{"title":"副接口","authors":"E. Kabisch, Amanda M. Williams","doi":"10.1145/2148131.2148213","DOIUrl":null,"url":null,"abstract":"While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. \"Vice\" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Vice interfaces\",\"authors\":\"E. Kabisch, Amanda M. Williams\",\"doi\":\"10.1145/2148131.2148213\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. \\\"Vice\\\" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.\",\"PeriodicalId\":440364,\"journal\":{\"name\":\"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction\",\"volume\":\"15 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-02-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2148131.2148213\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2148131.2148213","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. "Vice" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.