{"title":"Arty Portfolios: Manifesting Artistic Work in Interaction Design Research","authors":"Michaela Leitner, Özge Subaşı","doi":"10.1145/2971485.2971515","DOIUrl":"https://doi.org/10.1145/2971485.2971515","url":null,"abstract":"As artist researchers in HCI, we experience the lack of appropriate ways to describe and communicate artistic work and its value for and influences on interaction design research practice. We introduce the arty portfolio approach to support artistic research within HCI. Arty portfolios value reflection, articulation and communication of artistic work in HCI. Presenting our own work and its relation to our research, we demonstrate and reflect on the mutual influences between our artistic inquiries and interaction design practice. We explore arty portfolios' potentials to strengthen artistic enquiry in the context of HCI.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130758983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Can We Interpret the Depth?: Evaluating Variation in Stereoscopic Depth for Encoding Aspects of Non-Spatial Data","authors":"Ragaad Altarawneh, S. Humayoun, A. Ebert","doi":"10.1145/2971485.2971545","DOIUrl":"https://doi.org/10.1145/2971485.2971545","url":null,"abstract":"Rendering a 2D node-link representation on a stereoscopic platform supports the idea of having a natural focus+context interaction. In this case, stereoscopic depth can be used to encode the different levels of detail in compound graphs, especially for highlighting the structural relations. We propose an approach that provides a novel interactive operation for expanding or contracting nodes in compound graphs to align these nodes in the 3D space with minimum occlusion, such that the children levels are rendered in a plane closer to the viewer than the parent node. Different visual cues can also be used together to encode other data aspects, e.g., color for encoding node status or shape for encoding node type. The focus of this paper is on a controlled user study that we conducted with 30 participants to evaluate the approach using different configurations. The aim of the study was to understand the viewers' ability of detecting the variation in stereoscopic depth as well as the influence of graph size and the transparency on this ability in terms of accuracy and efficiency. Further, we were interested to measure the participants' acceptance towards our approach of using the stereoscopic depth as a cue for compound graphs. The study results show that stereoscopic depth can be used to encode data aspects of compound graphs under certain circumstances.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116574368","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proximity-Based Automatic Exchange of Data in Mobile Gaming: Studying the Experiences of StreetPass Users","authors":"Susanna Paasovaara, Thomas Olsson","doi":"10.1145/2971485.2971508","DOIUrl":"https://doi.org/10.1145/2971485.2971508","url":null,"abstract":"Despite the ubiquity of short-range connectivity technologies and their use for pragmatic purposes, the opportunities they provide for playful interaction are not well understood. StreetPass feature on Nintendo 3DS handheld gaming devices is a rare world-wide example of exchanging playful content (e.g. avatars, messages, items) automatically between close-by users over proximity-based technologies. To learn from the user experiences of this pioneer group we conducted an online questionnaire, gathering over 100 responses from active Nintendo 3DS users. The findings indicate that proximity-based automatic exchanges have remarkably enriched the gaming experience with 3DS, increased sense of community, and triggered serendipitous interactions between players. We argue that similar features could bring value also to other application areas and mobile systems; and describe what should be taken into account in their design.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116685676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PeriodShare: A Bloody Design Fiction","authors":"M. Søndergaard, Lone Koefoed Hansen","doi":"10.1145/2971485.2996748","DOIUrl":"https://doi.org/10.1145/2971485.2996748","url":null,"abstract":"In this paper we present PeriodShare, a speculative design proposing a wireless menstrual cup that automatically quantifies and shares menstrual data on social networks. We suggest that PeriodShare is a design fiction that uses both crowd-funding rhetoric and the form of a rather clumsy DIY project to create a particular fictional universe that (1) speculates on a potential near future of quantification of menstruation, and through this (2) encourages to reflection on the dynamics of contemporary technology paradigms like the politics and culture of self-tracking, sharing, and intimate data. As a research through design project and by using these communication threads, PeriodShare thus uses menstruation as a trope to investigate social, cultural and political issues of intimate technologies.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116692680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Expanding the Locus of Control: Design of a Mobile Quantified Self-Tracking Application for Whiplash Patients","authors":"S. Johansen, A. Kanstrup","doi":"10.1145/2971485.2971497","DOIUrl":"https://doi.org/10.1145/2971485.2971497","url":null,"abstract":"The paper presents the design and exploration of a mobile quantified self-tracking prototype for patients with whiplash-associated disorders. The analytic lens is social learning theory and the patients' experiences of the artefact in their formation of practice. The intertwined processes of interpreting user--device interactions are addressed in terms of how patients attributed these interactions as efficacy information and provides insights into why the whiplash patients failed to convert quantified self-information into self-management strategies. The paper concludes that future designs should focus on accommodating patients' needs and desires for exerting control over the condition as a means of facilitating a gradual expansion of the patients' locus of control through tracking and visualization features that support an ongoing maintenance of equilibrium with the condition.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128399656","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kevin Lefeuvre, Sören Totzauer, A. Bischof, Albrecht Kurze, Michael Storz, Lisa Ullmann, Arne Berger
{"title":"Loaded Dice: Exploring the Design Space of Connected Devices with Blind and Visually Impaired People","authors":"Kevin Lefeuvre, Sören Totzauer, A. Bischof, Albrecht Kurze, Michael Storz, Lisa Ullmann, Arne Berger","doi":"10.1145/2971485.2971524","DOIUrl":"https://doi.org/10.1145/2971485.2971524","url":null,"abstract":"This paper proposes Loaded Dice, two wireless connected Arduino based, 3D-printed cubes consisting of various sensors in one cube and various actuators in the other. It is an interactive tool intended to support co-design activities with blind and visually impaired people within the design space of smart connected devices. The design rationale and design process that led to the implementation of the interactive co-design tool are described as well as the interactive tool itself and an analysis of how co-designers utilized it within a co-design workshop to explore the technology of smart and connected devices. Findings from this workshop are presented. The proposed interactive tool and supporting co-design activities proved to be empowering and engaging to imagine and ideate future technologies based around the IoT.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133951907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analyzing Two Case Studies for Enhancing the Meaning of the Real Space","authors":"Fumiko Ishizawa, Mizuki Sakamoto, T. Nakajima","doi":"10.1145/2971485.2996730","DOIUrl":"https://doi.org/10.1145/2971485.2996730","url":null,"abstract":"The paper extracts some insights from two case studies to enhance the meaning of the real space through incorporating virtuality. Our focus is examining how one can feel a sense of values in the enhanced real space through incorporating virtuality in the two case studies. The insights generated from the examination will be effective in guiding people's behavior in future digital social infrastructures that are crucial to addressing serious social problems, such as maintaining environmental sustainability or achieving human well-being. We hope that the research will help future researchers explore better theorization to enhance the real space.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"65 9","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114060385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Collaboration in the Living Room or How Couples Design Together","authors":"Foong-Yi Chia, Bokyung Lee, D. Saakes","doi":"10.1145/2971485.2996734","DOIUrl":"https://doi.org/10.1145/2971485.2996734","url":null,"abstract":"Although many decisions in the home are made together, between partners and within families, most digital applications for interior design are geared towards single user operation. In this paper, we present the results of a first look into how couples design together and how that is different from how professional designers collaborate in teams. Based on prior art in collaborative design, we developed a shelf design application that runs on multiple and synchronized tablets and includes a projector that projects the design real-time and real-scale in the living room. We asked pairs of participants to design with the application using two tablets in a single shared design space and using two tablets with both private and shared design spaces. The initial results with three couples in their homes reveal how they design together which might help future design applications for at home.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122548801","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mattias Rost, J. Rooksby, A. Weilenmann, Thomas Hillman, P. Dobrin, Juan Ye
{"title":"Mobile Wellbeing","authors":"Mattias Rost, J. Rooksby, A. Weilenmann, Thomas Hillman, P. Dobrin, Juan Ye","doi":"10.1145/2971485.2987676","DOIUrl":"https://doi.org/10.1145/2971485.2987676","url":null,"abstract":"While mobile phones can be empowering, constant access to a world of people and information can also bring distraction from the present moment and from the people and things that are physically present in ways that are sometimes unwanted. Excessive use of mobile phones can also have negative consequences on our sleep and concentration. In many respects mobile phones are challenging for our general mental wellbeing. Many designers are now looking into ways to better support mental wellbeing, be it through apps for mindfulness and meditation, or the better design of notifications and sleep modes. People are also developing strategies and ways of coping with the negative aspects of mobile technology, from self-control based approaches such as uninstalling social media apps or not keeping phones by the bedside, to more practice-based approaches such as meditation. This workshop aims to bring researchers and practitioners together to discuss mobile technology, human practice and mental wellbeing.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127894157","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Tag-IT: Embedding Audio in Objects and Surfaces","authors":"C. Sylla, Eva Oliveira","doi":"10.1145/2971485.2996731","DOIUrl":"https://doi.org/10.1145/2971485.2996731","url":null,"abstract":"In this paper we present Tag-IT an interface that consists of a module and a set of tags in which children can record and then playback audio, the tags can be attached to objects and surfaces. Tag-IT allows users to create their own digital content without the need of a computer, which makes it flexible for various contexts. Tag-IT was used in a workshop in Iskandar-- Malaysia in the scope of the ACE 2015 Children Creativity Labs. During the workshop children used Tag-IT to create their own activities, playfully engaging in collaborative work.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128709955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}