TL;DR: The second and third waves of HCI were model-driven and focused on the human being as a subject to be studied through rigid guidelines, formal methods, and systematic testing.
Abstract: In the second wave, the focus was on groups working with a collection of applications. Theory focused on work settings and interaction within well-established communities of practice. Situated action, distributed cognition, and activity theory were important sources of theoretical reflection, and concepts like context came into focus in the analysis and design of human-computer interaction. Proactive methods, such as a variety of participatory design workshops, prototyping, and contextual inquiries, were added to the toolbox. In the third wave, the use contexts and application Almost 10 years ago I gave a keynote at NordiCHI in which I discussed the second and third waves of HCI [1]. I chose the topic due to a general frustration over whether the third wave was about to throw out the baby with the bath water, discarding what was useful in the second wave. Here is my interpretation of the three waves: The first wave was cognitive science and human factors. It was model-driven and focused on the human being as a subject to be studied through rigid guidelines, formal methods, and systematic testing, as discussed by Liam Bannon [2]. He talked about the move to the second wave as that Third-Wave HCI, 10 Years Later— Participation and Sharing
TL;DR: The concept of technological mediation can be helpful in investigating this hybrid character of human-technology relations.
Abstract: Interaction is one of many possible relations between humans and technologies. Mediation theory can help designers to anticipate the impact of a product on human practices and experiences. Another approach to human-technology relations has a dialectical nature in the sense that it sees an opposition, rather than a continuity between humans and technologies. The concept of technological mediation can be helpful in investigating this hybrid character of human-technology relations.
TL;DR: Strong engagement by users design for user empowerment, meaning, in its strongest sense, that the users of the technology are empowered to solve their own accessibility problems, is called for.
Abstract: Approaches to to the design of technology for people with disabilities are surveyed. These include universal design, user centered design, participatory design, ability based design, and finally, design for user empowerment. A key feature of the latter is access to advanced education for disabled scientists and engineers to create the next generation of technology that will benefit them and others like them. AccessComputing, an alliance of more than thirty partners with the common goal of increasing the participation of people with disabilities in computing fields, is discussed.
TL;DR: Kristina Höök is a professor in interaction design at the Royal Institute of Technology (KTH), where she leads the Mobile Life Centre, and her research focuses on affective interaction, bodily engagement, and aesthetics.
Abstract: s on Human Factors in Computing Systems. ACM, New York, 2009, 2427–2438. 15. Vidyarthi, J., Riecke, B.E., and Gromala, D. Sonic Cradle: Designing for an immersive experience of meditation by connecting respiration to music. Proc. of the Designing Interactive Systems Conference. ACM, New York, 2012, 408–417. 16. Isbister, K., Höök, K., Sharp, M., and Laaksolahti, J. The sensual evaluation instrument: Developing an affective evaluation tool. Proc. of the SIGCHI Conference on Human Factors in Computing Systems. ACM, New York, 2006, 1163–1172. 17. Shusterman, R. Somaesthetics. In The Encyclopedia of Human-Computer Interaction, 2nd Ed. M. Soegaard and R. Friis, eds. Interaction Design Foundation, 2013. 18. Longo, G.O. Body and technology: Continuity or discontinuity? In Mediating the Human Body: Technology, Communication, and Fashion. L Fortunati, J.E. Katz, R. Riccini, eds. Lawrence Erlbaum & Associates, 2003. Kristina Höök is a professor in interaction design at the Royal Institute of Technology (KTH), where she leads the Mobile Life Centre. Her research focuses on affective interaction, bodily engagement, and aesthetics.
TL;DR: In this forum, innovative thought, design, and research in the area of interaction design and sustainability are highlighted, illustrating the diversity of approaches across HCI communities.
Abstract: In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability, illustrating the diversity of approaches across HCI communities. --- Lisa Nathan and Samuel Mann, Editors
TL;DR: The caracter post-extractivista de America Latina and the de la estructural deuda ecologica have been discussed in this article, and a breve revision of que se puede considerar como ecologia politica Latinoamericana, arguing that esa, si bien tiene representantes en la academia, se construye con particular fortaleza in la praxis de los movimientos de justicia ambiental quienes no solo han inventariado and mapeado los conflictos
Abstract: Resumen | Al considerar que a la Ecologia Politica le interesa dar cuenta de como el poder politico incide en los conflictos socioambientales, se argumenta que esta se centra en el estudio paralelo del metabolismo social y los conflictos ecologicos distributivos . Como resultado, la Ecologia Politica permite develar los terminos de intercambio, el deficit fisico existente en el comercio internacional de los paises pobres y los pasivos ambientales asociados. En tal sentido, se describe el caracter “post-extractivista” de America Latina y el de la estructural deuda ecologica . A continuacion se hace una breve revision de lo que se puede considerar como Ecologia Politica Latinoamericana, argumentando que esa, si bien tiene representantes en la academia, se construye con particular fortaleza en la praxis de los movimientos de justicia ambiental quienes no solo han inventariado y mapeado los conflictos para visibilizarlos y destacar su caracter sistemico, sino que ademas, han desarrollado todo un repertorio de accion colectiva, multiples lenguajes de valoracion y un vocabulario propio.Se concluye con una breve reflexion del vinculo entre los movimientos de justicia ambiental y la sustentabilidad.
TL;DR: In this forum, research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products is celebrated.
Abstract: In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
TL;DR: In curating these images, the goal is to invite and encourage the community to consider the quality of the images they use and the roles images play in interaction design in HCI practice, education, research, scholarship, and creative activity.
Abstract: The idea of images as a foundational mode of creating and articulating knowledge about interactivity has been gaining traction in HCI and interaction design. The use of photography and imagery has long been foundational in traditional schools of design. Inventories of \" the best \" such schools—however subjective—can be found in many business press sources [1]. Here, we privilege two design schools as exemplars of these traditions, owing to their associations with two key figures, László Moholy-Nagy and William Gaver. Famous for its history in connecting photography and design, the Institute of Design in Chicago was founded some 75 years ago by painter and photographer László Moholy-Nagy from the German Bauhaus [2]. In HCI the centrality of visual form has been advanced notably by Goldsmiths at the University of London under the stewardship of William Gaver [3]. Privileging these two institutions here must be accompanied by the awareness that many other fine schools and distinguished figures in the design tradition were equally important in establishing this foundational role for photography and imagery. In HCI specifically, the importance of images, per se—in a sense that includes but also extends beyond the recording of design process or presentation of concepts— has a more nascent history. special topic motivations are first introduced—with the very kind encouragement of Ron Wakkary—in Blevis, E. Digital imagery as meaning and form in HCI and design: the thinking and making behind a user enactments project. Will Odom is a Banting Fellow in the School of Interactive Arts + Technology at Simon Fraser University. He likes photographs and dogs. • images for reflection to inform a process • images as a record of contexts and environments • images as a record of concepts • images as a record of aesthetic property (i.e., materiality). In curating these images, we have endeavored to select images that are both interesting in their implications for interaction design and also fine images in their own right. INVITATION We believe that everyone can participate in making images a foundational mode of creating and articulating knowledge about interactivity. Our goal is to invite and encourage our community to consider the quality of the images they use and the roles images play in interaction design in HCI practice, education, research, scholarship, and creative activity. Visual thinking belongs to and in our community.
TL;DR: The contention is not that HCI researchers and practitioners are unaware of the relationship between economy and technology; rather, that this does not typically figure in any deep way into the authors' theories, practices, and designs.
Abstract: Our contention is not that HCI researchers and practitioners are unaware of the relationship between economy and technology; rather, that this does not typically figure in any deep way into our theories, practices, and designs. We in HCI face the reality of the larger economic system and its impact on our daily life and work, but we do not incorporate these understandings into our research and practice to the extent that we perhaps should. Researchers tend to focus on the cultural aspects of technology at the expense of the more material and economic facets. The recent Is there a relationship between computing and economy? Most of us, if asked, will answer this question in the affirmative, thinking probably of such things as jobs lost to automation, big money made with technological innovations, and smartphone apps that enable novel business transactions, communication, and entertainment. These are all good examples of the relationship, but they are merely small spots on the body of a huge elephant that we can call the political economy of computing. Computing and political economy are much more intertwined than current discourse in HCI admits. I Insights → The impositions and intrusions of the economic system in our sociotechnical arrangements are underemphasized. → The intense media and academic focus on exciting, innovative cultural activities tends to divert our collective attention from less glamorous but crucial matters. → System designs often benefit, de facto, the members of privileged socioeconomic classes.
TL;DR: A partir de entonces, los intentos por explicar la evolucion de Homo sapiens no han cesado as discussed by the authors, mucho de que el pensamiento evolutivo que se instauro en el siglo XIX constituyo una de las revoluciones cientificas mas importantes for el ser humano.
Abstract: El pensamiento evolutivo que se instauro en el siglo XIX constituyo una de las revoluciones cientificas mas importantes para el ser humano. No solo lo despojo de su lugar privilegiado en la naturaleza sino que lo hermano a los demas seres vivientes de la Tierra. A partir de entonces, los intentos por explicar la evolucion de Homo sapiens no han cesado.
TL;DR: It is argued that a way to support vigorous physical exercise and learning sports-related skills is to move motion games away from the T living room to places where sports are actually practiced, which gives the player more space, allows increased movement diversity, and reduces the risk of colliding with furniture.
Abstract: I N T E R A C T I O N S . A C M .O R G The past decade has brought about interesting developments in combining video games, sports, and exercise. Motion games, also known as exergames or active video games, have become mainstream thanks to technologies like Microsoft Kinect, PlayStation Move, and Nintendo Wii. Unfortunately, commercial games are often optimized for an average customer facing a television in an average living room, which limits the variety and intensity of movements. This is a constraint for effective exercise and hinders the learning of real sports skills while playing motion games. We argue that a way to support vigorous physical exercise and learning sports-related skills is to move motion games away from the T living room to places where sports are actually practiced. This gives the player more space, allows increased movement diversity, and reduces the risk of colliding with furniture. A pleasurable exercise experience also requires appropriate ventilation, which indoor sports centers typically have. However, motion games are not always more entertaining than real practice, and a skill learned in a game might not transfer to a real sport. More research is needed on how to design and implement motion games that are both fun and effective as exercise and motorlearning environments. We have investigated how practicing real skills can be made more motivating in real sports settings. Here, we introduce two approaches: a game played by jumping on a trampoline and an augmented climbing wall that enables getting feedback and playing games on a real climbing wall.
TL;DR: In 1987, Brundtland's "Ensearlo" as mentioned in this paper was considered as the inicio of the idea of sustentabilidad, and it has been realizado a fulgurante recorrido of casi tres decadas and sigue vivo.
Abstract: Resumen | Si se considera 1987 (el Informe Brundtland) como el inicio oficial de la idea de sustentabilidad , el termino ha realizado un fulgurante recorrido de casi tres decadas y sigue vivo. En su devenir, se ha convertido al mismo tiempo en concepto, paradigma, marco teorico, instrumento tecnico, utopia, pretexto, ideologia y muchas cosas mas, pero sobre todo se ha vuelto la palabra que encierra un vago deseo de las masas educadas y privilegiadas del planeta de un mundo mejor en el que el genero humano se reencuentre idealmente con la naturaleza y con la justicia social . Mas alla de la dimension ideologica, y de sus multiples e inasibles interpretaciones, este ensayo se centra en la sustentabilidad como concepto cientifico que brota de una vision interdisciplinaria de la realidad, y que para muchos autores alcanza el estatus de un nuevo paradigma . El ensayo intenta mostrar como el concepto cientifico de sustentabilidad en la gran mayoria de sus versiones, no es sino una expresion tecno-economica que de manera explicita o implicita va dirigida a convencer a los “tomadores de decisiones”, y que busca aplicar soluciones meramente tecnicas o ingenieriles.Utilizando un abordaje ecologico politico, basado en la teoria de los tres poderes , el ensayo identifica y desarrolla una definicion de sustentabilidad como poder social , que convierte al concepto en un promisorio instrumento politico de emancipacion social y ambiental, en una version legitima de una “ciencia con conciencia”.
TL;DR: Voice and gestures are natural sketching tools that can be exploited to communicate sonic interactions and should be included in the early stages of the desig ...
Abstract: Voice and gestures are natural sketching tools that can be exploited to communicate sonic interactions. In product and interaction design, sounds should be included in the early stages of the desig ...
TL;DR: In this forum, trends and new technologies with the potential to influence interaction design are scout trends and discussed with a focus on interaction technologies.
Abstract: Envisioning, designing, and implementing the user interface require a comprehensive understanding of interaction technologies. In this forum we scout trends and discuss new technologies with the potential to influence interaction design. --- Albrecht Schmidt, Editor
TL;DR: This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices.
Abstract: We live in a world where everyday objects, digital services, and human beings are increasingly interconnected. This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices. --- Elisa Giaccardi, Editor
TL;DR: In this forum, research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products is celebrated.
Abstract: In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
TL;DR: With the emergence of wearable hardware, the need to develop fashion-oriented software, services, and applications is foreseen, and fashion designers should be included in the making of software and services.
Abstract: of how, specifically, these devices should vary in their expression. This trend started with the phenomenal success of mobile phones. The complex relationship between the use of mobile devices and the consumption of fashionable clothing has been identified and discussed in sociology and HCI [1]. Since we interact with mobile phones in close physical proximity to our bodies and clothes, we have a similar interest in their beautification. That relationship is likely to increase, given the growing interest in manufacturing and commercializing smart watches. There is an ongoing trend of digital devices being used in close physical proximity to our bodies, in the same position as our clothes. It started with the success of mobile phones, continues with the emergent use of smart watches and smart eyewear, and is leading to a future of smart textiles and organic user interfaces. These devices provide public visual surfaces with possibilities for endless variation of visual expression. With the emergence of wearable hardware, we foresee the need to develop fashion-oriented software, services, and applications. The question then arises Insights → Many wearable devices provide public visual surfaces with possibilities for endless variation of aesthetic expression. → To leverage these new expressive possibilities, fashion designers should be included in the making of software and services. → Fashionable wearable services and software could one day interact with people's clothing ensembles.
TL;DR: Selfies, commonly understood as those shallow pictures taken with no preparation, no thought behind them, no careful editing, no thoughtful posing, and no other purpose than showing off one?s look, are frowned upon.
Abstract: Selfies, commonly understood as those shallow pictures taken with no preparation, no thought behind them, no careful editing, no thoughtful posing, and no other purpose than showing off one?s look. ...
TL;DR: This forum focuses on topics at the intersection of human-computer interaction and public policy.
Abstract: Public policy plays an influential role in the work we do as HCI researchers, interaction designers, and practitioners. Public policy, a broad term, includes both government policy and policy within non-governmental organizations. This forum focuses on topics at the intersection of human-computer interaction and public policy. --- Jonathan Lazar, Editor
TL;DR: O registro de produtos com Indicacao geografica (IG) vem crescendingo no Brasil as mentioned in this paper, and o presente trabalho se classifica como bibliografico e estudo de caso, conduzido por meio do metodo cientifico hipotetico-dedutivo.
Abstract: O registro de produtos com Indicacao Geografica (IG) vem crescendo no Brasil. Estes sao produzidos em regioes onde e possivel identificar certos diferenciais, que estao relacionados com local de producao, solo, clima, forma de producao e colheita. Essa especificidade tende a contribuir com a agregacao de valor a esses produtos, com impactos no desenvolvimento territorial. O objetivo deste trabalho foi avaliar a contribuicao economica da Indicacao Geografica de produtos no desenvolvimento territorial. Nos procedimentos metodologicos, o presente trabalho se classifica como bibliografico e estudo de caso, conduzido por meio do metodo cientifico hipotetico-dedutivo. Para a coleta de dados, foram realizadas pesquisas documentais e entrevistas com associados e dirigentes das associacoes que detem o ato declaratorio do Instituto Nacional de Propriedade Industrial, a Asprovinho, localizada no estado do Rio Grande do Sul, e a Progoethe, localizada ao sul do estado de Santa Catarina, sendo que, em ambas, o produto e o vinho. Com os resultados obtidos na revisao da literatura e nas pesquisas de campo, foi possivel identificar a importância da Indicacao Geografica como vetor do desenvolvimento de territorios e regioes, salientando que isso nao ocorre de forma autonoma, mas sim com a contribuicao da sociedade civil e dos setores da economia que fazem parte do objeto da Indicacao Geografica.
TL;DR: In this forum, trends and new technologies with the potential to influence interaction design are scout trends and discussed with a focus on interaction technologies.
Abstract: Envisioning, designing, and implementing the user interface require a comprehensive understanding of interaction technologies. In this forum we scout trends and discuss new technologies with the potential to influence interaction design. --- Albrecht Schmidt, Editor
TL;DR: In this paper, the authors present and critique a standard chronology of race as a concept rooted in culture and environment, and later in human biology and determinism, and finally back to culture alone.
Abstract: Resumen | En este trabajo quiero presentar una cronologia convencional del concepto raza que marca un movimiento en el cual raza cambia de ser una idea basada en la cultura y el medio ambiente, a ser algo biologico, inflexible y determinante, para luego volver a ser una nocion que habla de la cultura . Resumo como la idea de raza ha cambiado a traves del tiempo, mirando necesariamente el rol que ha desempenado la ciencia, y enfocando los diferentes discursos de indole natural-cultural sobre los cuerpos, el medio ambiente y el comportamiento, en los cuales las dimensiones culturales y naturales siempre coexisten . “La naturaleza” no puede ser entendida solamente como “la biologia” y ni la naturaleza ni la biologia necesariamente implican solo el determinismo, la fijeza y la inmutabilidad Estar abiertos a la coexistencia de la cultura y la naturaleza y a la mutabilidad de la naturaleza nos permite ver mejor el ambito de accion del pensamiento racial. Race, Science and Society Abstract | In this article I present and critique a standard chronology of race as, first, a concept rooted in culture and environment, and later in human biology and determinism, and finally back to culture alone . I will outline changing understandings of race over time, with some attention to the role of science, broadly understood, and on the continuing but changing character of race as a natural-cultural discourse about organic bodies, environments and behavior, in which both cultural and natural dimensions always co-exist . “Nature” is not to be understood simply as “biology,” and neither nature nor biology necessarily imply the fixity and determination that they are often assumed nowadays to involve . Being open to the co-existence of culture and nature and the mutability of the latter allows us to better comprehend the whole range of action of racial thinking.
TL;DR: Arduino is based on the fact that the software the authors build upon is open, so opening the hardware design is only natural, and the very basic aspect behind the maker culture: sharing.
Abstract: of electronics is that they are reprogrammable, and that the software for them is much simpler than the software produced for personal computers. It was just a matter of time until people started making that code open, which would also extend to the electronics. Arduino is a manifestation of that. Our system is based on the fact that the software we build upon is open, so opening the hardware design is only natural. This is the very basic aspect behind the maker culture: sharing. The possibility of others reusing what some did to apply it in a different field. I see this a bit as a mix between the U.S. \" show and tell \" culture and the tech-nerd naivete and willingness to basically \" show off. \" I think you got blinded by the fact that Maker Media is a company dedicated to the production of printed materials and promotion of events. I also think you forgot they could only build that small media empire if there was a group of people interested in not only the content but also the production of the content. Maker Media is a vehicle for a lot of voices that have something to say and couldn't find room anywhere else. Having your project shown in Make magazine is a validation that your work is relevant to this community. It is not peer-reviewed; there is no academic review panel; there is only a de facto expert committee ensuring the content is new and unique for this community. Other experiments like this one have failed—even, as you mentioned, other magazines within the same company. There are plenty of reasons for this. I believe there is a better vehicle for the content previously addressed by Craft magazine. The blogosphere has been representing I n a column last year (\" Making: Movement or Brand? \" January – February 2014), we argued that the maker \" revolution \" may be best understood as a brand rather than a social movement. While proponents view makers as part of a new creative class that circumvents conventional mass consumption, we noted that many makers become good capitalists, too—selling books, tickets, and magazines as well as seeding new businesses. By adopting and enacting maker discourse, makers additionally become proponents of an ideological stance wherein small-scale design gets portrayed as a catalyst for social change. Finally, we pointed out that surprisingly few women …
TL;DR: This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices.
Abstract: We live in a world where everyday objects, digital services, and human beings are increasingly interconnected. This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices. --- Elisa Giaccardi, Editor
TL;DR: In this paper, a cronica de los dos advenimientos de la interdisciplinariedad en Mexico, and su vinculación con the acontecimiento politicos, culturales, and academicos que vivia el pais in los respectivos momentos, is presented.
Abstract: Se hace la cronica de los dos advenimientos de la interdisciplinariedad en Mexico, y su vinculacion con los acontecimientos politicos, culturales y academicos que vivia el pais en los respectivos momentos. Se revisan las distintas esperanzas y desafios que enfrenta la interdisciplinariedad en la practica, en diferentes ambitos de actividad (ensenanza, investigacion), y se formulan algunas sugerencias sobre las diferentes modalidades que podria revestir una efectiva integracion de disciplinas, capaz de superar la simple yuxtaposicion de enfoques.