WEDNESDAY JUNE 14th PROGRAM OVERVIEW


SESSION 1
9am – 10.30am

Craft and Making 1

EAST DRAWING ROOM

Gesture Interaction

WEST DRAWING ROOM

10.30am – 11am

Coffee Break

SESSION 2
11am – 12.30pm

Craft and making 2

EAST DRAWING ROOM

VR

WEST DRAWING ROOM

12.30pm – 1.30pm

Lunch Break

SESSION 3
1.30pm – 3pm

Prototyping

MUSIC HALL

Collaboration

EAST DRAWING ROOM

Pictorials 3

WEST DRAWING ROOM

3pm – 3.30pm

Coffee Break

SESSION 4
3.30pm – 5pm

Closing Keynote

MUSIC HALL

Evening Event
6pm – 9pm

DIS Closing Drinks in association with New Media Scotland

City Arts Centre :: 2 Market Street, Edinburgh, EH1 1DE

WEDNESDAY SESSION 1  ::   9am – 10.30am

Human Relationships 1 (Design)

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.

Read Abstract

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.

Read Abstract

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.

Craft & Making 1

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.

Read Abstract

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.

Read Abstract

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.

Gesture 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.

Read Abstract

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.

Read Abstract

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.

Read Abstract

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.

Coffee Break   ::   10.30am – 11am

WEDNESDAY SESSION 2  ::  11am – 12.30pm

Human Relationships 2 (Tech)

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.

Read Abstract

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.

Read Abstract

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.

Craft & Making 2

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.

Read Abstract

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.

Read Abstract

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.

VR

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.

Read Abstract

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.

Read Abstract

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.

Read Abstract

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

WEDNESDAY SESSION 3  ::  1.30pm – 3pm

Prototyping

MUSICHALL

Design Techniques for Exploring Automotive Interaction in the Drive towards Automation

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

Read Abstract

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

Read Abstract

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.

Read Abstract

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.

Read Abstract

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.

Collaboration

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

Read Abstract

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,

Read Abstract

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 3

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.

Let’s Get Physical: Promoting Data Physicalization in Workshop Formats

Samuel Huron, Université Paris-Saclay; Pauline Gourlet, Université Paris 8; Uta Hinrichs, St Andrews; Trevor Hogan, Cork Institute of Technology; Yvonne Jansen, Sorbonne Universités.

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Keywords: Data Physicalization, Information Visualization, Creative Workshop

Abstract: In this pictorial, we present a method to facilitate hands-on physicalization processes during workshops. Data physicalization – encoding data in physical artefacts – allows for new ways to represent and communicate data and, as a process, can make the principles of data representation more “graspable”. In order to (1) engage different research communities to discuss data physicalization from a social and technology point of view, (2) promote data-driven prototyping, and (3) teach physicalization as a creative process in educational settings we have run hands-on data physicalization workshops within Human Computer Interaction, Information visualization and Design communities. Based on these workshops, we identified three main pitfalls that can cause participants to get stuck in the data preparation, ideation and construction phases. To address these, we designed a workshop to facilitate a rapid engagement in physicalization activities. Testing this method as part of another physicalization workshop shows its potential for participant engagement, prototyping and design reflection.

Changing Perspectives: an Interactive System for Participatory Sensemaking” background_layout=”light” text_orientation=”left” use_border_color=”off” border_color=”#ffffff” border_style=”solid”][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: 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.

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

WEDNESDAY SESSION 4  ::  3.30pm – 5pm

Closing Keynote

MUSICHALL

EVENING EVENT  ::   6pm – 9pm

Closing drinks in association with New Media Scotland

EDINBURGH CITY ARTS CENTRE (2 Market Street)