{"title":"Touch style: creativity in tangible experience design","authors":"Shad Gross, Jeffrey Bardzell, Shaowen Bardzell","doi":"10.1145/2466627.2466653","DOIUrl":"https://doi.org/10.1145/2466627.2466653","url":null,"abstract":"Creativity is an important part of any design process. However, as interaction design becomes more focused on experiential elements, new, tangible, materials for interfaces of the number and complexity of creative decisions required to design an interface has increased. This paper takes the concept of style, from art theory, and applies it to the experiential design of tangible interfaces as a means to understand how creativity is constrained, organized, and interpreted in the design and use of these novel interactions.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129107365","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":"Designing collaborative musical experiences for broad audiences","authors":"Ben Bengler, N. Bryan-Kinns","doi":"10.1145/2466627.2466633","DOIUrl":"https://doi.org/10.1145/2466627.2466633","url":null,"abstract":"This paper reports on the design and audience evaluation of a collaborative interactive music system titled Polymetros. Designed for broad audiences, Polymetros aims to enable users without musical skills to experience collaborative music-making. First, we describe our design approach with reference to related research. A particular interest was to investigate how to provide novices with individual musical control within a collaborative context. We then present an audience evaluation that was conducted during an exhibition at a major art museum in the UK attended by large numbers of the general public across the age range. The results lead us to evaluate our design approach and reflect on implications for facilitating collaborative music-making for broad audiences. Furthermore, the findings provide interesting indications how the context of a public exhibition setting affects the audience interaction with such an interactive multi-player experience.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131494572","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":"Indexicality and visualization: exploring analogies with art, cinema and photography","authors":"T. Schofield, M. Dörk, M. Dade-Robertson","doi":"10.1145/2466627.2466641","DOIUrl":"https://doi.org/10.1145/2466627.2466641","url":null,"abstract":"In this paper we offer a critical discussion of data visualization by adapting theories of indexicality as discussed in semiotics and art history. An indexical statement is broadly one whose meaning is dependent on context. We examine how indexicality has informed practices in cinema, photography, and contemporary art and make comparisons with data visualization. Specifically, we explore how these analogies can result in generative concepts that can inform the design and study of data visualization.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122999549","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}
Diego S. Maranan, T. Schiphorst, L. Bartram, Albert Hwang
{"title":"Expressing technological metaphors in dance using structural illusion from embodied motion","authors":"Diego S. Maranan, T. Schiphorst, L. Bartram, Albert Hwang","doi":"10.1145/2466627.2466654","DOIUrl":"https://doi.org/10.1145/2466627.2466654","url":null,"abstract":"We illustrate how technology has influenced creative, embodied practices in urban dance styles by analyzing how technological metaphors underlie conceptual representations of the body, space, and movement in three related styles of urban dance: liquid, digitz, and finger tutting. The creative and technical embodied practices of urban dancers are not well understood in either the ethnographic or creative movement scholarly literature. Following an exploratory netnography of movement practitioners, we claim that unlike most dancers of traditional genres or other urban dance styles, dancers of these three styles frequently employ representations of the body and of space that are geometrical, mathematical, mechanical, or digital. To explain how viewers perceive and understand these metaphors, we extend the perceptual theory of structure from motion in order to apply dance performance reception theory to a model we call 'Structural Illusion from Embodied Motion' (SIEM). Our analysis of performance techniques of these styles suggests that during performance, dancers leverage SIEM to represent two types of 'illusions' to viewers: a) the dancer's body has a reconfigurable structure; and b) the dancer is immersed in a virtual environment that contains invisible, mutable objects and structures that are revealed only through the dancer's movement. The three dance styles exemplify a trend in popular dance in which body, space, and time are understood in the language of technology.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114900285","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}
T. Schiphorst, R. Sheppard, L. Loke, Chyicheng Lin
{"title":"Beautiful dance moves: mapping movement, technology & computation","authors":"T. Schiphorst, R. Sheppard, L. Loke, Chyicheng Lin","doi":"10.1145/2466627.2487289","DOIUrl":"https://doi.org/10.1145/2466627.2487289","url":null,"abstract":"This Creativity & Cognition 2013 workshop explores emerging methods for mapping movement, technology and computation. We invite participants that are interested in bodily experience within computational knowledge representation. The title Beautiful Dance Moves, references the challenge of representing embodied movement knowledge within computational models. While human movement itself focuses on bodily experience, developing computational models for movement requires abstraction and representation of lived embodied cognition. Mappings between movement and its rich personal and cultural meanings provide an underexplored research domain that can provide insight within computational modeling. Many fields, including Interaction Design, have been inspired by recent developments within Neuroscience validating the primacy of movement in cognitive development and human intelligence. This has spawned a growing interest in experiential principles of movement awareness and mindfulness, while simultaneously fueling the need for developing computational models that can describe movement intelligence with greater rigour. This workshop seeks to explore an equal and richly nuanced epistemological partnership between movement experience and movement cognitive and computational representation.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127287112","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":"Dreaming machine #3 (prototype 2)","authors":"B. Bogart, Philippe Pasquier","doi":"10.1145/2466627.2481229","DOIUrl":"https://doi.org/10.1145/2466627.2481229","url":null,"abstract":"\"Dreaming Machine #3\" (Prototype 2) is the second iteration of work in progress towards the \"Dreaming Machine #3\" (DM3), the third in a series of site-specific generative art installations informed by conceptions of dreaming. DM3 senses its visual environment through a static video camera where images are segmented by perceptual processes. Segmented percepts are clustered and serve as the material from which dreams, generative and free-associative compositions, are constructed.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121952840","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}
Wu Jiayu, Fu Zhiyong, Liu Zhiyuan, Lin Xu, Tang Jiayu, Pan Jiajia, Zhao Chen
{"title":"Creating reflections in public emotion visualization: prototype exploration on traffic theme","authors":"Wu Jiayu, Fu Zhiyong, Liu Zhiyuan, Lin Xu, Tang Jiayu, Pan Jiajia, Zhao Chen","doi":"10.1145/2466627.2466671","DOIUrl":"https://doi.org/10.1145/2466627.2466671","url":null,"abstract":"The paper presents a visualization prototype that tackles the issue of public emotion. It emphasizes the exploration process in the aim of creating reflections for the viewer to observe the whole social context as well as individual perspectives. Urban traffic conversation on SNS (Social Networking Site) is our current interest. The prototype we present is made on real post streams captured from Chinese most popular microblog Sina Weibo. After experimenting on two online prototypes we determine a visualizing flow to lead the viewer going through the insights from macro to micro view in three interaction frameworks: City Sentiment, Related Topics, and Post Content. Through showing the visualizing flow with interaction mode, data analysis, and prototype construction, the paper ends with discussing about design considerations in creating reflections on public traffic emotion in visualization prototype.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124179144","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":"The challenge of interdisciplinary research","authors":"K. Friedman","doi":"10.1145/2466627.2485920","DOIUrl":"https://doi.org/10.1145/2466627.2485920","url":null,"abstract":"This keynote presentation will explore the challenges of interdisciplinary research. In an era when universities and research authorities call on us to work across and among disciplines for research and publishing, we suffer from institutional structures, funding patterns, and journal policies that make this nearly impossible. The presentation will propose ways in which individuals and local communities of practice can meet the challenges of interdisciplinary research in fruitful ways. It will also ask whether we can develop similar initiatives as a scale large enough to transform the institutional and programmatic systems that work against us. Several examples of humble theory will illustrate this talk. In one case, a dog fails to solve the theory of the doorknob while shedding light on interdisciplinary research. In another case, a dog develops a workaround for opposable thumbs while learning to harvest raspberries.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128196421","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":"Recall that moment an evaluation tool for collaborative narrative interface","authors":"Damian Hills","doi":"10.1145/2466627.2481207","DOIUrl":"https://doi.org/10.1145/2466627.2481207","url":null,"abstract":"This demonstration paper describes a tool for the evaluation of a system involving collaboration with visual narrative generation through gestural interface mechanics. This tool attempts to divise an organisational form of content gathering using the method of video cue recall that has shown to be fruitful in identifying key moments of engagement especially in relationship to understanding the role that participant embodiment plays with interactive installations.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133756846","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}
T. Schofield, John Vines, T. Higham, E. Carter, Memo Atken, Amy Golding
{"title":"Trigger shift: participatory design of an augmented theatrical performance with young people","authors":"T. Schofield, John Vines, T. Higham, E. Carter, Memo Atken, Amy Golding","doi":"10.1145/2466627.2466640","DOIUrl":"https://doi.org/10.1145/2466627.2466640","url":null,"abstract":"Trigger Shift was a project that involved collaborating with a group of young people to explore the ways commercially available technologies could be appropriated into performance art. The project led to the production of an augmented theatrical performance using the Microsoft Kinect sensor that was presented to live audiences six times over two days. In this paper we describe the bottom-up, 11-month long participatory design process conducted with our young participants. We describe the manner in which the project was introduced to our participants and the techniques used to help them actively make decisions about the design of and role of technology in the final performance. We candidly report on the problems encountered during the design process and how the project team had to be reflexive to the needs of participants and the single predefined end-goal of the project. A number of strengths and weaknesses of bottom-up participatory design with young people are highlighted, and we reflect upon these to provide guidance for future researchers undertaking work in this domain.","PeriodicalId":333903,"journal":{"name":"Proceedings of the 9th ACM Conference on Creativity & Cognition","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131426483","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}