MONDAY JUNE 12th PROGRAM OVERVIEW

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SESSION 1
9am – 10.30am

Welcome & Keynote

MUSIC HALL

10.30am – 11am

Coffee Break

SESSION 2
11am – 12.30pm

Design For Health

EAST DRAWING ROOM

Gaze Interactions

WEST DRAWING ROOM

12.30pm – 1.30pm

Lunch Break

SIGCHI Becoming a Volunteer

EAST DRAWING ROOM

SESSION 3
1.30pm – 3pm

Spaces

EAST DRAWING ROOM

Pictorials 1

WEST DRAWING ROOM

3pm – 3.30pm

Coffee Break

SESSION 4
3.30pm – 5pm

Design Tools

MUSIC HALL

Health Studies

EAST DRAWING ROOM

Creativity

WEST DRAWING ROOM

Evening Event
6pm – 8pm

Posters, Demos & Industry Reception

MUSIC HALL & BALLROOM

MONDAY SESSION 1  ::   9am – 10.30am

Welcome & Opening Keynote by Salvatori Iaconesi

MUSICHALL

Coffee Break   ::   10.30am – 11am

MONDAY SESSION 2  ::  11am – 12.30pm

Design Case Studies & Methods (Theory)

MUSICHALL

Control and Being Controlled: Exploring the use of Technology in an Immersive Theatre Performance

Sarah Wiseman, Goldsmiths, University of London; Janet van der Linden, The Open University; Adam Spiers, Yale University; Oshodi Maria, Extant.

Read Abstract

Keywords: Creativity; ideation; design methods; creativity methods; analytical framework.

Abstract: This paper contributes an analytical framework to improve understanding of the composition of recognized creativity methods used in design. Based on an extensive literature review, our framework synthesizes key concepts from design and particularly creativity research, and is further supported by significant experience with creativity methods in design. We propose that nine concepts are relevant for analyzing creativity methods in design: process structure, materials, tools, combination, metaphor, analogy, framing, divergence, and convergence. To test their relevance as components of an analytical framework, we use these key concepts to analyze three recognized creativity methods that we have often used ourselves: Inspiration Card Workshops, Fictional Inquiry, and Extreme Characters. Our analytical framework expands current categorizations of methods and offers new insight into how creativity methods are composed, how and why they work, and how they potentially may be tweaked or refined for enhanced deployment in design.

Conceptualising Resourcefulness as a Dispersed Practice

Lenneke Kuijer, Iohanna Nicenboim, Elisa Giaccardi, Delft University of Technology.

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Keywords: Resourcefulness; practice theory; dispersed practice; thing ethnography

Abstract: In research on health and wellbeing, resourcefulness is seen as an important skill that can improve quality of life. In design and HCI literature, it has long been acknowledged that resourcefulness is about more than human skills and involves the adaptation, modification and reinvention of technologies in everyday life. In this paper we argue how certain aspects of resourcefulness have so far remained under-theorized, and present a new design perspective on resourcefulness that is grounded in practice theory. In this view, resourcefulness is conceptualised as the dispersed practice of dealing with everyday crises of routine. By elaborating on the complex interplay between means and purpose, we tease out resourcefulness as a practice of reconfiguration. The paper closes by discussing implications of this conceptualisation by zooming in on ways of capturing and designing for resourcefulness.

Aesthetic, Functional and Conceptual Provocation in Research Through Design

Dimitrios Raptis, Rikke Jensen, Jesper Kjeldskov & Mikael B. Skov, Aalborg University.

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Keywords: Provocation; aesthetic; functional; conceptual; research through design; criticality; critical design; critical-technical practice.

Abstract: Recently within HCI, design approaches have appeared, which deviate from traditional ones. Among them critical design introduces deliberate provocations in order to challenge established perceptions and practices. We have engaged ourselves with this design approach out of interest in understanding how to use provocation in research through design. Towards this end, we report on a field study with four families that used an aesthetically, functionally and conceptually provocative future probe. The purpose of the probe was to challenge existing energy consuming practices through provocation and make its users reflect on them. The paper describes how all three provocative aspects were addressed, and our findings demonstrate how they were experienced in the real world, and how they impacted our research through design approach. We conclude by presenting reflections on how to design provocations, and reflections on the impact of provocations for research through design in general.

Involving Autistics in User Experience Studies: A Critical Review

Doğa ÇorluD, Şeyma Taşel,Athanasios Gatos, Asim Evren Yantaç, Koc University; Semra Gülce Turan, TU München.

Read Abstract

Keywords: Creativity; ideation; design methods; creativity methods; analytical framework.

Abstract: This paper contributes an analytical framework to improve understanding of the composition of recognized creativity methods used in design. Based on an extensive literature review, our framework synthesizes key concepts from design and particularly creativity research, and is further supported by significant experience with creativity methods in design. We propose that nine concepts are relevant for analyzing creativity methods in design: process structure, materials, tools, combination, metaphor, analogy, framing, divergence, and convergence. To test their relevance as components of an analytical framework, we use these key concepts to analyze three recognized creativity methods that we have often used ourselves: Inspiration Card Workshops, Fictional Inquiry, and Extreme Characters. Our analytical framework expands current categorizations of methods and offers new insight into how creativity methods are composed, how and why they work, and how they potentially may be tweaked or refined for enhanced deployment in design.

Design for Health

EAST DRAWING ROOM

Exploring Design Opportunities for a Context-Adaptive Medical Checklist Through Technology Probe Approach

Leah Kulp, Aleksandra Sarcevic, Drexel University; Richard Farneth, Children’s National Medical Center, Omar Ahmed, Children’s National Medical Center, Washington, Dung Mai, Drexel University; Ivan Marsic, Rutgers University, Randall Burd, Children’s National Medical Center.

Read Abstract

Keywords: Digital checklist; trauma resuscitation; technology probe; interactive systems for healthcare.

Abstract: This paper explores the workflow and use of an interactive medical checklist for trauma resuscitation—an emerging technology developed for trauma team leaders to support decision making and task coordination among team members. We used a technology probe approach and ethnographic methods, including video review, interviews, and content analysis of checklist logs, to examine how team leaders use the checklist probe during live resuscitations. We found that team leaders of various experience levels use the technology differently. Some leaders frequently glance at the checklist and take notes during task performance, while others place the checklist on a stand and only interact with the checklist when checking items. We compared checklist timestamps to task activities and found that most items are checked off after tasks are performed. We conclude by discussing design implications and new design opportunities for a future dynamic, adaptive checklist.

Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives

Christina Kelley , Lauren Wilcox, Wendy Ng, Georgia Institute of Technology; Jade Schiffer, Jessica Hammer, Carnegie Mellon.

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Keywords: Health, games, G4H, serious games, game design

Abstract: Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.

Participatory Design to Address Stigma with Adolescents with Type 1 Diabetes

Gillian McCarthy, Edgar R. Rodriguez, Brian Robinson, Victoria University of Wellington.

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Keywords: Type 1 diabetes; medical devices; participatory design; adolescents

Abstract: Adolescents and young adults with type 1 diabetes are required to use medical devices to test their blood glucose levels regularly. However, using these devices can be stigmatising in various everyday situations. This paper describes a participatory design workshop that explored six strategies for addressing product-related stigma with five young people with type 1 diabetes and five designers. The strategies were to strengthen the product’s medical identity, to disguise the product as an accepted non-medical item, to make the device invisible or less confronting, to provide choice and opportunities for personalisation, to strengthen the product’s brand identity, and to increase the social power of the device. The workshop resulted in five rapid prototypes for blood glucose monitoring technology that address stigma using a variety of strategies and a discussion of the advantages and disadvantages of each approach. This study elucidates young people’s stigma-related user-requirements of blood glucose monitoring technologies.

Designing Contestability: Interaction Design, Machine Learning, and Mental Health

Tad Hirsch , University of Washington; Kritzia Merced, University of Utah; Shrikanth Narayanan, University of Southern California; Zac E. Imel, University of Utah; David C. Atkins, University of Washington.

Read Abstract

Keywords: machine learning, psychotherapy, mental health, interaction design

Abstract: We describe the design of an automated assessment and training tool for psychotherapists to illustrate challenges with creating interactive machine learning (ML) systems, particularly in contexts where human life, livelihood, and wellbeing are at stake. We explore how existing theories of interaction design and machine learning apply to the psychotherapy context, and identify “contestability” as a new principle for designing systems that evaluate human behavior. Finally, we offer several strategies for making ML systems more accountable to human actors.

Gaze Interactions

WEST DRAWING ROOM

Attention from Afar: Simulating the Gazes  of Remote Participants in Hybrid Meetings

Bin Xu, Cornell University; Jason Ellis, Thomas Erickson, IBM T.J. Watson Research Center.

Read Abstract

Keywords: Hybrid meeting; gaze; computer-mediated communication

Abstract: Gaze is a powerful form of social feedback, providing cues about attention and interest, and boredom and distraction. We designed a working prototype that enabled remote participants in a collocated meeting to look around the local meeting space, and that showed local participants where the remote participants’ “simulated gazes” (that is, their virtual cameras) were directed. Of course, pointing a camera is not the same as gazing, and so we conducted a study to understand how simulated gazes might be used, and to what extent they would be experienced as social cues. Findings range from the use of simulated gaze to signal attention, to ways in which local and remote participants experienced these simulated gazes. These findings illustrate the value of indirection and abstraction in presenting social cues; raise issues of privacy, visibility, and participation asymmetry; and suggest implications for design and further research.

Gaze-Adaptive Above and On-Surface Interaction

Baris Serim, Khalil Klouche, Giulio Jacucci , Helsinki Institute for Information Technology, University of Helsinki.

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Keywords: Eye tracking; gaze interaction; above surface interaction; multi-touch

Abstract: We explore the combination of above-surface sensing with eye tracking to facilitate concurrent interaction with multiple regions on touch screens. Conventional touch input relies on positional accuracy, thereby requiring tight visual monitoring of one’s own motor action. In contrast, above-surface sensing and eye tracking provides information about how user’s hands and gaze are distributed across the interface. In these situations we facilitate interaction by 1) showing the visual feedback of the hand hover near user’s gaze point and 2) decrease the requisite of positional accuracy by employing gestural information. We contribute input and visual feedback techniques that combine these modalities and demonstrate their use in example applications. A controlled study showed the effectiveness of our techniques for manipulation tasks against conventional touch, while the effectiveness in acquisition tasks depended on the amount of mid-air motion, leading to our conclusion that the techniques can benefit interacting with multiple interface regions.

Let’s Talk About X: Combining Image Recognition and Eye Gaze to Support Conversation for People with ALS

Shaun Kane, University of Colorado; Meredith Morris, Microsoft Research.

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Keywords: Assistive technology; eye gaze; computer vision; augmentative and alternative communication; ALS

Abstract: Communicating at a natural speed is a significant challenge for users of augmentative and alternative communication (AAC) devices, especially when input is provided by eye gaze, as is common for people with ALS and similar conditions. One way to improve AAC throughput is by drawing on contextual information from the outside world. Toward this goal, we present SceneTalk, a prototype gaze-based AAC system that uses computer vision to identify objects in the user’s field of view and suggests words and phrases related to the current scene. We conducted a formative evaluation of SceneTalk with six people with ALS, in which we evaluated their preference for user interface modes and output preferences. Participants agreed that integrating contextual awareness into their AAC device could be helpful across a diverse range of situations.

“MyEyes”: The Design and Evaluation of First Person View Video Streaming for Long-Distance Couples

Rui Pan, Samarth Singhal, Bernhard Riecke, Emily Cramer, Carman Neustaedter, Simon Fraser University.

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Keywords: Long distance relationships; computer mediated communications; first person views; video chat systems; social presence.

Abstract: Couples in Long Distance Relationships (LDRs) often rely on the use of video chat systems to help maintain their relationship. However, designs are typically limited to only supporting face-to-face conversations or providing narrow fields of view. We designed and evaluated MyEyes, a First Person View (FPV) video streaming technology probe made with cardboard goggles and a smartphone. Distance-separated partners see each other’s view on their screen where it can overlap their own view (Overlapped), be placed above it (Horizontal), or presented at the same time where each is seen with a different eye (Split). We compared the three different views with couples to explore the effect on social presence and body ownership. The Overlapped View was most preferred by couples and it provided the strongest feeling of co-presence, whereas a Horizontal View provided the greatest sense of mutual understanding. Our qualitative results showed couples valued performing synchronized acts together and doing activities ‘in’ the remote location.

Lunch Break   ::   12.30pm – 1.30pm

SIGCHI Becoming a Volunteer (12.45pm – 1.25pm)

WEST DRAWINGROOM

SIGCHI, is the ACM Special Interest Group on Computer-Human Interaction and is a volunteer led organisation. This SIG is an opportunity to learn about SIGCHI, what work it undertakes, what roles its volunteers take on and how you might be able to get involved. SIGCHI is a worldwide organization that provides a forum for the exchange of ideas among all people interested in the roles computing technology plays in human activity, including computer scientists, behavioral scientists, system designers, interaction designers, usability professionals, and end users. SIGCHI aims to serve its members, ACM, organizations concerned with the manufacture, distribution, and use of interactive systems, and the public at large as a clearinghouse of information for the field of human-computer interaction and as a voice supporting the design and deployment of systems mindful of human-computer interaction concerns.

Join us at this SIG to meet and discuss with members of the Executive Committee (including the SIGCHI Vice-President for Conferences).

MONDAY SESSION 3  ::  1.30pm – 3pm

Design Case Studies & Methods 2 (Technology)

MUSICHALL

Design Techniques for Exploring Automotive Interaction in the Drive towards Automation

Ingrid Pettersson, Chalmers University of Technology; Wendy Ju, Stanford University.

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Keywords: vehicle interaction design; autonomous vehicles; design method

Abstract: Automotive interaction design is undergoing a major shift due to the disruptive forces of automation and information technology. This paper reviews current challenges in human vehicle interaction design and argues that these challenges demand that interaction become a primary consideration in designing automotive user experiences. We survey exploratory interaction design techniques for human vehicle interactions, showing examples from our research of each technique in action. The techniques are enactments, contextual inquiry, scale scenarios, Wizard of Oz, field experiments and video and animation prototyping. We reflect upon our experiences with these methods, and discuss as yet unmet needs in interaction design for the road ahead.

What Lies Above: Alternative user experiences produced through focussing attention on GNSS infrastructure

Christopher Wood, Stefan Poslad, Queen Mary University of London; Jennifer Gabrys, Goldsmiths College, University of London; Antonios Kaniadakis, Queen Mary University of London

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Keywords: Critical design; Location Based Services; Infrastructure; Inventive Methods; Human Factors

Abstract: This paper describes a study in which participants were made aware of the presence of Global Navigation Satellite Systems (GNSS) infrastructure (often colloquially known as GPS) through an exaggeration of its breakdowns and a defamiliarisation of its use. We found that, by drawing attention to satellites and their signals, participants began to feel part of a larger system and to reflect on their sociotechnical practices within that system. These reflections included playful exploration and an interrogation of power relations made invisible by the blackboxing of GNSS infrastructure. Despite these shifts from established practices, smartphone visual interfaces continued to be a powerful arbiter of how participants situated their experience. Drawing on the experience of this study, we suggest ways for designers and researchers using Location Based Services (LBS) to inspire critical relationships with infrastructure which circumvent dominant design inscriptions. We also offer these techniques for others working more broadly in the fields of participatory and critical design.

Designing Intelligent Assistant through User Participations

Sangsu Lee, Jaemyung Lee, KunPyo Lee, KAIST.

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Keywords: Intelligent assistant; virtual assistant; design method; interaction design.

Abstract: Today, intelligent assistants, such as Apple’s Siri, becoming a part of our everyday life. While there have been many studies focused on technologies, there are no studies dealing with design issues at the initial stage of the design, the stage prior to system implementation. Although the designers had a lot of questions in the design process, such as how the personality of virtual assistant should be, how users could discover the way of interacting, the designers had to rely on imagination. In this paper, we present a user-friendly way of designing intelligent assistant which allow designers and engineers to explore the possible design problems and solutions through user participation, before all the complex systems are ready to run. Through a low-tech approach involving two users, we could understand the behavior of users with intelligent assistants in an easy and fast way.

Guided Selfies using Models of Portrait Aesthetics

Qifan Li, Daniel Vogel, University of Waterloo.

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Keywords: mobile computing; computational photography;

Abstract: We introduce techniques enabling interactive guidance for better self-portrait photos (“selfies”) using a smartphone cam- era. Aesthetic quality is estimated using empirical models for three parameterized composition principles: face size, face position, and lighting direction. The models are built using 2,700 crowdworker assessments of highly-controlled synthetic selfies. These are generated by manipulating a virtual camera and lighting when rendering a realistic 3D model of a human to methodically explore the parameter space. A camera application uses the models to estimate the aesthetic quality of a live selfie preview based on parameters measured by computer vision. The photographer is guided towards a better selfie by directional hints overlaid on the live preview. A study shows the technique provides a 26% increase in aesthetic quality compared to a standard camera application.

Spaces & Surfaces

EAST DRAWING ROOM

Reef: Explore the Design Opportunity of Comfort-Aware Eco-Coaching Thermostats

Chuan-Che Huang, Sheng-Yuan Liang, Bing-Hsun Wu, Mark Newman, University of Michigan

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Keywords: Sustainability; Thermostat; Energy Savings; Smart Home

Abstract: Smart thermostats have been proposed as a way to reduce energy consumption in the home. While occupancy-based thermostat control and scheduling has been shown to provide energy savings, more recent work in comfort-aware thermostats promises to provide even greater savings. Comfort awareness and adaptive thermal comfort models, combined with the mixed-initiative eco-coaching approach to thermostat control, offer a promising approach to optimizing savings by offering both schedule and setpoint recommendations and actionable plans. In this paper, we investigate the design space of comfort-aware eco-coaching thermostats. Through a user enactment study wherein 11 participants encountered fifteen design probes covering various design attributes and interaction scenarios, we uncover insights on how to design such thermostats in a way that respect people’s values relating to comfort, sustainability, control, convenience, and allocation of agency while also encouraging more energy efficient behaviors.

Prototyping Ubiquitous Imaging Surfaces

Kyle Montague, Daniel Jackson, Tom Bartindale, Gerard Wilkinson, Patrick Olivier, Thomas Ploetz, Open Lab, Newcastle University;Tobias Brühwiler, Otmar Hilliges, Advanced Interactive Technologies Lab, ETH Zurich,

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Keywords: Surface Imaging; Modular Sensing; Internet of Things.

Abstract: Mass adoption and innovation in the field of the Internet of Things has transformed the environments we live in, from stale siloes of technologies into rich interactive playgrounds. Nevertheless, the vast majority of surface area in these spaces are being overlooked and under-utilized in today’s research. Surface imaging provides the means to extend and include typically out-of-reach, disconnected objects into these playgrounds. However, existing surface imaging technologies are impractical to embed in everyday environments, restricting researchers from exploring the design and interaction opportunities they can afforded these spaces. In this paper, we propose IRIS, a modular surface imaging prototype capable of providing scalable, low-cost, high-resolution surface imaging. We describe a real-world case study where IRIS is used to identify and track fresh fruit produce being prepared – a task that is typical infeasible with existing technologies. Through IRIS, we hope to enable the community to exploit these under-explored surface areas and enhance the rich, interactive, connected environments we inhabit.

Evaluating Interface Characteristics for Shared Lighting Systems in the Office Environment

Thomas van de Werff, Karin Niemantsverdriet, Harm van Essen, Berry Eggen, Eindhoven University of Technology.

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Keywords: Interface Characteristics; Shared Interaction; Connected lighting systems; Personal control; Internet of Things (IoT); Work environment; Open plan office; Interaction Design

Abstract: IoT developments make shared systems, such as lighting systems, increasingly connected. From an interaction perspective, this offers opportunities for personal control. Especially for lighting, the benefits of personal control have been underlined by research. However, how to design interfaces that realise these potential benefits is much less investigated. This paper presents a long-term qualitative study in which three interfaces for a shared lighting system are evaluated by 17 people working in an open plan office. The interfaces are designed to vary on a number of characteristics, including the distribution over space, interaction modality, and sequence of interaction. Based on the results, we provide new insights in the impact of interface characteristics on lighting use and experience. We find, i.a., that having an interface on a personal multi-purpose device or on a central interface solely dedicated to lighting, influences whether people make individual or more collective lighting adjustments and decisions.

Supporting Cultural Heritage Professionals Adopting and Shaping Interactive Technologies in Museums

Laura Maye, Aalto University; Dominique Bouchard, National Army Museum, London; Gabriela Avram, University of Limerick; Luigina Ciolfi, Sheffield Hallam University.

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Keywords: Cultural heritage; interactive technology; case study; action research

Abstract: Increasingly, cultural heritage professionals (CHPs) (including curators, museum directors, and education officers) are becoming more involved in designing interactive technologies. Specifically, growing access to and availability of digital technology enables CHPs, who may have limited experience with interactive technologies, to create content for and integrate these technologies into their museums. With these developments, there is a growing importance in investigating how CHPs build understandings of these tools in context; this is particularly since curators aim to learn how those tools can support their audiences. In this paper, we highlight how CHPs formed understandings for integrating an interactive tool to support an intended visitor experience into the museum environment through experimentation. Inspired by lessons learned, we propose design recommendations for interaction designers and HCI experts in designing tools and resources that support CHPs to experiment with various ways these technologies could service their interpretation goals.

Pictorials 1

WEST DRAWING ROOM

The Evolution of a Scale Model as an Impromptu Design Tool

Dorothé Smit, Martin Murer, Vincent van Rheden, homas Grah, Manfred Tscheligi, University of Salzburg.

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Keywords: Generative design tools; cooperative design tasks; multistakeholder projects; non-prescribed use; ideation

Abstract: The use of generative design tools for collaborative design tasks has been common practice in the fields of HCI and Design. In this pictorial, we present the evolution of an open-ended design tool: a scale model of a car showroom, used to investigate collaborative interactions in spatial environments. The features of the scale model evolved through several impromptu usage scenarios. With this contribution, we share our observations about the use of the prototype as a means of communication, as well as a means of inspiration, and argue for the use of non-prescriptive design tools in collaborative design projects.

Cairn: A Tangible Apparatus for Situated Data Collection, Visualization and Analysis

Pauline Gourlet, Université Paris 8; Thierry Dassé, Universcience – Cité des Sciences.

 

Read Abstract

Keywords: Data physicalization; Data Collection; Communities of practice; Situated Analysis; Reflective Design

Abstract: In this pictorial, we present the design process and the functioning of Cairn: a tangible apparatus that enables data collection, visualization and analysis. Designed within a community of practice of a French FabLab, Cairn aims at understanding the variety of practices within FabLabs. Cairn explores tangible alternatives to questionnaires and other traditional evaluation techniques, and stressed the aesthetic and affective dimensions to create an engaging experience. It invites Fablab visitors to reflect on their practices by materializing their activities using small colored wooden-tiles. Interacting individually with Cairn, people contribute to create a collaborative and meaningful sculpture, upon which they can reflect collectively. We discuss the opportunities that this prototype opens for future situated HCI research.

[X]Changing Perspectives: an Interactive System for Participatory Sensemaking

Philémonne Jaasma, Eindhoven University of Technology; Evert Wolters, Necker van Naem; Joep Frens, Caroline Hummels, Eindhoven University of Technology; Ambra Trotto, Interactive Institute Umeå.

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Keywords: Multi-stakeholder collaboration; Product Service System; Participatory Sensemaking; Embodied Sensemaking

Abstract: Public issues are complex: they concern many different stakeholders who have conflicting stakes and are involved from their unique perspective. Working on public issues requires an open process that allows stakeholders to not only contribute to decision-making but also to take up a role in the process. We propose [X]Changing Perspectives, a product service system that stimulates participatory sensemaking: the joint construction of meaning between individuals that could not have been reached on their own. We visually demonstrate the designed materials and service elements and discuss the promise of our approach to [X]CP for complex design challenges in public issues.

Video Prototyping for Interaction Design Across Multiple Displays in the Commercial Flight Deck

Axel Roesler, University of Washington; Barbara Holder, Honeywell Aerospace Advanced Technology; Dan Ostrowski Nate Landes, Stephen Minarsch, Daniya Ulgen, Erin Murphy, Haeree Park, University of Washington.Washington, United States

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Keywords: Interaction Design; Design Methods; Design Prototyping Techniques; Video Prototyping; Flight Deck Design

Abstract: The commercial flight deck is a workspace with more than a century of knowledge in human-machine interaction, pioneering the transition from direct analog displays to computerized screens. The flight deck is a collaborative workplace where pilots interact with automated systems and flight information that is distributed across an array of screens that present information in spatial alignment to tasks and flight situation. This pictorial examines new Interaction Design video prototyping techniques for spatially aligned and collaborative interactions across multiple screens for a next generation commercial flight deck.

Coffee Break   ::   3pm – 3.30pm

MONDAY SESSION 4  ::  3.30pm – 5pm

Design Tools

MUSICHALL

Design Guidelines for Web Readability

Aliaksei Miniukovich, Antonella De Angeli, Simone Sulpizio, Paola Venuti, University of Trento.

Read Abstract

Keywords: Web; readability; accessibility; dyslexia; WCAG 2.0.

Abstract: Reading is fundamental to interactive-system use, but around 800 million of people might struggle with it due to literacy difficulties. Few websites are designed for high readability, as readability remains an underinvestigated facet of User Experience. Existing readability guidelines have multiple issues: they are too many or too generic, poorly worded, and often lack cognitive grounding. This paper developed a set of 61 readability guidelines in a series of workshops with design and dyslexia experts. A user study with dyslexic and average readers further narrowed the 61-guideline set down to a core set of 12 guidelines – an acceptably small set to keep in mind while designing. The core-set guidelines address reformatting – such as using larger fonts and narrower content columns, or avoiding underlining and italics – and may well aply to the interactive system other than websites.

Translating Texture: Design as Integration

Melanie Feinberg, University of North Carolina at Chapel Hill; Daniel Carter, Julia Bullard, Ayse Gursoy, The University of Texas at Austin.

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Keywords: Data; infrastructure; metadata; materiality; critical design

Abstract: This conceptual essay uses the notion of texture to articulate the relationship between data infrastructure (the attributes and value parameters that give data its shape) and data environment (the mode of implementation in which data is stored and manipulated). We take experimental datasets that we authored with unorthodox, weird data infrastructure and translate those datasets from one data evironment to another. In performing these translations, we surface integration as a design activity. Integration work is often tedious, mundane, and technical—but it is nonetheless design. We show how texture arises from the integration of material components, demonstrating the effects of integration work upon user experience.

The Moving Context Kit: Designing for Context Shifts in Multi-Device Experiences

Katie O’Leary, University of Washington; Tao Dong,Julia Haines, Michael Gilbert, Elizabeth Churchill, Jeffrey Nichols, Google, Inc.

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Keywords: Multi-device experiences; design process; design tools; field study; privacy; device use; context of use

Abstract: Multi-device product designers need tools to better address ecologically valid constraints in naturalistic settings early in their design process. To address this need, we created a reusable design kit of scenarios, “hint” cards, and a framework that codifies insights from prior work and our own field study. We named the kit the Moving Context Kit, or McKit for short, because it helps designers focus on context shifts that we found to be highly influential in everyday multi-device use. Specifically, we distilled the following findings from our field study in the McKit: (1) devices are typically specialized into one of six roles during parallel use—notifier, broadcaster, collector, gamer, remote, and hub, and (2) device roles are influenced by context shifts between private and shared situations. Through a workshop, we validated that the McKit enables designers to engage with complex user needs, situations, and relationships when incorporating novel multi-device techniques into the products they envision.

Thoughts and Tools for Crafting Colors: Implications from Designers’ Behavior

EunJin Kim, Hyeon-Jeong Suk, KAIST.

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Keywords: Graphic design; color design process; visual content; image-color combinations

Abstract: Despite the substantial changes made in the platforms to create graphic works, it is hard to clarify the improvement of authoring tools to manipulate design components such as colors, text, and images. In this regards, this paper presents empirical findings from designers’ behavior and suggests preliminary ideas to develop graphic tools that support the visual design process. In particular, this paper focuses on the articulation of colors and images in the context of graphic design. Through experiments with designers, we investigated how designers perceive images and colors and how they create integrated aesthetics of images and color components. Based on the findings, we characterized a general color design process and derived implications for graphic tools to support image comprehension, color craft, and archiving design changes. As a primitive attempt, we expect this study can provide insights to advance the way of manipulating a variety of design components.

Health Studies

EAST DRAWING ROOM

StressTree: a Metaphorical Visualization for Biofeedback-assisted Stress Management

Bin YU, Mathias Funk, Jun Hu, Loe Feijs, Eindhoven University of Technology..

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Keywords: Biofeedback; Metaphor; Visualization; Stress; Heart Rate Variability

Abstract: In today’s highly competitive environment, chronic stress is one of the main reasons for a health problem. To address this, biofeedback techniques have been used to assist in relaxation training and stress management. In this paper, we present ‘StressTree,’ a metaphorical visualization of heart rate variability (HRV) biofeedback system. StressTree aims to present HRV data in a more evocative, meaningful way in the context of stress management. The HRV biofeedback system consists of a heartbeat data acquisition unit, a data analysis unit, and a visualization unit. The feedback from interviews in the evaluation shows that StressTree could display different growth pattern during a stressful work or a relaxation training. The participants suggested that the biofeedback interaction through StressTree is explicit and engaging, and brings them a strong motivation to regulate their breathing pattern for a ‘healthy-looking’ tree.

Turned On / Turned Off: Speculating on the Microchip-based Contraceptive Implant

Sarah Homewood, IT University of Copenhagen; Clint Heyer, Malmö University.

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Keywords: Implant; hormone; performance ethnography; contraception

Abstract: For over 50 years, hormone-based contraceptives have allowed women to control their fertility, thus reconfiguring society and how women relate to their body. On the horizon are long-life microchip-based implanted contraceptives that can be turned on and off, which may further the societal disruptions of ‘the pill’. Framed as interactive technology, we speculate on the design space of controllable implanted contraceptives. We explored existing implanted contraceptives through a performance ethnography of their implantation. Inspiration from this process informed a speculative video of living with controllable implants and a guide for healthcare professionals. These materials, along with expert presentations, backgrounded a design workshop in which participants unpacked issues around controllable contraceptive implants. Participants created and roleplayed physical mock-ups of controllers, manifesting discussions around security, relationships and hormones. Drawing from the outcomes of the workshop, we produce a speculative design in the form of a film and physical mock-ups.

Mindfulness and Technology: Traces of A Middle Way

Yoko Akama,  RMIT University; Ann Light, University of Sussex; Simon Bowen, Newcastle University.

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Keywords: Mindfulness; form; formlessness; interrelatedness; creative practice; Zen Buddhism; design; awareness; technology.

Abstract: We contemplate paths between form and formlessness as a middle way between digital technology for mindfulness, and mindfulness without digital technology, thereby inviting alternative departure points with interactive systems. In doing so, we step into a contested yet potentially fertile arena to challenge the handling, analysis and reporting of the relationship between mindfulness and technology and the methods used to interrogate it. Through the documenting of the authors’ own creative practices (video, photography, and gardening), material traces and written vignettes of our experiments are presented to stimulate resonances and evoke mindfulness with readers. We also question the form of conference papers to consider how we can best share formless states of being in discussing their relevance for design.

Examining Localization Approaches for Community Health

Aditya Vashistha,  University of Washington; Neha Kumar, Georgia Institute of Technology; Anil Mishra, PATH, Lucknow, India; Richard J Anderson, University of Washington.

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Keywords: Health; Video-Based Education; Localization; HCI4D

Abstract: We present a mixed-methods study that compares and contrasts two distinct localization approaches for imparting video-based health education to rural Indian populations. Prior research efforts in the Human-Computer Interaction for Development (HCI4D) community have emphasized the value of localization of educational content. Our research uses a combination of focus groups, interviews, and knowledge retention tests to deconstruct what localization means and how it might be incorporated. Our findings highlight how characteristics of localized videos shape the participants’ viewing experiences. For development-focused organizations that leverage video-based learning, our study provides insights regarding the costs and benefits of distinct localization approaches, and offers design recommendations for producing videos that yield greater traction and higher information absorption.

Wearables & Materials

WEST DRAWING ROOM

In Harmony: Making a Wearable Musical Instrument as a Case Study of using Boundary Objects in an Interdisciplinary Collaborative Design Process

Clint Zeagler, Maribeth Gandy, Scott Gilliland, Georgia Institute of Technology; Delton Moore, Architect, Atlanta; Rocco Centrella, Rhó, Rome; Brandon Montgomery, Homepark Productions, Atlanta.

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Keywords: Design Process; Musical Garment; E-Textile Interface; Boundary Objects

Abstract: Working on a wearable technology interdisciplinary project team can be challenging because of a lack of shared understanding between different fields, and a lack of ability in cross-disciplinary communication. We describe an interdisciplinary collaborative design process used for creating a wearable musical instrument with a musician. Our diverse team used drawing and example artifacts/toolkits to overcome communication and gaps in knowledge. We view this process in the frame of Susan Leigh Star’s description of a boundary object, and against a similar process used in another musical / computer science collaboration with the group Duran Duran.

Interioractive: Smart Materials in the Hands of Designers and Architects for designing Interactive Interiors

Sara Nabil,  Newcastle University; David Kirk, Northumbria University; Thomas Ploetz, Georgia Institute of Technology, Julie Trueman, Northumbria University; David Chatting, Newcastle University; Dmitry Dereshev, Northumbria University; Patrick Olivier, Newcastle University.

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Keywords: Organic User Interfaces; smart materials; e-textiles; Interactive Architecture; Interior Design.

Abstract: The application of Organic User Interface (OUI) technologies will revolutionize interior design, through the development of interactive and actuated surfaces, furnishings and decorative artefacts. However, to adequately explore these new design landscapes we must support multidisciplinary collaboration between Architects, Interior Designers and Technologists. Herein, we present the results of two workshops, with a total of 45 participants from the disciplines of Architecture and Interior Design, supported by a group of HCI researchers. Our objective was to study how design disciplines can productively engage with smart materials as a design resource using an evolving set of techniques to prototype new interactive interior spaces. Our paper reports on our experiences across the two workshops and contributes an understanding of techniques for supporting multidisciplinary collaboration when designing interactive interior spaces.

Exploring interactions and perceptions of kinetic wearables

Cindy Hsin-Liu Kao, MIT Media Lab; Deborah Ajilo,  MIT; Oksana Anilionyte, Royal College of Art; Artem Dementyev, MIT;Inrak Choi, Sean Follmer, Stanford University; Chris Schmandt,MIT Media Lab.

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Keywords: Fashion; Wearable Technology; Robotics.

Abstract: Jewelry and accessories have long been objects for decorating the human body; however they remain static and non-interactive. This work explores the role of accessory-like kinetic wearables in relation to personal style: What does it mean to wear kinetic accessories and why would one be motivated to do so? We developed Kino, a kinetic accessory system which enables both aesthetic and functional clothing-specific design possibilities. We engaged fashion designers and non-designers to investigate how they would integrate the platform into their design practice or personal wardrobe. Participants viewed the devices not as gadgets but as companions due to their close proximity to the body. They envisioned a wide range of usage scenarios, highlighting the complexity of mobility in relation to personal style. We observe how mobility offers opportunities for fluid representations of self, which is unachievable though static clothing and accessories. We also outline how personalized aesthetics is important for the meaning making of novel on-body devices.

AnimSkin: Fabricating Epidermis with  Interactive, Functional and Aesthetic Color Animation

Yanan Wang, Shijian Luo, Yujia Lu, Hebo Gong, Yexing Zhou, Shuai Liu, Zhejiang University; Preben Hansen, Stockholm University.

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Keywords: Wearable computing; on-skin interfaces; beauty technology; hybrid material; color animation; fabrication;

Abstract: Human epidermis, as the largest organ on body, has become a new design platform for wearable computing. The availability of miniature electronics makes more possibilities for on-skin designs. In this paper, we present AnimSkin, a thin-film interface, which will emit dynamic color animations directly on skin. This is done by using thermochromic material embedded with transparent electrode acting as a capacitive sensor. Moreover, an accessible and low-cost fabrication method is introduced. Individuals could also customize aesthetic graphic designs by following the detailed fabrication process to achieve personalized patterns. We propose four different dynamic types of color animation by applying certain voltage to the heating circuitry. With two examples, Email Reminder and Light Control System, we demonstrate how AnimSkin can be integrated into everyday life, and specifically, we show how AnimSkin can benefit areas such as on-skin design, thin-film interface and beauty technology.

EVENING EVENT  ::   6pm – 8pm

Posters, Demos and Industry Reception

ASSEMBLY ROOMS :: MUSICHALL & BALLROOM