Proceedings of the 2017 Conference on Designing Interactive Systems最新文献

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Aesthetic, Functional and Conceptual Provocation in Research Through Design 设计研究中的美学、功能和概念挑衅
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064739
D. Raptis, Rikke Hagensby Jensen, J. Kjeldskov, M. Skov
{"title":"Aesthetic, Functional and Conceptual Provocation in Research Through Design","authors":"D. Raptis, Rikke Hagensby Jensen, J. Kjeldskov, M. Skov","doi":"10.1145/3064663.3064739","DOIUrl":"https://doi.org/10.1145/3064663.3064739","url":null,"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.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114979565","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}
引用次数: 46
The Third Infoscape: Opportunities for Design 第三个信息空间:设计的机会
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3084178
Salvatore Iaconesi
{"title":"The Third Infoscape: Opportunities for Design","authors":"Salvatore Iaconesi","doi":"10.1145/3064663.3084178","DOIUrl":"https://doi.org/10.1145/3064663.3084178","url":null,"abstract":"The Third Infoscape is a concept which originates from Soja's Thirdspace, Clèment's Third Landscape and Casagrande's Third Generation City. The Third Infoscape deals with the ruins of digital communication just as the Third Generation City deals with the ruins of the industrial city, the Third Landscape deals with ruins of gardens and Thirdspace deals with ruins of regulation and governance. Human beings and the environment ruin the city, and ruins are the city's syncretic maps, describing (in negative) usage patterns and, thus, becoming a form of knowledge of the life of the city. In the data-city, ruins are an open-source global that is progressively becoming the only one that can welcome transgressive behaviors. These are needed for radical innovation, and to host diversity. Floating between small data and big data, amidst the smart dust which circulates in the city, and in the emotions, expressions, desires, relations, interactions and imaginations expressed by humans, digital smart agents and network connected objects and environments, the Third Infoscape is the ruin of digital communication and interaction in the Industrial City. What role is there for transgression in the Smart City? What form of governance for the Third Infoscape? Gilles Clément, talking about the Third Landscape, wonders \"what form does a gardener of a garden without a form have?\" The answer is that it is a gardener with different tools and methods: not rake and shovel, but wind and knowledge. This scenario holds great opportunities for Design, but requires the cultivation of such tools and methods, since Design Education, and what Massimo Canevacci defines as Methodological Indiscipline, and Elizabeth Grosz calls Excess Space.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115277264","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}
引用次数: 0
"MyEyes": The Design and Evaluation of First Person View Video Streaming for Long-Distance Couples “MyEyes”:远距离情侣第一人称视频流的设计与评价
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064671
Rui Pan, Samarth Singhal, B. Riecke, Emily S. Cramer, Carman Neustaedter
{"title":"\"MyEyes\": The Design and Evaluation of First Person View Video Streaming for Long-Distance Couples","authors":"Rui Pan, Samarth Singhal, B. Riecke, Emily S. Cramer, Carman Neustaedter","doi":"10.1145/3064663.3064671","DOIUrl":"https://doi.org/10.1145/3064663.3064671","url":null,"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.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115391511","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}
引用次数: 21
Critiquing Physical Prototypes for a Remote Audience 为远程受众评论物理原型
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064722
T. Mok, L. Oehlberg
{"title":"Critiquing Physical Prototypes for a Remote Audience","authors":"T. Mok, L. Oehlberg","doi":"10.1145/3064663.3064722","DOIUrl":"https://doi.org/10.1145/3064663.3064722","url":null,"abstract":"We present an observational study of physical prototype critique that highlights some of the challenges of communicating physical behaviors and materiality at a distance. Geographically distributed open hardware communities often conduct user feedback and peer critique sessions via video conference. However, people have difficulty using current video conferencing tools to demonstrate and critique physical designs. To examine the challenges of remote critique, we conducted an observational lab study in which participants critiqued pairs of physical prototypes (prosthetic hands) for a face-to-face or remote collaborator. In both conditions, participants' material experiences were an important part of their critique, however their attention was divided between interacting with the prototype and finding strategies to communicate `invisible' features. Based on our findings, we propose design implications for remote collaboration tools that support the sharing of material experiences and prototype critique.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115656811","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}
引用次数: 13
Collaboration, Awareness, and Communication in Real-Life Escape Rooms 现实逃生室中的协作、意识和沟通
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064767
Rui Pan, H. Lo, Carman Neustaedter
{"title":"Collaboration, Awareness, and Communication in Real-Life Escape Rooms","authors":"Rui Pan, H. Lo, Carman Neustaedter","doi":"10.1145/3064663.3064767","DOIUrl":"https://doi.org/10.1145/3064663.3064767","url":null,"abstract":"Real-life escape rooms involve players being locked in a room where they have to solve puzzles in order to escape. We conducted an observational and interview study with 38 escape room players to understand how groups of people collaborate in escape rooms, what opportunities escape rooms present as learning environments for improving collaboration, and how the design of escape rooms affects collaboration. Our results show that escape rooms provide people with opportunities to practice a range of collaboration skills, yet not all generalize to real world collaborative situations outside of the escape room. Thus, people may have an opportunity to practice communicating and maintaining an awareness of others, but the design of the room restricts such behaviors. These findings raise design opportunities for future escape rooms related to team dynamics and roles, the acquisition of situational and workspace awareness, and the teaching of conflict resolution techniques.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116948019","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}
引用次数: 62
Digital Decoupling and Disentangling: Towards Design for Romantic Break Up 数字解耦与解缠:走向浪漫分手的设计
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064765
D. Herron, Wendy Moncur, E. V. D. Hoven
{"title":"Digital Decoupling and Disentangling: Towards Design for Romantic Break Up","authors":"D. Herron, Wendy Moncur, E. V. D. Hoven","doi":"10.1145/3064663.3064765","DOIUrl":"https://doi.org/10.1145/3064663.3064765","url":null,"abstract":"Romantic relationships are often facilitated through digital technologies, such as social networking sites and communication services. They are also facilitated through \"digital possessions\", such as messages sent to mobile devices and photos shared through social media. When individuals break up, digitally disconnecting can be facilitated by using those digital technologies and managing or curating these digital possessions. This research explores the break up stories of 13 individuals aged between 18 and 52. The aim of this work is to inform the design of systems focused on supporting individuals to decouple and disentangle digitally in the wake of a break up. Four areas of interest emerged from the data: communication, using digital possessions, managing digital possessions, and experiences of technology. Opportunities for design were identified in decoupling and disentangling, and designing around guilt.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125926485","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}
引用次数: 23
Hands as a Controller: User Preferences for Hand Specific On-Skin Gestures 手作为控制器:用户偏好手部特定的皮肤手势
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064766
Idil Bostan, O. Buruk, Mert Canat, M. Tezcan, Celalettin Yurdakul, T. Göksun, Oğuzhan Özcan
{"title":"Hands as a Controller: User Preferences for Hand Specific On-Skin Gestures","authors":"Idil Bostan, O. Buruk, Mert Canat, M. Tezcan, Celalettin Yurdakul, T. Göksun, Oğuzhan Özcan","doi":"10.1145/3064663.3064766","DOIUrl":"https://doi.org/10.1145/3064663.3064766","url":null,"abstract":"Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap in the field regarding users' preferences about these gestures. Thus, we conducted a user-elicitation study collecting 957 gestures from 19 participants for 26 commands. Results indicate that (1) users use one hand as a reference object, (2) load different meanings to different parts of the hand, (3) give importance to hand-properties rather than the skin properties and (4) hands can turn into self-interfaces. Moreover, according to users' subjective evaluations, (5) exclusive gestures are less tiring than the intuitive ones. We present users' subjective evaluations regarding these and present a 33-element taxonomy to categorize them. Furthermore, we present two user-defined gesture sets; the intuitive set including users' first choices and natural-feeling gestures, and the exclusive set which includes more creative gestures indigenous to this modality. Our findings can inspire and guide designers and developers of HSoS.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126139220","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}
引用次数: 35
Giving Form to a Hedonic Haptics Player 给予Hedonic Haptics玩家形式
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064792
Laurens Boer, Anna Vallgårda, Ben Cahill
{"title":"Giving Form to a Hedonic Haptics Player","authors":"Laurens Boer, Anna Vallgårda, Ben Cahill","doi":"10.1145/3064663.3064792","DOIUrl":"https://doi.org/10.1145/3064663.3064792","url":null,"abstract":"In this pictorial we present the form-giving process of a Hedonic Haptic player, a wearable device that plays vibrotactile patterns on the body. We depict how we explored the aesthetics of the vibrotactile design space, how we constructed a platform as body of a hedonic experience, and how we developed different vibrotactile compositions. These activities collectively show how combinations of experiencing form, composing form, and materializing form can contribute to the aesthetic form-giving practice in interaction design.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"294 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123274297","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}
引用次数: 5
Robotic Table and Bench Enhance Mirror Type Social Telepresence 机器人桌和工作台增强镜面型社交远程呈现
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064709
Hideyuki Nakanishi, Kazuaki Tanaka, Ryoji Kato, Xing Geng, Naomi Yamashita
{"title":"Robotic Table and Bench Enhance Mirror Type Social Telepresence","authors":"Hideyuki Nakanishi, Kazuaki Tanaka, Ryoji Kato, Xing Geng, Naomi Yamashita","doi":"10.1145/3064663.3064709","DOIUrl":"https://doi.org/10.1145/3064663.3064709","url":null,"abstract":"Current videoconferencing systems can be roughly divided into two types: a window-type where a computer display works as a window to reveal a remote partner, and a mirror-type whose display shows the mirrored reflections of both participants. While mirror-type systems enhance the feeling of togetherness by merging the two sites into one display, an inherent problem remains. Despite the mirror metaphor, the partner has no physical body in front of the display. To cope with this incongruence, we placed a partition in front of the display. Across that partition we further also placed a robotic table and a robotic bench that move based on the partner's behavior. The experiments indicated that the table and bench successfully facilitated feeling as if there were the partner's physical body was present at the opposite side of the partition.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123409177","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}
引用次数: 4
Conceptualising Resourcefulness as a Dispersed Practice 将足智多谋概念化为一种分散的实践
Proceedings of the 2017 Conference on Designing Interactive Systems Pub Date : 2017-06-10 DOI: 10.1145/3064663.3064698
Lenneke Kuijer, Iohanna Nicenboim, E. Giaccardi
{"title":"Conceptualising Resourcefulness as a Dispersed Practice","authors":"Lenneke Kuijer, Iohanna Nicenboim, E. Giaccardi","doi":"10.1145/3064663.3064698","DOIUrl":"https://doi.org/10.1145/3064663.3064698","url":null,"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.","PeriodicalId":308887,"journal":{"name":"Proceedings of the 2017 Conference on Designing Interactive Systems","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125317904","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}
引用次数: 18
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