TL;DR: In this article, the authors highlight a breadth of design strategies that target the goals of social justice along six dimensions: transformation, recognition, reciprocity, enablement, distribution, and accountability.
Abstract: In recent years, many HCI designers have begun pursuing research agendas that address large scale social issues. These systemic or "wicked" problems present challenges for design practice due to their scope, scale, complexity, and political nature. In this paper, we develop a social justice orientation to designing for such challenges. We highlight a breadth of design strategies that target the goals of social justice along six dimensions -- transformation, recognition, reciprocity, enablement, distribution, and accountability -- and elaborate three commitments necessary to developing a social justice oriented design practice -- a commitment to conflict, a commitment to reflexivity, and a commitment to personal ethics and politics. Although there are no easy solutions to systemic social issues, a social justice orientation provides one way to foster an engagement with the thorny political issues that are increasingly acknowledged as crucial to a field that is not just about technological possibility, but also about political responsibility.
TL;DR: This paper performs a critical analysis of current design practice with regard to interactive services, and shows how user-centered design principles induce environmental impacts in different ways, and combine with technical and business drivers to drive growth of the infrastructure through a reinforcing feedback cycle.
Abstract: Interactive devices and the services they support are reliant on the cloud and the digital infrastructure supporting it The environmental impacts of this infrastructure are substantial and for particular services the infrastructure can account for up to 85% of the total impact In this paper, we apply the principles of Sustainable Interaction Design to cloud services use of the digital infrastructure We perform a critical analysis of current design practice with regard to interactive services, which we identify as the cornucopian paradigm We show how user-centered design principles induce environmental impacts in different ways, and combine with technical and business drivers to drive growth of the infrastructure through a reinforcing feedback cycle We then create a design rubric, substantially extending that of Blevis [6], to cover impacts of the digital infrastructure In doing so, we engage in design criticism, identifying examples (both actual and potential) of good and bad practice We then extend this rubric beyond an eco-efficiency paradigm to consider deeper and more radical perspectives on sustainability, and finish with future directions for exploration
TL;DR: This work deployed a social robot, the Haptic Creature, in an interaction designed to be calming: participants held the robot on their laps and stroked it as it was breathing, and reported themselves as calmer and happier.
Abstract: With advances in sensor and actuator design, intelligent computing techniques and personal care robotics, today's robots hold promise as fully interactive, therapeutic human companions. To achieve this ambitious goal, key interaction components must be identified and then systematically designed and evaluated. Based on successes of human-animal therapy, we propose affective touch as one such component. Delivering this adjunct in a controllable robot form allows us to examine its efficacy for therapeutic applications such as anxiety management. With an approach grounded in social cognitive theories for human-animal relations, we deployed a social robot, the Haptic Creature, in an interaction designed to be calming: participants held the robot on their laps and stroked it as it was breathing. As a result, their heart and respiration rates significantly decreased relative to stroking a non-breathing robot. They also reported themselves as calmer and happier.
TL;DR: The most recent edition of the International Journal of Design's Call for Papers on Social Design as mentioned in this paper has seen a surge in interest in social design, which can be seen as having several roots.
Abstract: IntroductionSocial design has gained momentum in design research during the last ten years, a development which can be seen as having several roots. Some of these roots go back a few decades, to the writings of Victor Papanek, Nigel Whiteley, and Victor Margolin (Papanek, 1984; Whiteley, 1993; Margolin, 2015), but others are of newer origin, including some initiatives in interaction design and service design. Important research in this regard has been done in Italy (Meroni, 2007; Manzini, 2015), Australia (Dorst, 2015), Scandinavia (Binder, Brandt, Ehn, & Halse, 2015), and the UK (Kimbell, 2014), among others. Several consultancies, such as Participle, IDEO, and Think Public, have also contributed to this development, and at least one book has been published on the relationship between design and the social sciences (Frascara, 2002).We cannot say we know for sure the reasons behind this surge in interest, but we can point out a few possibilities. Some of these seem to be external to design. For example, the withdrawal of the welfare state in Europe has created markets for semi-public activities, especially in health care and care for the elderly. The financial crisis of 2008 pushed designers to seek more customers from the public sector and from non-governmental organizations. The traditional manufacturing focus of the market for design has, in many key areas, become smaller and more concentrated, resulting in a reduction in traditional job opportunities for designers. Simultaneously, the growth of design education has pushed many young designers to seek new markets, which are being created by a substantial number of complex societal challenges; and design research has given designers new tools to help them work with abstract entities such as services and communities rather than just with things. Whatever the reasons, design is not what it was in 1990; in 2016, it faces a new type of late modernity in which social activities interwoven with things and services create value.As we noted in the Call for Papers for this special issue of the International Journal of Design, there are currently several interpretations of social design. A recent British report classified social design into social entrepreneurship, socially responsible design, and design activism (Armstrong, Bailey, Julier, & Kimbell, 2014). Known for his work on social activism, Markussen (2015) has added social movements to this classification. By now then, we have seen not only a surge in social design, but also the first steps of scholarly discussion about its forms and limits. We can safely say that social design has expanded design beyond its traditional core and scope. It is much harder to say where the limits of social design are and how these limits can best be extended.For these reasons, it is a good time to take stock of these developments. This is what we have tried to achieve with this special issue, which saw its beginnings in 2014 in the Call for Papers. The call aimed to be inclusive and thus did not set many limits on how social design was to be defined. Rather, it was meant to function as an inkblot that could gather various definitions. The rest of this introduction describes what we saw when the submissions arrived.From Submissions to PapersWhen we saw the considerable crop of submissions arrive in Fall 2015, we were pleasantly surprised. The outcome looked very promising at first sight. We had 78 submissions from all continents. One additional paper was redirected to the call later, so at the end we had to process 79 papers. When we first went through them, we ranked the submissions by two criteria: their quality and their loose fit to the topic of the special issue. About 20 papers were not up to the journal's standards of quality, for reasons ranging from little or no connection to design literature, missing technique, or flaws in execution of the argument. Another group of papers had no connection to the topic of the call. …
TL;DR: This paper uses the Japanese concept of Wabi-Sabi to articulate three high-level principles that may help addressing the long-term realities faced in physical interaction design, and for the design of interactive systems in general.
Abstract: The material foundations of computer systems and interactive technology is a topic that gained an increased interest within the HCI community during the last years. In this paper we discuss this topic through the Japanese concept of Wabi-Sabi, a philosophy that embraces three basic realities of the material world: 'nothing lasts', 'nothing is finished', and 'nothing is perfect'. We use these concepts to reflect on four unique interactive artefacts, which all in different ways embrace aspects of Wabi-Sabi, in terms of their design gestalt, materiality, but also in terms of use practices. Further, we use our analysis to articulate three high-level principles that may help addressing the long-term realities faced in physical interaction design, and for the design of interactive systems in general.
TL;DR: It is argued that calm technology or peripheral interaction should not be seen as an alternative to focused or implicit interaction, but as a part of a continuum of interaction possibilities corresponding with varied levels of human attention to seamlessly integrate computing technology into people's everyday lives and environments.
Abstract: IntroductionOver two decades ago, Weiser (1991) set out his influential vision for the 21st century in which computers of all sizes and functions are integrated in the everyday environment. In recent decades, the presence of computing technology in everyday environments has rapidly increased and much of Weiser's vision has turned into reality, seeing digital technology integrated into many devices from door knobs to mobile touchscreen enabled devices. Nowadays, the digital world is omnipresent and available to be interacted with at any time. Perceiving and interacting with this digital information usually requires the user's undivided attention, e.g., when looking at a smartphone screen or controlling a tablet through a graphical user interface. Alternative to these focused interactions, many interactive systems are currently being developed that act autonomously based on sensor data such as smart thermostats that adapt to users' routines (Nest., n.d.). Compared to attention demanding, focused interactions, these interactive systems rely on implicit interactions (Ju, 2015; Ju & Leifer, 2011; Schmidt, 2000) that do not require any attention from the user and happen outside the user's behest or intention.When comparing focused and implicit interactions with computing technology to the way people interact with everyday physical environments, a remarkable difference can be observed. People can easily perceive and interact with the physical world without consciously thinking about it. For example, we do not have to consciously look outside to have an impression of the weather or time of day and we can easily tie our shoelaces while having a conversation. These actions and perceptions happen on a routine basis and neither require focused attention nor take place entirely outside of the attentional field; we can easily focus our attention on them whenever this is desired or required (e.g., when it unexpectedly starts to rain or when our shoelaces are entangled such that we need to focus to untangle them). These activities take place in the background or so called periphery of attention (Bakker, van den Hoven, & Eggen, 2010).Weiser's discussion of ubiquity in the computer for the 21st century (Weiser, 1991) also broached the need for computing devices to seamlessly blend into everyday life by operating in the periphery of attention (Weiser & Brown, 1997). This vision of 'calm technology' (Weiser & Brown, 1997) inspired many researchers in the domain of Human-Computer Interaction (HCI) to study digital information displays that can be perceived at the periphery of attention (Hazlewood, Stolterman, & Connelly, 2011; Heiner, Hudson, & Tanaka, 1999; Ishii et al., 1998; Matthews, Dey, Mankoff, Carter, & Rattenbury, 2004; Mynatt, Back, Want, Baer, & Ellis, 1998; Pousman & Stasko, 2006). Recently, the focus of such research has shifted towards studying both the perception of and interaction with digital information at the periphery of attention, enabling peripheral interaction with computing technology (Bakker, van den Hoven, & Eggen, 2015b; Edge & Blackwell, 2009; Hausen, Tabard, von Thermann, Holzner, & Butz, 2014; Olivera, Garcia-Herranz, Haya, & Llinas, 2011). Despite these efforts, barely any computing devices enable peripheral interactions.With the increasing ubiquity of technology, we believe that the vision of making interactive systems available in people's periphery of attention is of growing relevance in order to seamlessly integrate computing technology into people's everyday lives and environments. To achieve this, we argue that calm technology or peripheral interaction should not be seen as an alternative to focused or implicit interaction, but as a part of a continuum of interaction possibilities corresponding with varied levels of human attention. If interactive systems could seamlessly shift between focused, peripheral and implicit interaction, users would have the flexibly to choose the level of attention they wish to devote to the interaction depending on their context, goals and desires. …
TL;DR: This work reviewed the interfaces of popular apps and extracted six design patterns where UI adaptation can improve in-app navigation and designed an exemplar set of wireframes, illustrating how UX designers might annotate their interaction flows to communicate planned adaptation.
Abstract: Machine learning improves mobile user experience. Interestingly, envisioning apps with adaptive interfaces that reduce navigation and selection effort is not standard UX practice. When implementing an adaptive UI for our mobile transit app, we encountered a number of problems. Our original design did not log necessary information nor did it induce users to provide good labels. On reflection, we realized UX designers should identify and refine UI adaptions when sketching wireframes. To advance on this insight, we reviewed the interfaces of popular apps and extracted six design patterns where UI adaptation can improve in-app navigation. Next, we designed an exemplar set of wireframes, illustrating how UX designers might annotate their interaction flows to communicate planned adaptation and note the information (logs and labels) needed to make the desired inferences.
TL;DR: This exploratory paper proposes to involve animals that live in anthropic environments as participants in design processes to mitigate the anthropocentrism inherent in interaction-design methodologies.
Abstract: In this exploratory paper, we advocate for a way to mitigate the anthropocentrism inherent in interaction-design methodologies. We propose to involve animals that live in anthropic environments as participants in design processes. The current relationships between animals and technology have an inevitable impact on their well-being and raise fundamental ethical questions concerning our design policies. Drawing from the work of Bruno Latour and Donna Haraway, we argue for a situated approach in which we reflect upon concrete design contexts. We explore the notion of becoming with as a conceptual framework for the intuitive and bodily understanding that takes place between humans and animals when they encounter one-another in shared contexts. Adopting a research through design approach, we further explore this notion by reflecting upon two different participatory design projects with two dogs. We found these reflections to offer valuable perspectives for designers to analyse and discuss their iterative processes.
TL;DR: The design of a full-body interaction experience called Lands of Fog, in which a child with ASD plays together with a typically developed child, aimed towards fostering social interaction behaviors and collaboration is presented.
Abstract: Autism Spectrum Disorder is characterized by impaired social communication capacities which can prevent the formation of social relationships with peers. In recent years, potential programs for people with ASD have increasingly used Information and Communication Technologies mainly motivated by the affinity that people with ASD show towards technology-supported tasks. We present the design of a full-body interaction experience called Lands of Fog, in which a child with ASD plays together with a typically developed child. The system is aimed towards fostering social interaction behaviors and collaboration. We have undertaken user trials with 34 ASD children through which Lands of Fog has proven to be a useful tool to foster social interaction. In this paper, we focus on the description of the interaction design process, methods and criteria that support the final experience. We then provide preliminary results from the user trials which provide a first hint of the efficacy of the system in fostering user's engagement and making socialization attitudes emerge.
TL;DR: Different possible paths through which children can transform embodied experience into an 'object--to-think-with' and delineate the different resources for meaning making that they employed contribute to expand the current understanding around embodied learning with interactive technologies.
Abstract: We present a qualitative, idiographic study aimed at exploring how children create bridges between embodied experience and meaning construction while interacting with a Full-Body Interaction Learning Environment. Starting from the analysis of four case studies, we illustrate different possible paths through which children can transform embodied experience into an 'object--to-think-with' and delineate the different resources for meaning making that they employed. These outcomes contribute to expand the current understanding around embodied learning with interactive technologies, as well as suggest a set of qualities to think about interaction design and future research.
TL;DR: This book presents a general, holistic framework that is intended to support visualization design for human-information interaction, composed of a number of conceptual elements that can aid in design thinking.
Abstract: Interest in visualization design has increased in recent years. While there is a large body of existing work from which visualization designers can draw, much of the past research has focused on developing new tools and techniques that are aimed at specific contexts. Less focus has been placed on developing holistic frameworks, models, and theories that can guide visualization design at a general level—a level that transcends domains, data types, users, and other contextual factors. In addition, little emphasis has been placed on the thinking processes of designers, including the concepts that designers use, while they are engaged in a visualization design activity. In this book we present a general, holistic framework that is intended to support visualization design for human-information interaction. The framework is composed of a number of conceptual elements that can aid in design thinking. The core of the framework is a pattern language—consisting of a set of 14 basic, abstract patterns—and a...
TL;DR: This paper examines the structure and content of interaction flows, identify common design patterns, and discusses elements of the framework which have proven valuable, features which did not solve their intended purposes, and ways that future systems might better address these issues.
Abstract: Interaction Composer, a visual programming environment designed to enable programmers and non-programmers to collaboratively design social human-robot interactions in the form of state-based flows, has been in use at our laboratory for eight years. The system architecture and the design principles behind the framework have been presented in other work, but in this paper we take a case-study approach, examining several actual examples of the use of this toolkit over an eight-year period. We examine the structure and content of interaction flows, identify common design patterns, and discuss elements of the framework which have proven valuable, features which did not solve their intended purposes, and ways that future systems might better address these issues. It is hoped that the insights gained from this study will contribute to the development of more effective and more usable tools and frameworks for interaction design.
TL;DR: This paper categorises key HCI literature that engages with performance theory or practice according to a taxonomy that puts the user at the centre of the analysis to map out what is identified as the emerging field of Performative Experience Design.
Abstract: This paper categorises key HCI literature that engages with performance theory or practice according to a taxonomy that puts the user at the centre of the analysis. This taxonomy reveals three strands of research that use performance to address HCI and interaction design at the most fundamental level. We use these strands of research to map out what we have identified as the emerging field of Performative Experience Design. This field, which lies between HCI and performance studies, presents an extraordinarily rich potential for the design of interactive systems.
TL;DR: The role of food/drink-related eating sounds, as a potential input for human-food interaction design, is highlighted and a multisensory design framework is presented, discussing how the systematic connections that exist between the senses may provide some guidelines for the integration of eating sounds in HFI design.
Abstract: Everyday eating and drinking experiences involve multiple, interrelated, sensory inputs. However, when it comes to human-food interaction design (HFI) research, certain senses have received more attention than others have. Here, we focus on audition, a sense that has received limited attention in such context. In particular, we highlight the role of food/drink-related eating sounds, as a potential input for human-food interaction design. We review some of the few systems that have built on such sounds within food and drink contexts. We also present a multisensory design framework and discuss how the systematic connections that exist between the senses may provide some guidelines for the integration of eating sounds in HFI design. Finally, we present some key prospects that we foresee for research in technology design in HFI.
TL;DR: It is argued that documenting, revisiting and reflecting on the design space of a project provides three important benefits: it increases the authors' awareness of the constraints introduced by particular design choices, and it prompts us to challenge these constraints and reconsider disregarded opportunities.
Abstract: We argue that documenting, revisiting and reflecting on the design space of a project provides three important benefits. First it increases our awareness of the constraints introduced by particular design choices. Second, this qualifies our understanding of the way a design space has been filtered by design activities. Third we are prompted to challenge these constraints and reconsider disregarded opportunities. To support this argument, we revisit key activities from two projects in our interaction design lab's portfolio, selected because of the detailed documentation available. We also introduce SnapShot, the web-based tool we are developing for this method of design space reflection. Based on these examples, we present a critical discussion and outline areas of future research.
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: The role of mobility assistance dogs in human society and the challenges they face when operating in human environments are discussed and the species-specific implementation of core interaction design principles could inform the design of interaction environments that better support skilled workers.
Abstract: In this paper we discuss the role of mobility assistance dogs in human society and the challenges they face when operating in human environments. We present the findings of an ethnographic study at a training facility as well as the findings of early evaluations of canine-friendly switches. We discuss how the species-specific implementation of core interaction design principles could inform the design of interaction environments that better support these skilled workers.
TL;DR: The iterative user-centered process that UD Co-Spaces was followed over six years through a close interdisciplinary collaboration involving experts in urban design and neighbourhood planning is described.
Abstract: UD Co-Spaces (Urban Design Collaborative Spaces) is an integrated, tabletop-centered multi-display environment for engaging the public in the complex process of collaborative urban design. We describe the iterative user-centered process that we followed over six years through a close interdisciplinary collaboration involving experts in urban design and neighbourhood planning. Versions of UD Co-Spaces were deployed in five real-world charrettes (planning workshops) with 83 participants, a heuristic evaluation with three domain experts, and a qualitative laboratory study with 37 participants. We reflect on our design decisions and how multi-display environments can engage a broad range of stakeholders in decision making and foster collaboration and co-creation within urban design. We examine the parallel use of different displays, each with tailored interactive visualizations, and whether this affects what people can learn about the consequences of their choices for sustainable neighborhoods. We assess UD Co-Spaces using seven principles for collaborative urban design tools that we identified based on literature in urban design, CSCW, and public engagement.
TL;DR: In this article, the authors introduce a vision called Smart Material Interfaces (SMIs), which takes advantage of the new generation of engineered materials. But it is difficult to change a physical object in its form, position, or properties (e.g. color, size) in real time.
Abstract: Dear reader,
“[...] Although the tangible representation allows the physical embodiment to be
directly coupled to digital information, it has limited ability to represent change in many material or physical properties. Unlike malleable pixels on the
computer screen, it is very hard to change a physical object in its form, position, or properties (e.g. color, size) in real time” 1. Nowadays there are new (smart) materials that can change this situation and potentially influence the future of tangible technology.
This thesis will introduce you to a vision called Smart Material Interfaces
(SMIs), which takes advantage of the new generation of these engineered
materials. They are capable of changing their physical properties, such as shape, size, and color, and can be controlled by using certain stimuli (light, potential difference, temperature and so forth). We use the material property itself to deliver informations. We do this the context various experiments and contexts.
To facilitate the reading, we built a path within the structure of this thesis. It leads from the introduction through all the studies and all the experiments we made. We divided it into parts that try to reflect our experience. Beside the
initial part (A wide perspective Part i) and the conclusion (Conclusions and
future Part v) there are three main parts.
In Design (Part ii) we create the message through the design of our interface. In Experience (Part iii) we create a learning path for children, experiencing SMIs as part of their own stories. In Growth (Part iv), we delegate the duty of
creation to older students, preparing the terrain where to build their own
message for them.
TL;DR: Research showing that aspects of spatial cognition are embodied is discussed and how these findings and theoretical developments can be used to influence the design of tangible and embodied interfaces (TEIs).
Abstract: Aspects of spatial cognition, specifically spatial skills, are strongly correlated with interest and success in STEM courses and STEM-related professions. Because growth in STEM-related industries is expected to continue for the foreseeable future, it is important to develop evidence-based and theoretically grounded methods and interventions that can help train relevant spatial skills. In this article, we discuss research showing that aspects of spatial cognition are embodied and how these findings and theoretical developments can be used to influence the design of tangible and embodied interfaces (TEIs). TEIs seek to bring interaction with digital content off the screen and into the physical environment. By incorporating physical movement and tangible feedback in digital systems, TEIs can leverage the relationship between the body and spatial cognition to engage, support, or improve spatial skills. We use this knowledge to define a design space for TEIs that engage spatial cognition and illustrate how TEIs that are designed and evaluated from a spatial cognition perspective can expand the design space in ways that contribute to the fields of cognitive science and human computer interaction.
TL;DR: This paper describes the development and evaluation of three kitchen blenders that were specifically designed to stimulate mindfulness in interaction, that is: engagement with, and care for what you are doing.
Abstract: In this paper we describe the development and evaluation of three kitchen blenders that were specifically designed to stimulate mindfulness in interaction, that is: engagement with, and care for what you are doing. We find that the directness we used to have preparing our food has been sacrificed to efficiency and ease of use, which does not match our current zest for 'slow food' and 'slow cooking'. We argue that most of our kitchen appliances make us less engaged in the act of and less caring for cooking. In order to counter this we see opportunities for a more tangible or embodied interaction style where expressive input leads to expressive output. In order to research this argument we have developed three embodied kitchen blender interaction styles and compared these to a more traditional blender interaction. Preliminary findings suggest that more embodied interaction styles do indeed lead to more mindful engagement in interaction.
TL;DR: This work-in-progress paper describes the design of sound-based enrichment by means of the manipulation of tangible non-technological elements, and demonstrates how Animal Computer Interaction research can help in providing animals with more control over auditory stimuli.
Abstract: Orangutans show interest in sound-based stimuli, but the auditory enrichment they are usually provided with is either based on human-music, or does not allow for control and choice. In this work-in-progress paper, we describe the design of sound-based enrichment by means of the manipulation of tangible non-technological elements. In doing so, we demonstrate how Animal Computer Interaction research can help in providing animals with more control over auditory stimuli, as well as demonstrating and justifying a novel modality for interaction based on orangutan behavior within our ongoing study. We overview our proposed evaluation, identifying how - through embodying notions of control and choice in design - our proposed system allows for orangutan use to inform ongoing development and design of auditory enrichment.
TL;DR: Based on the theory of constructivism learning, a model named Mobile Inverted Constructivism (MIC) is provided in this article, and in view of the functional quality of social media in China, the mobile inverted constructivism system (MICs) is designed on the platforms of WeChat and Baidu Post Bar.
Abstract: The combination of social media and invert teaching is a new path to inverting interation technology education and reconstructing the curriculum of context. In this paper, based on the theory of constructivism learning, a model named Mobile Inverted Constructivism (MIC) is provided. Moreover, in view of the functional quality of social media in China, the Mobile Inverted Constructivism system (MICs) is designed on the platforms of WeChat and Baidu Post Bar. Through a interaction design course, examines the teaching effect of MIC model. The statistical software SAS9.3 was used to analyze the experimental data. Experimental results show that in the classes where the MIC model is applied, students are better motivated to learn and make creative achievements than those restrained by traditional classroom teaching, and the MICs is more acceptable to the digital natives. In the future, the MIC model will be further improved, to better embody the “culture of sharing”.
TL;DR: A semio-participatory framework based on Semiotic Engineering and Participatory Design guidelines for interaction ( re)design of educational software was applied in interaction redesign of an educational software, which allowed users' cultural aspects were highlighted in interaction (re)design process.
Abstract: According the social scientists, Brazil has a great cultural diversity. It has effects in fundamental schools that have become heterogeneous and multicultural environments. In some Brazilian schools are used different kinds of digital technologies that can support teaching and learning processes. According to Semiotic Engineering, digital technologies are product intellectual and cultural of designer.Then, cultural differences between designer and user can influence the quality of interaction. This work has a hypothesis that the active participation of user in the interaction process can contribute to recognize and consider cultural differences in interaction design of educational technologies. This paper presents a semio-participatory framework based on Semiotic Engineering and Participatory Design guidelines for interaction (re)design of educational software. This framework was applied in interaction redesign of an educational software, which allowed users' cultural aspects were highlighted in interaction (re)design process.
TL;DR: The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers, and designers and identify new directions for future research and development in HCI and games.
Abstract: It is our great pleasure to welcome you to the third ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY '16. See more at: http://chiplay.org.
CHI PLAY is an international and interdisciplinary conference series for researchers and professionals across all areas of play, games, and human-computer interaction (HCI), we call it: "player-computer interaction." CHI PLAY highlights and fosters discussion of current high-quality research in games and HCI. It forms the foundations for the future of digital play. This year is the third year of the symposium, which is already proving to be a premier forum for presentation of research results and experience reports on leading-edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design, and theory. The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers, and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The symposium provides a meeting place for practitioners and academics where participants present and discuss peer-reviewed academic papers and the latest breaking results and approaches from industry.
The call for papers attracted submissions from Asia, Australia, Europe, North America, and South America. We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. All full papers were blind reviewed by peer reviewers as well as a committee member. Accepted papers are published in the ACM Digital Library.
TL;DR: This paper investigates how to design multi-user interfaces for domestic interactive systems through two design cases where it focuses on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction.
Abstract: Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this is found in the social translucence framework, which was originally described by Erickson & Kellogg. In this paper, we investigate how to design multi-user interfaces for domestic interactive systems through two design cases where we focus on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction. We use the resulting designs to extract design considerations: interfaces should not prescribe behavior, need to offer sufficient interaction alternatives, and previous settings need to be retrievable. We also identify four steps that can be integrated in any design process to help designers in creating interfaces that support multi-user interaction through social translucence.
TL;DR: This case study describes the progress towards the goal of providing technology-enhanced enrichment for an Asian elephant so that she can exercise choice and control and offers guidelines for developers to show how interaction design with a captive elephant might be approached.
Abstract: This case study describes our progress towards the goal of providing technology-enhanced enrichment for an Asian elephant so that she can exercise choice and control. We offer guidelines for developers to show how interaction design with a captive elephant might be approached.
TL;DR: The process of designing products materializes time by directing users to act in particular ways in relation to certain anticipated future. as discussed by the authors argues that the process of design is changing, as designers shift from producing a series of industrial artifacts to the ongoing designing of morphing interactive digital platforms.
Abstract: Humans design things to make up for their failings. Despite our pervasive reliance on these products, design remains underappreciated and misunderstood. The process of designing products materializes time by directing users to act in particular ways in relation to certain anticipated futures. However, the process of designing is changing, as designers shift from producing a series of industrial artifacts to the ongoing designing of morphing interactive digital platforms. Rather than failure being something to be avoided, interaction design treats reality as an ongoing experiment with radical potentiality, though at dangerous political cost.