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A framework for designing sensor-based interactions to promote exploration and reflection in play. (2006)

by Y Rogers, H Muller
Venue:IJ of Human-Computer Studies.
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Moving on from weiser’s vision of calm computing: Engaging ubicomp experiences

by Yvonne Rogers - In Ubicomp , 2006
"... Abstract. A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser’s calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues ..."
Abstract - Cited by 90 (3 self) - Add to MetaCart
Abstract. A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser’s calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser’s world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.
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...nd collaboration [35]. Examples of projects that have pioneered the design of novel physical-digital spaces to facilitate creativity and reflection include the Hunting of the Snark [32], Ambient Wood =-=[36]-=-, RoomQuake [33] Savannah [17], Environmental Detectives [27], Drift Table [19] and Feeding Yoshi [7]. Each of these have experimented with the use of mobile, sensor and fixed technologies in combinat...

Context-aware systems: A literature review and classification

by Jong-yi Hong, Eui-ho Suh, Sung-jin Kim , 2009
"... ..."
Abstract - Cited by 55 (0 self) - Add to MetaCart
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Are tangibles more fun? Comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces

by Lesley Xie, Alissa N. Antle, Nima Motamedi - In Proc. TEI, ACM Press , 2008
"... This paper presents the results of an exploratory comparative study in which we investigated the relationship between interface style and school-aged children’s enjoyment and engagement while doing puzzles. Pairs of participants played with a jigsaw puzzle that was implemented using three different ..."
Abstract - Cited by 33 (8 self) - Add to MetaCart
This paper presents the results of an exploratory comparative study in which we investigated the relationship between interface style and school-aged children’s enjoyment and engagement while doing puzzles. Pairs of participants played with a jigsaw puzzle that was implemented using three different interface styles: physical (traditional), graphical and tangible. In order to investigate interactional differences between the three interface styles, we recorded subjective ratings of enjoyment, three related subscales, measured times and counts of behavioral based indications of engagement. Qualitative analysis based on observational notes and audio responses to open interview questions helped contextualize the quantitative findings and provided key insights into interactional differences not apparent in the quantitative findings. We summarize our main findings and discuss the design implications for tangible user interfaces.
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...hscomputationally mediated digital information [11]. Manysdifferent research projects have studied enablingstechnologies, usability aspects and various applications ofstangible user interfaces (e.g., =-=[10,11,24,31]-=-). Projectssutilizing augmented tabletop environments havesdemonstrated tabletops’ potential value (e.g., [2,20]). Onesmajor advantage that has been identified with for tabletopssis that they can supp...

A critical evaluation of location based services and their potential

by Jonathan Raper, Georg Gartner, Hassan Karimi, Chris Rizos - JOURNAL OF LOCATION BASED SERVICES EDITORIAL LEAD PAPER
"... This Editorial lead paper for the Journal of Location Based Services surveys this complex and multi-disciplinary field and identifies the key research issues. Although this field has produced early commercial disappointments, the inevitability that pervasive location-aware services on mobile devices ..."
Abstract - Cited by 16 (0 self) - Add to MetaCart
This Editorial lead paper for the Journal of Location Based Services surveys this complex and multi-disciplinary field and identifies the key research issues. Although this field has produced early commercial disappointments, the inevitability that pervasive location-aware services on mobile devices will emerge means that much research is needed to inform these developments. The paper reviews firstly: the science and technology of positioning, geographic information science, mobile cartography, spatial cognition and interfaces, information science, ubiquitous computing; and secondly the business, content and legal, social and ethics aspects, before synthesising the key issues for this new field.

Feel the force: using tactile technologies to investigate the extended mind

by Jon Bird, Simon Holland, Paul Marshall, Yvonne Rogers, Andy Clark - PROCEEDINGS OF DEVICES THAT ALTER PERCEPTION (DAP08 , 2008
"... We describe the motivations behind the E-Sense project which will investigate augmented perception by building a range of novel tactile interfaces. As well as exploring the practical utility of these systems for real world tasks, we are particularly interested in the following question: how can we d ..."
Abstract - Cited by 15 (10 self) - Add to MetaCart
We describe the motivations behind the E-Sense project which will investigate augmented perception by building a range of novel tactile interfaces. As well as exploring the practical utility of these systems for real world tasks, we are particularly interested in the following question: how can we design tactile interfaces to mediate novel sensory information so that the user experiences the technology as an extension of themselves?

The Changing Face of Human-Computer Interaction in the Age of Ubiquitous Computing

by Yvonne Rogers
"... and other research outputs The changing face of human-computer interaction in the age of ubiquitous computing Book Chapter How to cite: Rogers, Yvonne (2009). The changing face of human-computer interaction in the age of ubiquitous ..."
Abstract - Cited by 8 (1 self) - Add to MetaCart
and other research outputs The changing face of human-computer interaction in the age of ubiquitous computing Book Chapter How to cite: Rogers, Yvonne (2009). The changing face of human-computer interaction in the age of ubiquitous
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...orative learning and experimental games. One example, that pioneered a new approach to augmented learning as part of the EQUATOR project, was the Hunting of the Snark game designed for young children =-=[16]-=-. The goal was to provoke their imagination and reflection through novel couplings of physical activities and digital representations. Pairs of children, aged between 6-8, had to discover as much as t...

Framing tangible interaction frameworks

by Ali Mazalek, Elise, Van Den Hoven - AI EDAM
"... Tangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look ..."
Abstract - Cited by 3 (0 self) - Add to MetaCart
Tangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been pro-posed that each provide different perspectives on the tangible interaction design space, andwhich can guide designers of new systems in different ways. In this paper, wemap the space of tangible interaction frameworks.We order existing frameworks by their general type, and by the facets of tangible interaction design they address. One of our main conclusions is that most frameworks focus predominantly on the conceptual design of tangible systems, whereas fewer frameworks abstract the knowledge gained from previous systems, and hardly any framework provides concrete steps or tools for building new tan-gible systems. In addition, the facets most represented in existing frameworks are those that address the interactions with or the physicality of the designed systems. Other facets, such as domain-specific technology and experience, are rare. This fo-cus on design, interaction, and physicality is interesting, as the origins of the field are rooted in engineeringmethods and have only recently started to incorporate more design-inspired approaches. As such, we expected more frameworks to focus on technologies and to provide concrete building suggestions for new tangible interaction systems.

Bringing context to the foreground: Designing for creative engagement in a novel still camera application

by Maria Håkansson, Lalya Gaye - in Proceedings of the 7th ACM Conference on Designing interactive Systems (DIS’08), Cape Town, South Africa, February 25 27, 2008 , 2008
"... Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach where surrounding context information is broug ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach where surrounding context information is brought to the foreground to become a resource for interaction, available at hand and in real time to the users. We illustrate this approach with our project context photography as a design case. Context photography consists of taking still pictures that capture not only incoming light but also some of the additional context surrounding the scene, with real-time context information visually affecting the pictures as they are taken. Based on the design and use of our context camera prototypes, this paper brings insight into implications of our approach to the design of sensor-based ubiquitous computing systems for creative purposes.
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..., interpret and map this information is however far from trivial, and there is an on-going discussion about ways of doing this in order to design for meaningful user experiences (e.g. [7], [8], [24], =-=[25]-=-). In the context photography project, we were initially interested in exploring what would happen if one added sensors to a digital camera and sensed the context of the scene to add something to the ...

Pre-print of article published in the

by Siân E Lindley , Maxine Glancy , Richard Harper , Dave Randall , Nicola Smyth
"... Abstract This paper presents an exploration of how images captured by a wearable camera, SenseCam, might foster reflection on everyday experiences. SenseCams were provided to multiple members of four households who wore them simultaneously and reviewed the images after one week, and then again afte ..."
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Abstract This paper presents an exploration of how images captured by a wearable camera, SenseCam, might foster reflection on everyday experiences. SenseCams were provided to multiple members of four households who wore them simultaneously and reviewed the images after one week, and then again after a period of 18 months. The findings reveal how images captured by different family members led to new insights around normally unremarkable routines, and provided new perspectives on how children experienced the world, while the 18 month interval prompted some reinterpretation of the past and made participants aware of incremental changes in their everyday lives. Implications for the design of tools to support reflection on personal experience are suggested and remarks about the concept of memory collection devices made. Research Highlights:  Families and couples reviewed SenseCam photos captured 18 months previously.  New meanings were constructed in the production of personal and family narratives.  An emphasis on routine made incremental changes clear; sameness was also apparent.  Insights were gained into the lives of others, including of children by parents.  Implications for designing tools to support reflection are discussed.
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...ill not serve as inhibiting factors. She further highlights the use of messy or illstructured materials as a means of fostering reflective thought processes. Again, similar ideas have also had an impact in HCI. Gaver (2003) suggests that by providing inconclusive foundations, reflection can be cultivated, and further suggests that design can be used to draw attention to overlooked aspects of the environment, thus encouraging reflection on their significance. Bell et al. (2005) extend these ideas in their emphasis on the use of defamiliarisation as creating a space for critical reflection, and Rogers and Muller (2006) draw on Gaver’s ideas in their design of a sensor-based game, the ‘Hunting of the Snark’. Here, interactions with the Snark are Pre-print of article published in the International Journal of Human-Computer Studies, 69 (5), 311-323. doi: 10.1016/j.ijhcs.2010.12.010. predicated on uncertainty and unexpectedness, with the aim of encouraging children to stop and think about what is happening while they play the game. 1.4 Reflection on Everyday Experience Systems like these are not designed to support reflection on everyday experience, but it seems probable that technologies which encompass ways o...

Extending Use Cases To Support Activity Design In Pervasive Mobile Games

by Luis Valente , Bruno Feijó Visionlab
"... Abstract Computer games are creative projects that require the input of professionals with very diverse backgrounds, including game designers, artists, and software developers. Game development frequently is a complex process due to different expectations of the involved stakeholders. With pervasiv ..."
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Abstract Computer games are creative projects that require the input of professionals with very diverse backgrounds, including game designers, artists, and software developers. Game development frequently is a complex process due to different expectations of the involved stakeholders. With pervasive games, this situation becomes more chaotic as there are not specific processes devoted to the design and development of this type of game. In this paper, we propose a template-based language to design activities in pervasive mobile games in the conceptual design phase, helping to fill a gap between the preproduction and production stages of this type of game. We define a template for activity specification based on an extension of traditional use case templates. This extension helps in fulfilling a set of general goals that the activity modeling should address. We also present examples of using the proposed modeling approach in a real game.
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