Human-Machine Emotion
Lucian Leahu, Mobile Life, KTH – Royal Institute of Technology
Phoebe Sengers, Information Science, Cornell University

 

This paper explores the possibility of using statistical classification of physiological signals into emotion categories as a resource for open-ended human interpretation of emotion. Typically, design studies for affect assume either that it is possible for computers to objectively identify users’ emotions, or that emotion is completely subjective and thus rely solely on human interpretation. By drawing on the feminist concept of performativity, we explain how to conceive of computational representations and human actors as co-constructing emotions. Through a case study of Freaky, a system that uses such models of emotion to sup-port human interpretation, we demonstrate how machine learning models of affect can be constructed and incorporated in systems designed for open-ended user interpretation of affect. Qualitative results from a user deployment show that a performative approach to modeling emotion is possible. We thus demonstrate the potential of performative theories to be generative of new computational and design practices that support hybrid human-machine enactments of emotion.

 

The Remediation of Nosferatu – Exploring Transmedia Experiences
Sabiha Ghellal, Mobile Media, Stuttgart Media University
Ann Morrison, Department of Architecture, Design and Media Technology, Aalborg University
Marc Hassenzahl, Experience Design, Folkwang University of the Arts
Benjamin Schaufler, Zeitfenster GbR, Stuttgart

 

In this paper we present The Remediation of Nosferatu, a location based augmented reality horror adventure. Using the theory of fictional universe elements, we work with diverse material from Nosferatu’s horror genre and vampire themes as a case study. In this interdisciplinary research we intertwine traditional storytelling and scriptwriting skills with interaction design methods. For the game setting, we create hybrid spaces merging the fictional universe and the physical environment into one pervasive experience, centering around a variety of augmented reality activities played out at sunset. Focusing on the phenomenological world of 21 participants, we analyse triangulated data by distinguishing between a range of more ‘open’ and ‘closed’ styles of interactions. Our study illustrates how Speculative Play may enable non-linear storytelling elements within a transmedia fictional universe. We believe our approach can be more generally useful for designing future rich, enjoyable and meaningful transmedia experiences.

 

The Deliberate Cargo Cult
Kristina Andersen, STEIM, Amsterdam

 

Taking it’s origin from the notion of the cargo cult as an elaborate misunderstanding, this paper suggests a series of exploratory design methods to support users in generating requirements and scenarios-of-use for technological objects that do not yet exist. Strategies from fields such as art and performance are used to create experiences of user-involvement centered on the making of non-functional mock-ups. These can then act as props through which the participant can express their intuitions and concerns with a given technological notion. The processes described makes use of a broad range of cultural drivers to engage users in playful misunderstandings that facilitate new, out of the ordinary, interpretations of objects. The paper outlines the basis of three projects, discuss the drivers behind each project and suggests guidelines for creating these kinds of exploratory embodied experiences.

 

Unexpected Journeys with the HOBBIT – The Design and Evaluation of an Asocial Hiking App
Maaret Posti, University of Oulu
Johannes Schöning, Hasselt University
Jonna Häkkilä, University of Lapland

 

In the age of mobile communications and social media, users are connected to interact with other people, and often obliged to be socially active as technology drives to connect us. In this paper, we harness the technology for the opposite use: helping people to avoid company instead of encouraging interaction. We have developed the concept of an asocial hiking application (app), in which users can generate routes that avoid meeting other people. We developed the concept based on user feedback data derived from an online survey (n=157) and two focus groups, and created a tool that generates solitary hiking routes based on OpenStreetMap data and additional information from the web. In addition, to make the application react to dynamic changes in the environment, we developed a mobile application prototype that scans Wi-Fi signals to detect other hikers nearby and warn of their approach. The prototype was tested and evaluated with 8 hikers in-the-wild. In addition to the concept design and the functional prototype, we present findings on people’s, especially hikers, need for solitude, and introduce user feedback from each stage of the prototype design process as well as design recommendations for an asocial navigation application.

 
Social Data

Tuesday June 24 Ballroom 2, 3:20 – 4:40

 

Session Chair: Sarah Diefenbach, Folkwang University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Winter is Coming: Introducing Climate Sensitive Urban Computing
Johanna Ylipulli, Department of Computer Science and Engineering, University of Oulu
Anna Luusua, Department of Architecture, University of Oulu
Hannu Kukka, University of Oulu
Timo Ojala, University of Oulu

 

We propose a novel way to approach the research and design of urban ICT, namely, climate sensitive urban computing. This approach considers the climatic patterns, weather conditions and people’s adaptations to them on the level of everyday practices. Our theoretical and methodological foundations lay in the fields of cultural anthropology, architecture, and HCI. First, we present a multidisciplinary discussion of prior works relating to technology, weather and climate conditions. Secondly, through two empirical, mostly qualitative data sets, we demonstrate the vast impact weather and climate have on young adults’ ICT use at our research site located in Northern Finland. Thirdly, based on the theoretical discussion and findings from the real-world studies, we argue that climate sensitive thinking should be part of the design of urban ICT, and outline some central design challenges.

 

Sharing Real-Time Biometric Data Across Social Networks: Requirements for Research Experiments
Franco Curmi, Highwire DTC, Lancaster University
Maria Angela Ferrario, Management School, Lancaster University
Jon Whittle, School of Computing and Communication, Lancaster University

 

There is growing research interest in exploring how biometric data is and can be shared across online social networks. However, most existing tools for sharing biometric data lock researchers into vendor-specific solutions that cannot be easily adapted to the specific researchers’ requirements, users’ needs and ethical considerations.
To mitigate this, we investigate the requirements for open source researcher-oriented biometric data sharing systems. Requirements were captured using: first-hand insights from two prototype deployments, a systematic review of the literature, and interviews with HCI researchers who have built such tools. The requirements thus captured were implemented in the BioShare system and insights from implementing these requirements are presented. BioShare allows users both to share data but also receive inputs from remote viewers of the data in real-time. Concurrently it provides logging capabilities for researchers to analyze system interactions.

 

Taming Data Complexity in Lifelogs: Exploring Visual Cuts of Personal Informatics Data
Daniel Epstein, Computer Science & Engineering, University of Washington
Felicia Cordeiro, Computer Science & Engineering, University of Washington
Elizabeth Bales, Computer Science & Engineering, University of Washington
James Fogarty, University of Washington
Sean Munson, Human Centered Design & Engineering, University of Washington

 

As people continue to adopt technology based self tracking devices and applications, questions arise about how personal informatics tools can better support self tracker goals. This paper extends prior work on analyzing and summarizing self tracking data, with the goal of helping self trackers identify more meaningful and actionable findings. We begin by surveying physical activity self trackers to identify their goals and the factors they report influence their physical activity. We then define a cut as a subset of collected data with some shared feature, develop a set of cuts over location and physical activity data, and visualize those cuts using a variety of presentations. Finally, we conduct a month long field deployment with participants tracking their location and physical activity data and then using our methods to examine their data. We report on participant reactions to our methods and future design opportunities suggested by our work.

 

Understanding and Leveraging Social Networks for Crowdfunding: Opportunities and Challenges (Note)
Julie Hui, Northwestern University
Elizabeth Gerber, McCormick School of Engineering, Northwestern University
Darren Gergle, Northwestern University

 

Crowdfunding provides a new way for creatives to share their work and acquire resources from their social network to influence what new ideas are realized. Yet, we understand very little about this growing phenomenon. Grounded in existing work on social network analysis, we interview 58 crowdfunding project creators to investigate how crowdfunders use their social network to reach their campaign goals. We identified three main challenges, which include understanding network capabilities, activating network connections, and expanding network reach. From our findings, we develop initial design implications for support tools to help crowdfunding project creators better understand and leverage their social network.

 

Exploring the Benefits and Uses of Web Analytics Tools for Non-Transactional Websites (Note)
Manya Sleeper, Carnegie Mellon University
Sunny Consolvo, Google, Inc., Mountain View
Jessica Staddon, Google, Inc., Mountain View

 

Website owners use web analytics tools to better understand their visitors for a range of purposes. However, there is limited understanding of how owners of non-transactional websites use and benefit from web analytics. Through semi-structured interviews (n=18) with non-transactional web analytics users we explore these uses and benefits. Participants tend to use web analytics to improve site design, by optimizing site structure, content, or technical specifications. However, participants also use web analytics to understand their audiences without a directed purpose, often for curiosity or entertainment. The design of web analytics tools should account for this full range of functionality.

 
Games

Tuesday June 24 Ballroom 3, 3:20 – 4:40

 

Session Chair: Vicky Moulder, Simon Fraser University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Design Sensitivities for Interactive Sport-Training Games
Mads Møller Jensen, Department of Computer Science, Aarhus University
Majken Kirkegaard Rasmussen, Computer Science, Aarhus University
Kaj Grønbæk, Department of Computer Science, Aarhus University

 

This paper presents the design and development process of an interactive football-training game that aims to improve players’ ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.

 

Tango Cards: A Card-Based Design Tool for Informing the Design of Tangible Learning Games
Ying Deng, School of Interactive Arts and Technology, Simon Fraser University
Alissa Antle, School of Interactive Arts and Technology, Simon Fraser University
Carman Neustaedter, School of Interactive Arts and Technology, Simon Fraser University

 

For over thirty years researchers have suggested that both tangible user interfaces and digital games have potential to support learning. Each domain now has a well-developed body of literature about how to design them to enable learning benefits. What is needed is a way to bring this knowledge, which is often lengthy, dense, and jargon laden to design practice. To address this need, we designed Tango Cards—a card-based design tool. In this paper we report on the design and evaluation of the cards. We found that Tango Cards enabled a variety of uses that made design knowledge about tangible learning games accessible to designers. We identify and discuss how specific card features support or limit use by designers. We draw on our findings to set forth design considerations that may support others to create design tools (card-based or alike) that make academic design knowledge accessible to designers.

 

Game of Words: Tagging Places through Crowdsourcing on Public Displays
Jorge Goncalves, University of Oulu
Simo Hosio, University of Oulu
Denzil Ferreira, University of Oulu
Vassilis Kostakos, University of Oulu

 

In this paper we present Game of Words, a crowdsourcing game for public displays that allows the creation of a keyword dictionary to describe locations. It relies on crowdsourcing and gamification to identify, filter, and rank keywords based on their relevance to the location of the public display itself. We demonstrate that crowdsourcing on public displays can leverage users’ knowledge of their environment, can work with a generic gaming task, and can be deployed on displays with multiple concurrent services. Our analysis shows that our approach has important benefits, such as the ability to identify undesired input, provide words of high semantic relevance, as well as a broader scope of keywords. Finally, our analysis also demonstrates that the chosen game design coped well with the challenges of this complex setting (i.e. public urban space) by disincentivising incorrect use of the system.

 

Gaming to Sit Safe: The Restricted Body as an Integral Part of Gameplay
Petra Sundström, Mobile Life @ SICS
Axel Baumgartner, ICT&S Center, Salzburg University
Elke Beck, ICT&S Center, Salzburg University
Christine Döttlinger, ICT&S Center, Salzburg University
Martin Murer, ICT&S Center, Salzburg University
Ivana Randelshofer, ICT&S Center, Salzburg University
David Wilfinger, ICT&S Center, Salzburg University
Alexander Meschtscherjakov, ICT&S Center, Salzburg University,
Manfred Tscheligi, ICT&S Center, University of Salzburg

 

This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.

 
 
WEDNESDAY

 

Design Research

Wednesday June 25 Ballroom 1, 9:00 – 10:20

 

Session Chair: Ron Wakkary, Simon Fraser University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

BP Reprioritizing the Relationship Between HCI Research and Practice: Bubble-Up and Trickle-Down Effects
Colin Gray, Indiana University Bloomington
Erik Stolterman, Indiana University Bloomington
Martin Siegel, Indiana University, Bloomington

 

There has been an ongoing conversation about the role and relationship of theory and practice in the HCI community. This paper explores this relationship privileging a practice perspective through a tentative model, which describes a “bubble-up” of ideas from practice to inform research and theory development, and an accompanying “trickle-down” of theory into practice. Interviews were conducted with interaction designers, which included a description of their use of design methods in practice, and their knowledge and use of two common design methods—affinity diagramming and the concept of affordance. Based on these interviews, potential relationships between theory and practice are explored through this model. Disseminating agents already common in HCI practice are addressed as possible mechanisms for the research community to understand practice more completely. Opportunities for future research, based on the use of the tentative model in a generative way, are considered.

 

On the Presentation and Production of Design Research Artifacts in HCI
James Pierce, Carnegie Mellon University

 

This paper reviews diverse examples of “research through design” in HCI. Various forms and functions of design research artifacts are highlighted, including 3 general types: (1) operational design prototypes and products, (2) conceptual and material design studies and experiments and (3) design proposals. The role of both design artifacts and the research publication itself are highlighted. These roles are further explicated through the concepts of verbal articulation, design articulation, and concept-things. As concluding questions/provocations, the notions of thingly publications, pure design research, and making design research artifacts more public are offered for the HCI community and DIS conference in particular.

 

Emergent Boundary Objects and Boundary Zones in Collaborative Design Research Projects
Peter Dalsgaard, Participatory IT Centre (PIT), Aarhus University
Kim Halskov, PIT-CAVI, Aarhus University
Ditte Amund Basballe, PIT, Aarhus University

 

This paper examines how the dynamics between design and research interests shape and influence the development of design concepts in collaborative design projects. We introduce the concepts of boundary zones and emergent boundary objects in order to account for how different project stakeholders align their interests and move towards shared project goals. Though the study is of a specific case, namely the collaboration between interaction design researchers and architects to develop interactive com-ponents in a new metro station, we show how the concepts of boundary zones and emergent boundary objects can support the articulation and analysis of the way that design concepts emerge and are shaped through ongoing negotiations and reifications.

 

Making Wellbeing: A Process of User-Centered Design
Kevin Marshall, Culture Lab, Newcastle University
Anja Thieme, Culture Lab, Newcastle University
Jayne Wallace, DJCAD, University of Dundee
John Vines, Culture Lab, Newcastle University
Gavin Wood, Culture Lab, Newcastle University
Madeline Balaam, Culture Lab, Newcastle University

 

We consider the role of making in current HCI design practices and how it may affect the wellbeing of those who participate in these processes. Through an exploration of psychological concepts of wellbeing and their connection to making experiences, we suggest that making can facilitate and support both hedonic and eudemonic facets of wellbeing. We illustrate this in the context of three case studies that engaged people in creative making activities as part of user-centered design processes. Based on our experiences, we argue that researchers ought to be mindful of the potential impact our design processes have on our participants and provide considerations for those designing for and with participants where wellbeing is a concern.

 
Communities

Wednesday June 25 Ballroom 2, 9:00 – 10:20

 

Session Chair: Marcus Foth, Queensland University of Technology

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Informing Online and Mobile Map Design with the Collective Wisdom of Cartographers
Johannes Schöning, Expertise Centre for Digital Media, Hasselt University
Brent Hecht, Computer Science and Engineering, University of Minnesota
Werner Kuhn, Center for Spatial Studies, University of California at Santa Barbara

 

Despite the large and growing prominence of online and mobile maps, they have not been broadly and systematically examined with a lens informed by traditional cartography. Using an approach rooted in cartographic theory and a unique dataset of 382 publicly-displayed local maps, we identify the “collective wisdom” of hundreds of cartographers with respect to a number of cartographic design decisions. We compare our findings to the approaches taken in popular online and mobile map platforms and develop suggestions for incorporating the collective wisdom of cartographers into these systems. Our suggestions include the adoption of location-aware cartography, in which cartographic approaches are intelligently varied based on the type of location being viewed. We provide mockup designs of online and mobile maps that implement our suggestions and discuss means by which the surprising gap between online and mobile maps and traditional cartography may be bridged.

 

‘alksjdf;lksfd’: Tumblr and the Fandom User Experience
Serena Hillman, Simon Fraser University
Jason Procyk, Simon Fraser University
Carman Neustaedter, Simon Fraser University

 

A growing trend is the participation in online fandom communities through the support of the blogging platform Tumblr. While past research has investigated backchannels—chatter related to live entertainment on micro-blogging sites such as Twitter—there is a lack of research on the behaviours and motivations of Tumblr users. In our study, we investigate why fandom users chose Tumblr over other social networking sites, their motivations behind participating in fandoms, and how they interact within the Tumblr community. Our findings show that users face many user interface challenges when participating in Tumblr fandoms, especially initially; yet, despite this, Tumblr fandom communities thrive with a common sense of social purpose and exclusivity where users feel they can present a more authentic reflection of themselves to those sharing similar experiences and interests. We describe how this suggests design directions for social networking and blogging sites in order to promote communities of users.

 

Community Historians: Scaffolding Community Engagement through Culture and Heritage
Sarah Fox, Human Centered Design & Engineering, University of Washington
Christopher Le Dantec, Georgia Institute of Technology

 

This paper describes the Community Historians project, which was a series of public, participatory workshops focused on conceptualizing and enacting forms of citizen engagement through technology. The goal of the project was to provide the space and resources to discover, discuss, and document inherent communal values and tangible resources present in a low-income community. The result of the first workshop was an interactive, alternative asset map of the area. The second workshop involved residents building their own digital cameras from component parts. The purpose of these activities was to reinforce critical thought about how technology affected the lives of residents and to empower adaptation of technology as a tool for communal development.

 

PosterVote: Expanding the Action Repertoire for Local Political Activism
Vasilis Vlachokyriakos, Culture Lab, Newcastle University
Rob Comber, Culture Lab, Newcastle University
Karim Ladha, Culture Lab, Newcastle University
Nick Taylor, University of Dundee
Paul Dunphy, Culture Lab, Newcastle University
Patrick McCorry, Culture Lab, Newcastle University
Patrick Olivier, Culture Lab, Newcastle University

 

Online and digital technologies support and extend the action repertoires of localized social movements. In this paper we examine the ways by which digital technologies can support ‘on-the-ground’ activist communities in the development of social movements. After identifying some of the challenges of deploying conventional voting and consultation technologies for activism, we examine situated political action in local communities through the design and deployment of a low-cost community voting prototype, PosterVote. We deploy PosterVote in two case studies with two local community organizations identifying the features that supported or hindered grassroots democratic practices. Through interviews with these communities, we explore the design of situated voting systems to support participation within an ecology of social action.

 
Digital Fabrication Landscapes

Wednesday June 25 Ballroom 3, 9:00 – 10:20

 

Session Chair: Eric Paulos, UC Berkeley

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Liveness, Localization and Lookahead: Interaction elements for parametric design
Maryam Maleki, School of Interactive Arts and Technology, Simon Fraser University
Robert Woodbury, School of Interactive Arts and Technology, Simon Fraser University
Carman Neustaedter, School of Interactive Arts & Technology, Simon Fraser University

 

Scripting has become an integral part of design work in Computer-Aided Design (CAD), especially with parametric systems. Designers who script face a very steep learning and use curve due to the new (to them) script notation and the loss of direct manipulation of the model. Programming In the Model (PIM) is a prototype parametric CAD system with a live interface with side-by-side model and script windows; real-time updating of the script and the model; on-demand dependency, object and script representations in the model; and operation preview (lookahead). These features aim to break the steep learning and use curve of scripting into small steps and to bring programming and modeling tasks `closer together.’ A qualitative user study with domain experts shows the importance of multi-directional live scripting and script localization within the model. Other PIM features show promise but require additional design work to create a better user experience.

 

Everyday Making: Identifying Future Uses for 3D Printing in the Home
Rita Shewbridge, University of Maryland
Amy Hurst, University of Maryland
Shaun Kane, University of Maryland

 

Low-cost and commercially available 3D printers are predicted to be the next disruptive innovation in technology. However, little research has examined how non-designers might interact with fabrication tools in their homes. To explore the potential uses of 3D printers and other fabrication devices in the home, we conducted a study in which 10 households (with 28 individuals) kept a faux 3D printer in their homes for four weeks. Participants kept a log of items that they would want to print, and completed a series of design probes. We found that participants’ use of the fabrication tools involved three activities: replicating existing objects, modifying and customizing existing objects, and creating new custom objects. Our study also provides insights on the types of objects that individuals wish to create, and how the faux 3D printer was situated in our participants’ homes.

 

Volvelles, Domes and Wristbands: Embedding Digital Fabrication within a Visitor’s Trajectory of Engagement
Bettina Nissen, Culture Lab, Newcastle University
John Bowers, Culture Lab, Newcastle University
Peter Wright, Culture Lab, Newcastle University
Jonathan Hook, Culture Lab, Newcastle University
Christopher Newell, School of Arts and New Media, Hull University

 

We present the findings of an empirical design study exploring how situating digital fabrication within a souvenir-making activity can enrich an audience’s encounter with cultural events and engage visitors in discussion and reflection upon their experiences. During an incremental accumulative design process, in collaboration with an arts organisation, we developed a series of fabrication activities that offered visitors the opportunity to create their own personalised souvenirs based on their experience of a cultural event. By analyzing visitors’ trajectories of engagement with the event we explore three key findings: activity embedded digital fabrication engages new audiences, encourages conversation and reflection, and presents organisations with new and more playful ways to gain insights into audience experiences.

 

Towards Sociable Technologies: An Empirical Study on Designing Appropriation Infrastructures for 3D Printing
Thomas Ludwig, Institute for Information Systems, University of Siegen
Oliver Stickel, Institute for Information Systems, University of Siegen
Alexander Boden, Fraunhofer Institute for Applied Information Technology
Volkmar Pipek, Institute for Information Systems, University of Siegen

 

Over the last years, digital fabrication technologies such as 3D printers have become more and more common at universities and small businesses as well as in communities of hobbyist makers. The high complexity of such technologies, the rapid technological progress and the close link between hardware and software in this field poses challenges for users and communites learning how to operate these machines, especially in the contexts of existing (and changing) practices. We present an empirical study on the appropriation of 3D printers in two different communities and derive design implications and challenges for building appropriation infrastructures to help users face those challenges and making technologies more sociable.

 
Social Interactions

Wednesday June 25 Ballroom 1, 10:50 – 12:10

 

Session Chair: Steven Dow, Carnegie Mellon University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

HM TuneTracker: Tensions in the Surveillance of Traditional Music
Norman Su, School of Informatics and Computing, Indiana University Bloomington
Bryan Duggan, Dublin Institute of Technology

 

We describe the design and deployment of the first system ever to dynamically track and publish records of folk music playing. TuneTracker is a software system that has been, at time of writing, deployed at a pub in Dublin, Ireland for five months. It captures, stores, and posts the names of tunes played in Irish traditional music sessions on a public website. This paper makes two contributions: (1) drawing from a two year ethnographic study of trad musicians, it details the design and development of a system to track and publish traditional musicians’ practices while respecting the ethos of tradition, and (2) it presents a discussion of professional musicians’ reactions to having their music practices surveilled. This latter fieldwork revealed divergent viewpoints on the effect that TuneTracker would have on local sessions and the process of tradition.

 

Designing Social Greetings in Human Robot Interaction
Brandon Heenan, Department of Computer Science, University of Calgary
Saul Greenberg, University of Calgary
Setareh Aghel-Manesh, University of Calgary
Ehud Sharlin, University of Calgary

 

We designed and operationalized a greetings model for human robot interaction as a state machine, derived from a subset of social behaviors as detailed by Kendon’s observations of greetings and augmented by Hall’s proxemics theory. Our premise is that designing robot greetings on the social science of human greetings will make the robot’s greeting actions socially understandable. Specifically, we track the location and orientation of a Nao humanoid robot relative to a person, and programmed the robot via state transitions to engage in a distance salutation, approach, close salutation and transition as described by theory. Overall, our design appears effective in simulating social intelligence during greetings.

 

An Interactive, Cyber-Physical Read-Aloud Environment: Results and Lessons from an Evaluation Activity with Children and their Teachers
George Schafer, Clemson University
Keith Green, Institute for Intelligent Materials, Clemson University
Ian Walker, Institute for Intelligent Materials, Clemson University
Susan King Fullerton, School of Education, Clemson University
Elise Lewis, School of Library and Information Science, University of South Carolina

 

As we come to live, work and play in an increasingly digital society, the future of interactive systems research, design, and practice will be shaped partly by larger-scale, cyber-physical systems. The cyber-physical LIT KIT enhances children’s picturebook reading, both during and after interactive read-alouds, creating a multi-media, mixed-reality experience that transforms everyday environments into an environment evocative of the picturebook being read. The room-filled audio-visual-spatial effects of the LIT KIT contextualize language and provide feedback to the participants. The LIT KIT also acts as a story-extension tool, allowing children to customize environmental effects towards interpreting picturebooks for themselves. This paper offers a scenario of the child-computer interaction afforded by the LIT KIT, elucidates the motivations for its design, and focuses on an evaluation activity and its results. Particularly for DIS researchers in the educational domain, the LIT KIT represents a design exemplar that supports children’s enjoyment of learning and meaning-making.

 

Crowd-Based Design Activities: Helping Students Connect with Users Online
Julie Hui, Northwestern University
Elizabeth Gerber, McCormick School of Engineering, Northwestern University
Steven Dow, HCI Institute, Carnegie Mellon University

 

By definition, human-centered design relies on interaction with users. While interacting with users within industry can be challenging, fostering these interactions in a classroom setting can be even more difficult. This qualitative study explores the use of crowd-based design activities as a way to support student-user interactions online. We motivate these online methods through a survey of 27 design instructors, who identified common challenges of conducting student-user interactions in physical settings, including coordination constraints and geographical barriers to meeting in person. We then describe our research through design to create and test 10 activities in a classroom setting, including using Twitter for needfinding and using Reddit to brainstorm ideas with experts. Finally, we present an emergent framework outlining the design space for crowd-based design activities where students learn to use input from online crowds to inform their design work. We discuss plans to refine and expand the current set of activities for open access to instructors.

 
Design Practice

Wednesday June 25 Ballroom 2, 10:50 – 12:10

 

Session Chair: Kim Halskov, Aarhus University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

What Does it Mean for a System to be Useful? An Exploratory Study of Usefulness
Craig MacDonald, Pratt Institute, New York
Michael Atwood, Drexel University

 

HCI has always focused on designing useful and usable interactive systems, but usability has dominated the field while research on usefulness has been largely absent. With user experience (UX) emerging as a dominant paradigm, it is necessary to consider the meaning of usefulness for modern computing contexts. This paper describes the results of an exploratory study of usefulness and its relation to contextual and experiential factors. The results show that a system’s usefulness is shaped by the context in which it is used, usability is closely linked to usefulness, usefulness may have both pragmatic and hedonic attributes, and usefulness is critical in defining users’ overall evaluation of a system (i.e., its goodness). We conclude by discussing the implications of this research and describing plans for extending our understanding of usefulness in other settings.

 

Understanding the Role of Designers’ Personal Experiences in Interaction Design Practice
Xiao Zhang, Simon Fraser University
Ron Wakkary, Simon Fraser University

 

Using designers’ personal experiences in interaction design practice is often questioned in a predominantly rationalist practice like HCI and professional interaction design. Perhaps for this reason, little work has been conducted to investigate how designers’ personal experiences can contribute to technology design. Yet it’s undeniable designers have applied their personal experiences to their design practice and also benefited from such experiences. This paper reports on a multiple case study that looks at how interaction designers worked with their personal experiences in three industrial interaction design projects, thus calling for the need to explicitly recognize the legitimacy of using and better support of the use of designers’ personal experiences in interaction design practice. In this study, a designer’s personal experiences refer to the collections of his/her individual experiences derived from his/her direct observation or past real-life events and activities, as well as his/her interaction with design artifacts and systems whether digital or not.

 

Learning, Innovation, and Sustainability among Mobile Phone Repairers in Dhaka, Bangladesh
Steven J. Jackson, Department of Information Science, Cornell University
Syed Ishtiaque Ahmed, Information Science, Cornell University
Md. Rashidujjaman Rifat, Bangladesh University of Engineering and Technology

 

Acts of technology maintenance and repair constitute important and often overlooked moments in the operation of complex interactive systems. They also provide fresh insight on a series of problems – innovation, learning, and sustainability – long core to HCI concern. This paper builds on original ethnographic fieldwork in the repair markets of Dhaka, Bangladesh to advance three basic arguments: first, that repair activities in such locations reveal novel and significant forms of craft-based knowledge and innovation; second, that repair work is embedded in local and transnational flows that connect local practices to global networks and institutions; and third, that taking repair work seriously can cast new light on problems of learning and sustainability in the design and operation of complex interactive systems. We conclude with observations that relate our repair-based findings back to problems in interactive systems research and design.

 

Ajna: Negotiating Forms in the Making of a Musical Cabinet
Ylva Fernaeus, Mobile Life Centre, KTH Royal Institute of Technology
Anna Vallgårda, Interaction Design Group, IT University of Copenhagen

 

Ajna is a musical cabinet made from a rich composition of acoustic materials and designed to perform digitally composed music. In this paper, we aim to unpack the design as well as key aspects of the design process that lead up to this unique artwork. We base our analysis on interviews with its two creators as well as on observations of Ajna performing in different contexts. From the perspective of interaction design, we first analyse the process of its making through the negotiations between physical form, temporal from, and the interactive gestalts. Lastly, we place these negotiations in a larger picture of bricolage as a design approach. Based on this we then discuss the qualities of bricolage in interaction design.

 
Urban Screens

Wednesday June 25 Ballroom 3, 10:50 – 12:10

 

Session Chair: Eric Meyers, University of British Columbia

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

LightSet: Enabling Urban Prototyping of Interactive Media Façades
Marius Hoggenmüller, University of Munich
Alexander Wiethoff, University of Munich

 

In this work we present our approach for creating interactive media façades by using purpose-built tools. They are intended to create prototypes and conduct field investigations in this domain. We share our vision of an extended design process which describes ways to engage large user groups by urban prototyping and experience novel interventions in public places. Architects, designers and researchers can receive first hand insights into the suitability of their chosen interaction design concept for media architecture by using our tools and approach.

 

The Puppeteer Display: Attracting and Actively Shaping the Audience with an Interactive Public Banner Display
Gilbert Beyer, University of Munich
Vincent Binder, University of Munich
Nina Jäger, University of Munich
Andreas Butz, University of Munich

 

We present a wide interactive banner display installed at a city sidewalk and the findings from two long-term field studies investigating the opportunities of public displays to actively shape the audience. In order to improve parallel usage and dissolve crowds, our wide display subtly directs individual users by visual stimuli and manipulates the audience like a puppeteer, thus reversing the notion of adaptive content being implicitly manipulated by the users. We first investigated visual signifiers which attract initial users approaching sideways, and then others, which actively influence user positions and regulate audience constellations. We found that dynamic visual stimuli such as frames and ellipses are effective (1) to direct users in front of the display, (2) to distribute multiple users along the display, (3) static frames are more effective than moving or interactive ones, and (4) these visual stimuli also work indirectly by inducing social pressure among users.

 

Using Embodied Audio-Visual Interaction to Promote Social Encounters Around Large Media Façades
Luke Hespanhol, Design Lab – Faculty of Architecture, Design and Planning, University of Sydney
Martin Tomitsch, Design Lab – Faculty of Architecture, Design and Planning, The University of Sydney
Oliver Bown, Design Lab, The University of Sydney
Miriama Young, UNSW Australia

 

In this paper we describe the design of a large-scale interactive light and music intervention on a corporate high rise building and its surrounding urban area. Designing for interaction with media façades has traditionally posed challenges regarding proxemics, scale of the augmented architecture and placement of interactive spaces. With the increasing availability and affordability of interactive technologies, factors such as playability and tangibility are assumed not only to be present but also to enable richer collective experiences. We propose a new approach for interaction with large media façades employing embodied audio-visual interaction at the floor level. That way, the floor level serves as proxy for interacting with the media façade whilst facilitating social encounters. We discuss aspects considered during different phases of the project development and derive principles for connecting zones of proxemics, promoting encounters by distributing the performance, designing for urban activation and isolating implementation concerns.

 

The Appropriation of a Digital “Speakers’ Corner”: Lessons Learned from the Deployment of Mégaphone
Claude Fortin, School of Interactive Arts & Technology, Simon Fraser University
Carman Neustaedter, School of Interactive Arts & Technology, Simon Fraser University
Kate Hennessy, School of Interactive Arts & Technology, Simon Fraser University

 

Interactive digital technologies embedded in urban spaces typically tend to be used to deliver news, context-relevant information and commercial advertisements. To design urban technologies that will serve other ends, we first need to know how people might want to interact with them. Using an ethnographic approach, we collected field data in order to better understand this. This study presents some of the findings of our qualitative evaluation of MÉGAPHONE, an interactive artistic installation deployed in a public space in downtown Montréal, Canada. In this paper, we provide thick descriptions of our detailed field observations and interviews with participants conducted over the ten-week deployment with a deep focus on how users appropriated this system. Our results highlight four public interaction strategies as a set of abstractions that suggest how people might want to make use of interactive public installations: place-making, self-representing, first-person news reporting and bootstrapping online presence with digital recordings.

 
Digital Memory

Wednesday June 25 Ballroom 1, 1:30 – 2:50

 

Session Chair: Michael Massimi, Microsoft Research Cambridge

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

An Emergent Framework for Digital Memorials
Wendy Moncur, Duncan of Jordanstone College of Art & Design, University of Dundee
David Kirk, Culture Lab, Newcastle University

 

Memorialization is a ubiquitous human practice, which is increasingly intersecting with our digital lives. It is becoming ever more commonplace to see discussions and examples of digital memorials in research literature, technology shows and art galleries. However, the design space for digital memorials has, to date, been little explored. In this paper, we propose an emergent framework for digital memorials, based around notions of actors, inputs, form and message. The framework is grounded in examples of current memorialization practice, and situated within a contextual understanding of memorials as an emergent digital phenomenon within a networked society. In detailing the framework we highlight features of the design space that can be exploited in the development of bespoke memorial technologies, and identify potential areas of future interest that this framework brings to the fore, such as HCI’s engagement with critical concepts of the postself and temporality.

 

Legacy in the Age of the Internet: Reflections on How Interactive Systems Shape How We Are Remembered
Rebecca Gulotta, Carnegie Mellon University
William Odom, Carnegie Mellon University
Haakon Faste, Interaction Design Program, California College of the Arts
Jodi Forlizzi, Carnegie Mellon University

 

The creation of a personal legacy is a process through which information, values, and memories are passed down to future generations. This process is inherently subjective, both as a curated collection of the elements of one’s life, and as an evolving form of remembrance that is subject to the interpretations of those to whom it is left. Based on directed storytelling sessions with 14 adults from a large Midwestern city in the United States, we explore users’ perceptions of how their use of digital systems and information will impact how their lives are interpreted and reflected upon by their families and by future generations. Our findings describe nuances regarding how shifting notions about technological systems and the long-term accessibility of digital information impact the ways in which we share, and subsequently manage, information online. This work, explored here in the context of legacy, exposes opportunities to help users engage with their digital information through the curation of meaningful records, the dispossession of digital debris, and a reexamination of how digital systems and services influence the accessibility and lifespan of digital information.

 

Placelessness, Spacelessness, and Formlessness: Experiential Qualities of Virtual Possessions
William Odom, Carnegie Mellon University
John Zimmerman, Carnegie Mellon University
Jodi Forlizzi, Carnegie Mellon University

 

People worldwide are increasingly acquiring virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value them, and how their experiences of them differ from material possessions. In this paper, we reflect on and synthesize findings from five studies we conducted over the past five years that investigated people’s perceptions of and practices with virtual possessions. Through the higher-level perspective we adopt, we propose three thematic qualities that help characterize people’s experiences with virtual possessions, as compared to their material things: placelessness, spacelessness, and formlessness. We draw on these proposed qualities as lenses to help frame future research and practice opportunities for better supporting value construction activities with virtual possessions.

 

The Reflexive Printer: Toward Making Sense of Perceived Drawbacks in Technology-Mediated Reminiscence
Wenn-Chieh Tsai, National Taiwan University
Po-Hao Wang, National Taiwan University of Science and Technology, Department of Industrial and Commercial Design
Hung-Chi Lee, National Taiwan University
Rung-Huei Liang, National Taiwan University of Science and Technology
Jane Hsu, National Taiwan University, Taipei, Taiwan

 

The Reflexive Printer is a physical artifact combined with a mobile application. It allows digital-photo natives to enrich their experiences of daily reminiscence. Each day, the system takes one picture from a user’s smartphone album, prints it on thermal paper as a halftone image, and deletes it from the smartphone. With a critical lens, we reframe technology-mediated reminiscence as an intersubjective interaction between human and artifact. In this mutually informed relationship, we propose perceived drawbacks as a design quality for provoking the critical sensibilities of users and engaging them in transgressing the normality of digital photo consumption. We focus our design thinking on three themes: simple materiality and monological performance, fast consumption and slow rumination, and powerful artifact and feeble user. This paper describes the initial lessons that we have learned through this critical making process and highlights several insights that HCI communities can leverage in the future.

 
Sustainability

Wednesday June 25 Ballroom 2, 1:30 – 2:50

 

Session Chair: Lisa Nathan, University of British Columbia

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)

 

Fashion Thinking: Lessons from Fashion and Sustainable Interaction Design, Concepts and Issues
Yue Pan, Indiana University Bloomington
Eli Blevis, Indiana University Bloomington

 

This paper explores the relationships between fashion and Sustainable HCI, with an eye towards identifying positive design opportunities that create sustainable good. First, we report on a review of fashion-related literatures outside of HCI, mostly in sociocultural studies, business and marketing research. Within HCI, we use Blevis’ five sustainable interaction design principles as a frame to present new directions that arise from thinking about fashion in relation to sustainability. In order to construct a clear basis for fashion thinking within the domain of HCI, we postulate six fashion concepts that owe to literatures outside of HCI. For each fashion concept, we derive a fashion thinking issue, provide design examples, and propose actionable design principles, to illustrate the instrumental value that each fashion concept offers to sustainable HCI. We conclude simply by identifying future research directions to which we and others may contribute.

 

Catch my Drift? Achieving Comfort More Sustainably in Conventionally Heated Buildings
Adrian Clear, School of Computing and Communications, Lancaster University
Adrian Friday, School of Computing and Communications, Lancaster University
Mike Hazas, School of Computing and Communications, Lancaster University
Carolynne Lord, School of Computing and Communications, Lancaster University

 

Tightly regulating indoor building temperatures using mechanical heating and cooling contributes significantly to worldwide greenhouse gas emissions. One promising approach for reducing the energy demand associated with indoor climate control is the adaptive model for thermal comfort. In this paper, we explore the challenges and opportunities for supporting the transition toward adaptive thermal comfort in conventionally heated buildings. We replaced the heating control system for eight university undergraduates living on campus for fifty days from January-March 2013. We report on the participants’ experiences of living with and adapting to the change in conditions. We reflect on the lessons arising from our intervention for researchers and practitioners seeking to design for sustainability and thermal comfort.

 

No Easy Compromise: Sustainability and the Dilemmas and Dynamics of Change
Maria Håkansson, Chalmers University of Technology
Phoebe Sengers, Cornell University

 

Sustainable HCI grapples with how to use technology design to make social change. This is made difficult by recurring dilemmas about how to truly make change, like how to increase the scale and duration of design impact. In this essay, we reflect on our own journey to better understand design for social change by taking inspiration from two groups that have long engaged in making change towards sustainability – simple living and organic farm families. We describe 5 key dilemmas that both the families and HCI designers struggle with and reflect on how we can learn from families’ practices to negotiate these dilemmas. We contribute a deepened understanding of the dilemmas of and opportunities for making change for sustainable HCI.

 

Patterns of Persuasion for Sustainability
Bran Knowles, Lancaster University
Lynne Blair, Lancaster University
Stuart Walker, Lancaster University
Paul Coulton, Lancaster University
Lisa Thomas, Lancaster University
Louise Mullagh, Lancaster University
Research into the values motivating unsustainable behavior has generated unique insight into how NGOs and environmental campaigns contribute toward successfully fostering significant and long-term behavior change, yet thus far this research has not been applied to the domain of sustainable HCI. We explore the implications of this research as it relates to the potential limitations of current approaches to persuasive technology, and what it means for designing higher impact interventions. As a means of communicating these implications to be readily understandable and implementable, we develop a set of antipatterns to describe persuasive technology approaches that values research suggests are unlikely to yield significant sustainability wins, and a complementary set of patterns to describe new guidelines for what may become persuasive technology best practice.

 
Performing Interactions

Wednesday June 25 Ballroom 3, 1:30 – 2:50
Session Chair: Jeffrey Bardzell, Indiana University

 

Presentation times
Papers – 20 mins (incl. questions)
Notes – 10 mins (incl. questions)
PianoText: Redesigning the Piano Keyboard for Text Entry
Anna Feit, Max Planck Institute for Informatics, Saarbruecken, Germany
Antti Oulasvirta, Max Planck Institute for Informatics, Saarbruecken, Germany

 

Inspired by the high keying rates of skilled pianists, we study the design of piano keyboards for rapid text entry. We review the qualities of the piano as an input device, observing four design opportunities: 1) chords, 2) redundancy (more keys than letters in English), 3) the transfer of musical skill and 4) optional sound feedback. Although some have been utilized in previous text entry methods, our goal is to exploit all four in a single design. We present PianoText, a computationally designed mapping that assigns letter sequences of English to frequent note transitions of music. It allows fast text entry on any MIDI-enabled keyboard and was evaluated in two transcription typing studies. Both show an achievable rate of over 80 words per minute. This parallels the rates of expert Qwerty typists and doubles that of a previous piano-based design from the 19th century. We also design PianoText-Mini, which allows for comparable performance in a portable form factor. Informed by the studies, we estimate the upper bound of typing performance, draw implications to other text entry methods, and critically discuss outstanding design challenges.

 

Practicing Somaesthetics: Exploring Its Impact on Interactive Product Design Ideation
Wonjun Lee, Department of Industrial Design, KAIST
Youn-kyung Lim, Department of Industrial Design, KAIST
Richard Shusterman, The Center for Body, Mind, and Culture, Florida Atlantic University

 

Somaesthetics has been adapted as a theoretical foundation for explaining the aesthetic experience of interaction. However, the practice of somaesthetics remains relatively unexplored in HCI, and it has potential to improve the ideation process of interactive product design by improving designers and developers’ sensibility of haptic, dynamic, and invisible qualities of movements. We introduce somaesthetic reflection, a somatic introspection method in pragmatic somaesthetics, and explore its impact on the ideation through a practical workshop. This study revealed that somaesthetic reflection helps the participants experience and recognize unconscious movements and coordination of movements, which further contributes to discovery of design issues in the ideation, and more effective experience prototyping of interaction with moving products. The characteristics of the design approaches found in this study are discussed.

 

Human Actions Made Tangible: Analysing the Temporal Organization of Activities
Jacob Buur, Mads Clausen Insitute, University of Southern Denmark
Agnese Caglio, Institute for Design and Communication, University of Southern Denmark
Lars Christian Jensen, Institute for Design and Communication, University of Southern Denmark

 

With designers increasingly moving beyond button pushing and flat-screen interaction towards tangible and embodied interaction, techniques for user studies need to develop as well. While ethnographic video studies and ethnomethod-ological analyses are becoming standard in many interaction design projects, it remains a challenge to investigate in detail how people interact with all of their body. Analysis of full-body movement is time consuming, notation techniques are rare, and findings are difficult to share between members of a design team. In this paper we propose tangible video analysis, a method developed to engage people from different backgrounds in collaboratively analysing videos with the help of physical objects. We will present one of these tools, Action Scrabble, for analysing temporal organisation of human actions. We work with a case of skilled forklift truck driving. By backtracking our design research experiments, we will unfold how and why the tangible tool succeeds in engaging designers with varied analysis experience to collaboratively focus on human action structures – and even find video analysis fun!

 

The Uncanny Valley of Embodied Interaction Design (Note)
Francesco Cafaro, University of Illinois at Chicago
Leilah Lyons, University of Illinois at Chicago
Jessica Roberts, University of Illinois at Chicago
Josh Radinsky, University of Illinois at Chicago

 

The “Uncanny Valley” theory explains the counter-intuitive phenomenon where people may get suddenly uncomfortable with an artificial entity when it becomes very similar to humans. We propose the existence of an “uncanny valley” for embodied interaction, when a user’s body motions in the physical space (the locus of interaction) are incompletely mapped into effects in the virtual space (the focus of interaction). It is generally assumed that this mapping should be as veridical as possible to promote seamless embodied interaction. Many design factors (e.g., synchronicity, sensitivity, shared realism) contribute to veridical locus-focus mapping. We intentionally varied the level of veridicality of these different factors, affecting how the user’s movements were mapped to virtual effects. Our results indicate that there is a dip (valley) in user preferences when the design contains mixed degrees of veridicality. Thus, when one veridical dimension is limited, designers should likewise reduce the veridicality of other dimensions.

 

Vocalizing Dance Movement for Interactive Sonification of Laban Effort Factors (Note)
Jules Francoise, IRCAM, Paris, France
Sarah Fdili Alaoui, School of Interactive Arts + Technology, Simon Fraser University
Thecla Schiphorst, School of Interactive Arts + Technology, Simon Fraser University
Frederic Bevilacqua, IRCAM, Paris, France

 

We investigate the use of interactive sound feedback for dance pedagogy based on the practice of vocalizing while moving. Our goal is to allow dancers to access a greater range of expressive movement qualities through vocalization. We propose a methodology for the sonification of Effort Factors, as defined in Laban Movement Analysis, based on vocalizations performed by movement experts. Based on the experiential outcomes of an exploratory workshop, we propose a set of design guidelines that can be applied to interactive sonification systems for learning to perform Laban Effort Factors in a dance pedagogy context.

 

Opening Keynote: Peter-Paul Verbeek
Peter-Paul

We’re pleased to announced that Peter-Paul Verbeek will be our opening keynote speaker. Peter-Paul Verbeek is professor of philosophy of technology and chair of the Department of Philosophy, University of Twente, Enschede, The Netherlands. He is also president of the Society for Philosophy and Technology, member of the ‘Young Academy’ (chairman between April 2011 – April 2013), which is part of the Royal Netherlands Academy of Arts and Sciences, and member of the Dutch Council for the Humanities. He is an editor of Tijdschrift voor Filosofie and a member of the editorial board of SATS. Journal for Northern Philosophy and of the scientific advisory board of Philosophy & Technology. Verbeek’s research focuses on the relations between humans and technologies, and on the philosophy and ethics of design.

 

In 2011, he published Moralizing Technology: Understanding and Designing the Morality of Things, in which he analyzes the moral significance of technologies, and its implications for ethical theory and for design practices. He is also the author of What Things Do: Philosophical Reflections on Technology, Agency, and Design, which investigates how technologies mediate human actions and experiences, with applications to industrial design. Among his other publications are The Moral Status of Technical Artefacts (Springer 2014, edited with Peter Kroes) and User Behavior and Technology Design – Shaping Sustainable Relations between Consumers and Technologies (Springer 2006, edited with Adriaan Slob).
Download Peter-Paul’s keynote.

 

Closing Keynote: Dr Janet Moore and Duane Elverum, CityStudio Vancouver 

Janet Moore Duane Elverum

The closing keynote will be a joint talk by Janet Moore and Duane Elverum from CityStudio. Download Janet’s and Duane’s keynote.

 

Dr. Janet Moore

Dr. Janet Moore is an Assistant Professor at Simon Fraser University’s Centre for Dialogue where she teaches in the SFU Semester in Dialogue. She has imagined, designed and facilitated intensive, interdisciplinary courses that focus on community engagement, resilience, lifestyle activism, food systems, group process and urban sustainability. Dr. Moore is also the Co-Founder and Co-Director of CityStudio – an energetic hub of learning and leadership where students design and implement Greenest City solutions in collaboration with the City of Vancouver and 6 post secondary institutions (Emily Carr, UBC, SFU, VCC, BCIT and Langara).

 

She has been involved with a number of innovative sustainability education projects in Vancouver, including university engagement on sustainability curriculum at UBC where she completed her doctoral dissertation “Recreating the University from within: Sustainability and Transformation in Higher Education” with the Department of Curriculum Studies, Faculty of Education. Her post-doctoral work focused on The Learning City Project at Great Northern Way Campus–an inter-institutional project working towards integrating real world issues into the university classroom.

 

Duane Elverum 

As a designer, sustainability educator and co-founder of CityStudio Vancouver, Duane Elverum aims to create innovations in education, cities, design and sustainability; CityStudio connects students directly to urban sustainability and public issues through co-creation of real-world projects with city staff on the ground. He has taught at university for 18 years, holding the positions of Assistant Dean, Assistant Professor in design, and Academic Advisor at the Emily Carr University of Art and Design since 2005.

 

In addition to co-directing CityStudio, he is a visiting professor and associate with SFU’s Centre for Dialogue, as well as a past board director for the eatART Foundation and Modo the Car Coop. He juried Prefab 2020, an international architectural competition, as well as B.C. Hydro’s Invent the Future competition. An offshore sailor, he has crossed the South Pacific Ocean twice, and the North Pacific 4 times, most recently with OceanGybe’s Plastics Research Expedition. He has cycled extensively in the Alps and the Pyrenees and holds a bachelor’s degree with honours in architecture from the University of British Columbia.

 

Honoring Protocol: Design by, for and with Aboriginal Peoples

Tuesday, June 24 9:00am – 10.20am, Ballroom 1

 

Panelists: Glenn Alteen, Archer Pechawis, Gerry Lawson, Sarah Ling, Susan Rowley, Jordan Wilson

 

Panel Moderators: Kate Hennessy and Lisa Nathan

 

Glenn Alteen is a Vancouver based curator and writer and Program Director of grunt. He has worked extensively with performance art, aboriginal art and social practice. Through grunt he has produced since 2005 a series of websites devoted to artists archives on the internet. http://grunt.ca/project-sites/

 

Archer Pechawis is a performance artist, new media artist, filmmaker, writer, curator and educator Archer Pechawis has been a practicing artist since 1984 with particular interest in the intersection of Plains Cree culture and digital technology, merging “traditional” objects such as hand drums with video and audio sampling. His work has been exhibited across Canada, internationally in Paris France and Moscow Russia, and featured in publications such as Fuse Magazine and Canadian Theatre Review. Archer has worked extensively with Native youth as part of his art practice, teaching digital media and performance for various organizations.

 

Gerry Lawson is a member of the Heiltsuk First Nation and is the Coordinator for the Oral History and Language Lab, at the UBC Museum of Anthropology.

 

Sarah Ling is a Master’s student in the UBC Interdisciplinary Studies Graduate Program helping to revitalize the intercultural history of Chinese market gardening in the Musqueam community. She works at the Centre for Teaching, Learning and Technology in Aboriginal Initiatives.

 

Susan Rowley is an associate professor in the Department of Anthropology and a curator at the Museum of Anthropology at the University of British Columbia. She holds a Ph.D. in archaeology from Cambridge University. Her research focuses on public archaeology, material culture studies, representation, repatriation, intellectual property rights, access to cultural heritage and museums.

 

Jordan Wilson is a member of the Musqueam Indian Band and a graduate student in the Department of Anthropology at UBC. He is currently an assistant curator for an exhibit opening January 2015 at the Museum of Anthropology, which will focus on c̓esnaʔəm, an ancient Musqueam village site.

 

Banquet Dinner

Tuesday, June 24 6:00pm – 10:00pm, Science World, 1455 Quebec St, Vancouver, BC V6A 3Z7

Banquet Dinner: Tue, June 24

Last update: 2014-07-22