S. Price, N. Bianchi-Berthouze, C. Jewitt, Jürgen Steimle
{"title":"Introduction to the Special Issue on Digital Touch: Reshaping Interpersonal Communicative Capacity and Touch Practices","authors":"S. Price, N. Bianchi-Berthouze, C. Jewitt, Jürgen Steimle","doi":"10.1145/3505591","DOIUrl":"https://doi.org/10.1145/3505591","url":null,"abstract":"We are at a tipping point for digital communication: moving beyond ‘ways of seeing’ to include ‘ways of feeling’. Much as optical technologies transformed sight and the visual (from the telescope and microscope to Google Glass), the rapid expansion in digital touch technologies is set to reconfigure touch and the tactile in significant ways. Advances in haptics, virtual reality and physiological sensing provide new sensory ways of communicating, as well as new ways to capture the quality of touch. These state-of-the-art digital touch technologies promise to supplement, heighten, extend and reconfigure how people communicate. They are re-shaping what and who can be touched, as well as when and how they can be touched, changing existing forms of communication and giving rise to changes in co-located and remote communication between humans, and between humans and robots. These developments sit alongside social discourses of concern and loss, with the digital being associated with the removal of touch from the material sensory landscape [Jewitt et al. 2020]. Yet, in our current climate of social distancing and disengaging with touch in our everyday interactions, the promise of the digital becomes increasingly appealing and significant in re-enabling touch possibilities. As the global population emerges from and comes to terms with their experiences of the COVID-19 pandemic, these questions become all the more significant. The breadth and interdisciplinary interest in this growing field—across designers, artists, computer scientists, engineers, psychologists and social scientists, with interests in robotics and touch, affective computing, wearables and digital installations—brings attention to the growing need to engage with ‘social’ aspects of digital touch, moving beyond technologies and physiological foci to engage with touch practices [Jewitt et al. 2021]. We argue for the need to think about touch beyond the physiological act of sensing and perceiving to a more rich and nuanced interpretation of touch that takes account of its emotional and psychological significance, the social, cultural and historical evolution of touch practices in human communication, and approaches to touch of the ‘lived, social body as a site of meaning-making, where the skin acts as both a boundary between and a point of connection with others’ [Karpashevich et al.]. Given this landscape, this special issue addresses timely and important questions around the need to think about touch in different ways. This provides a new direction in the field that seeks to address the complexity of human touch and interrogates the limitation of today’s haptic devices. Papers in this special issue contribute to understanding this gap by engaging with socio-cultural","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-02-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116250713","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}
Audrey Desjardins, O. Tomico, A. Lucero, Marta E. Cecchinato, Carman Neustaedter
{"title":"Introduction to the Special Issue on First-Person Methods in HCI","authors":"Audrey Desjardins, O. Tomico, A. Lucero, Marta E. Cecchinato, Carman Neustaedter","doi":"10.1145/3492342","DOIUrl":"https://doi.org/10.1145/3492342","url":null,"abstract":"In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131833377","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":"Validity and Rigour in Soma Design-Sketching with the Soma","authors":"A. Ståhl, Vasiliki Tsaknaki, Madeline Balaam","doi":"10.1145/3470132","DOIUrl":"https://doi.org/10.1145/3470132","url":null,"abstract":"We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a reflective account of our soma design processes that deepens the field’s understanding of how soma design is achieved through first-person approaches. We show how we use our somas, our first-person experiences, to stimulate a design process, to prototype through and to use as a way of critiquing emerging designs. Grounding our analysis in new materialism, we show how our designs are in essence, “performative intra-actions”. Using our own somas, our designs open up for experiences within certain constraints, allowing for a material-discursive agency of sorts. Many different somas may be intra-acted through our designs, even if it was our somas who started them.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127919388","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}
Verena Distler, Matthias Fassl, Hana Habib, Katharina Krombholz, G. Lenzini, Carine Lallemand, Lorrie Faith Cranor, Vincent Koenig
{"title":"A Systematic Literature Review of Empirical Methods and Risk Representation in Usable Privacy and Security Research","authors":"Verena Distler, Matthias Fassl, Hana Habib, Katharina Krombholz, G. Lenzini, Carine Lallemand, Lorrie Faith Cranor, Vincent Koenig","doi":"10.1145/3469845","DOIUrl":"https://doi.org/10.1145/3469845","url":null,"abstract":"Usable privacy and security researchers have developed a variety of approaches to represent risk to research participants. To understand how these approaches are used and when each might be most appropriate, we conducted a systematic literature review of methods used in security and privacy studies with human participants. From a sample of 633 papers published at five top conferences between 2014 and 2018 that included keywords related to both security/privacy and usability, we systematically selected and analyzed 284 full-length papers that included human subjects studies. Our analysis focused on study methods; risk representation; the use of prototypes, scenarios, and educational intervention; the use of deception to simulate risk; and types of participants. We discuss benefits and shortcomings of the methods, and identify key methodological, ethical, and research challenges when representing and assessing security and privacy risk. We also provide guidelines for the reporting of user studies in security and privacy.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126903041","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":"Cracks in the Success Narrative: Rethinking Failure in Design Research through a Retrospective Trioethnography","authors":"Noura Howell, Audrey Desjardins, Sarah E. Fox","doi":"10.1145/3462447","DOIUrl":"https://doi.org/10.1145/3462447","url":null,"abstract":"What can design researchers learn from our own and each other's failures? We explore “failure” expansively—turning away from tidy success narratives toward messy unfoldings and reflexive discomfort—through retrospective trioethnography. Our findings reflect on failures we identified in six past design research projects: issues of relational labor of deployment, mismatched designer/participant imaginaries, burden of participation, and invisibility of researcher labor. Our discussion contributes to broader reflections on shifting design research practice: (a) methodological considerations inviting others to engage failures through retrospective trioethnography, (b) letting go as a mode of research care, (c) possibilities for more candid research reporting, and (d) how centering failure may contribute to design justice by providing a technique for attending to harm and healing in design research practices. Throughout, we call for challenging success narratives in design research, and underscore the need for systemic changes in design research practice.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"319 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115443328","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}
Ilaria Torre, E. Carrigan, Katarina Domijan, R. Mcdonnell, N. Harte
{"title":"The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task","authors":"Ilaria Torre, E. Carrigan, Katarina Domijan, R. Mcdonnell, N. Harte","doi":"10.1145/3469232","DOIUrl":"https://doi.org/10.1145/3469232","url":null,"abstract":"Emotional expressivity is essential for human interactions, informing both perception and decision-making. Here, we examine whether creating an audio-visual emotional channel mismatch influences decision-making in a cooperative task with a virtual character. We created a virtual character that was either congruent in its emotional expression (smiling in the face and voice) or incongruent (smiling in only one channel). People (N = 98) evaluated the character in terms of valence and arousal in an online study; then, visitors in a museum played the “lunar survival task” with the character over three experiments (N = 597, 78, 101, respectively). Exploratory results suggest that multi-modal expressions are perceived, and reacted upon, differently than unimodal expressions, supporting previous theories of audio-visual integration.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"146 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123639370","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":"Towards a Contemplative Research Framework for Training Self-Observation in HCI: A Study of Compassion Cultivation","authors":"Kristina Mah, L. Loke, L. Hespanhol","doi":"10.1145/3471932","DOIUrl":"https://doi.org/10.1145/3471932","url":null,"abstract":"With the emergence in human–computer interaction (HCI) of researching contemplative practices, authentic descriptions of first-person lived experience informing design are few. Most researchers in HCI are not trained in observing the mind. We draw on learnings from neurophenomenology, inspired by well-established Buddhist techniques for mind-training. We present a self-observation of Tonglen, a Buddhist meditation technique for compassion, conducted over 12 weeks. We found that to keenly observe and document the practice, it is important to go through preparatory stages of stabilising attention and observing the mind. For the practitioner-cum-researcher, the technique should be embedded into a framework training self-observation and developing meta-awareness, supported by documentation of somatic snapshots and reflective journal writing. The first-person method of self-enquiry and account of self-evidence offer insight and directions for refining first-person approaches for future HCI research in body and mind cultivation, and design implications for interactive technologies supporting any practice with a contemplative component.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115827044","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}
Jordan Wirfs-Brock, Alli Fam, Laura Devendorf, Brian Keegan
{"title":"Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design","authors":"Jordan Wirfs-Brock, Alli Fam, Laura Devendorf, Brian Keegan","doi":"10.1145/3461762","DOIUrl":"https://doi.org/10.1145/3461762","url":null,"abstract":"We present a first-person, retrospective exploration of two radio sonification pieces that employ narrative scaffolding to teach audiences how to listen to data. To decelerate and articulate design processes that occurred at the rapid pace of radio production, the sound designer and producer wrote retrospective design accounts. We then revisited the radio pieces through principles drawn from guidance design, data storytelling, visualization literacy, and sound studies. Finally, we speculated how these principles might be applied through interactive, voice-based technologies. First-person methods enabled us to access the implicit knowledge embedded in radio production and translate it to technologies of interest to the human–computer-interaction community, such as voice user interfaces that rely on auditory display. Traditionally, sonification practitioners have focused more on generating sounds than on teaching people how to listen; our process, however, treated sound and narrative as a holistic, sonic-narrative experience. Our first-person retrospection illuminated the role of narrative in designing to support people as they learn to listen to data.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132731358","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":"Generative Theories of Interaction","authors":"M. Beaudouin-Lafon, S. Bødker, W. Mackay","doi":"10.1145/3468505","DOIUrl":"https://doi.org/10.1145/3468505","url":null,"abstract":"Although Human–Computer Interaction research has developed various theories and frameworks for analyzing new and existing interactive systems, few address the generation of novel technological solutions, and new technologies often lack theoretical foundations. We introduce Generative Theories of Interaction, which draw insights from empirical theories about human behavior in order to define specific concepts and actionable principles, which, in turn, serve as guidelines for analyzing, critiquing, and constructing new technological artifacts. After introducing and defining Generative Theories of Interaction, we present three detailed examples from our own work: Instrumental Interaction, Human–Computer Partnerships, and Communities & Common Objects. Each example describes the underlying scientific theory and how we derived and applied HCI-relevant concepts and principles to the design of innovative interactive technologies. Summary tables offer sample questions that help analyze existing technology with respect to a specific theory, critique both positive and negative aspects, and inspire new ideas for constructing novel interactive systems.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121896734","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}
K. Höök, Steve Benford, P. Tennent, Vasiliki Tsaknaki, M. Alfaras, Juan Martinez Avila, Christine Li, Joe Marshall, Claudia Daudén Roquet, Pedro Sanches, A. Ståhl, Muhammad Umair, Charles Windlin, Feng Zhou
{"title":"Unpacking Non-Dualistic Design: The Soma Design Case","authors":"K. Höök, Steve Benford, P. Tennent, Vasiliki Tsaknaki, M. Alfaras, Juan Martinez Avila, Christine Li, Joe Marshall, Claudia Daudén Roquet, Pedro Sanches, A. Ståhl, Muhammad Umair, Charles Windlin, Feng Zhou","doi":"10.1145/3462448","DOIUrl":"https://doi.org/10.1145/3462448","url":null,"abstract":"We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI’s engagement with embodied interaction.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127746852","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}