Results 1 - 10
of
91
The Three Paradigms of HCI
- IN PROCEEDINGS OF ALT.CHI [ONLINE]. AVAILABLE: HTTP://PEOPLE.CS.VT.EDU/~SRH/DOWNLOADS/HCI%20JOURNAL%20THETHREEPARADIGMS OFHCI.PDF
, 2007
"... Informal histories of HCI commonly document two major intellectual waves that have formed the field: the first orienting from engineering/human factors with its focus on optimizing man-machine fit, and the second stemming from cognitive science, with an increased emphasis on theory and on what is ha ..."
Abstract
-
Cited by 27 (0 self)
- Add to MetaCart
Informal histories of HCI commonly document two major intellectual waves that have formed the field: the first orienting from engineering/human factors with its focus on optimizing man-machine fit, and the second stemming from cognitive science, with an increased emphasis on theory and on what is happening not only in the computer but, simultaneously, in the human mind. In this paper, we document underlying forces that constitute a third wave in HCI and suggest systemic consequences for the CHI community. We provisionally name this the ‘phenomenological matrix’. In the course of creating technologies such as ubiquitous computing, visualization, affective and educational technology, a variety of approaches are addressing issues that are bad fits to prior paradigms, ranging from embodiment to situated meaning to values and social issues. We demonstrate the underlying unity of these approaches, and document how they suggest the centrality of currently marginal criteria for design, evaluation, appreciation, and developmental methodology in CHI work.
In-Car GPS Navigation: Engagement with and Disengagement from the Environment
"... Although in-car GPS navigation technology is proliferating, it is not well understood how its use alters the ways people interpret their environment and navigate through it. We argue that GPS-based car navigation might disengage people from their surrounding environment, but also has the potential t ..."
Abstract
-
Cited by 22 (0 self)
- Add to MetaCart
(Show Context)
Although in-car GPS navigation technology is proliferating, it is not well understood how its use alters the ways people interpret their environment and navigate through it. We argue that GPS-based car navigation might disengage people from their surrounding environment, but also has the potential to open up novel ways to engage with it. We present an ethnographically-informed study with GPS users, showing evidence for practices of disengagement as well as new opportunities for engagement, illustrating our findings using rich descriptions from the field. Grounded in our observations we propose design principles for GPS systems that support richer experiences of driving. We argue that for a fuller understanding of issues of disengagement and engagement with the environment we need to move beyond a focus on the (re)design of GPS devices, and point to future directions of work that embrace a broader perspective.
Interaction criticism and aesthetics
- Proc. of CHI ‘09, ACM Press
, 2009
"... As HCI becomes more self-consciously implicated in cul-ture, theories from cultural studies, in particular aesthetics and critical theory, are increasingly working their way into the field. However, the use of aesthetics and critical theory in HCI remains both marginal and uneven in quality. This pa ..."
Abstract
-
Cited by 16 (0 self)
- Add to MetaCart
(Show Context)
As HCI becomes more self-consciously implicated in cul-ture, theories from cultural studies, in particular aesthetics and critical theory, are increasingly working their way into the field. However, the use of aesthetics and critical theory in HCI remains both marginal and uneven in quality. This paper explores the state of the art of aesthetics and critical theory in the field, before going on to explore the role of these cultural theories in the analysis and deployment of the twin anchors of interaction: the user and the artifact. In concludes with a proposed mapping of aesthetics and criti-cal theory into interaction design, both as a practice and as a discipline. Author Keywords HCI, interaction design, interaction criticism, aesthetics, critical theory, cultural theory ACM Classification Keywords H5.m. Information interfaces and presentation (e.g., HCI):
Threshold Devices: Looking out from the Home
- Proc. CHI’08
, 2008
"... Threshold devices present information gathered from the home’s surroundings to give new views on the domestic situation. We built two prototypes of different threshold devices and studied them in field trials with participant households. The Local Barometer displays online text and images related to ..."
Abstract
-
Cited by 15 (4 self)
- Add to MetaCart
(Show Context)
Threshold devices present information gathered from the home’s surroundings to give new views on the domestic situation. We built two prototypes of different threshold devices and studied them in field trials with participant households. The Local Barometer displays online text and images related to the home’s locality depending on the local wind conditions to give an impression of the sociocultural surroundings. The Plane Tracker tracks aircraft passing overhead and imagines their flights onscreen to resource an understanding of the home’s global links. Our studies indicated that the experiences they provided were compelling, that participants could and did interpret the devices in various ways, that their form designs were appropriate for domestic environments, that using readymade information contributed to the richness of the experiences, and that situating the information they provided with respect to the home and its locality was important for the ways people engaged with them. Author Keywords Ubiquitous computing, home, threshold devices
Uncomfortable interactions
- Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, ACM
, 2012
"... We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performanc ..."
Abstract
-
Cited by 15 (1 self)
- Add to MetaCart
(Show Context)
We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performances that have employed discomfort, including two complementary examples from the worlds of entertainment and performance. From this, we articulate a suite of tactics for designing four primary forms of discomfort referred to as visceral, cultural, control and intimate. We discuss how moments of discomfort need to be embedded into an overall experience which requires a further consideration of the dramatic acts of exposition, rising action, climax, falling action, and dénouement. Finally, we discuss an ethical framework for uncomfortable interactions which leads us to revisit key issues of consent, withdrawal, privacy and risk.
Anatomy of a Failure: How We Knew When Our Design Went Wrong, and What We Learned From It
- In the Proc. of the SIGCHI Conf. on Human Factors in Computing Systems
, 2009
"... In this paper, we describe the failure of a novel sensorbased system intended to evoke user interpretation and appropriation in domestic settings. We contrast participants ’ interactions in this case study with those observed during more successful deployments to identify ‘symptoms of failure ’ unde ..."
Abstract
-
Cited by 14 (0 self)
- Add to MetaCart
(Show Context)
In this paper, we describe the failure of a novel sensorbased system intended to evoke user interpretation and appropriation in domestic settings. We contrast participants ’ interactions in this case study with those observed during more successful deployments to identify ‘symptoms of failure ’ under four themes: engagement, reference, accommodation, and surprise and insight. These themes provide a set of sensitivities or orientations that may complement traditional task-based approaches to evaluation as well as the more open-ended ones we describe here. Our system showed symptoms of failure under each of these themes. We examine the reasons for this at three levels: problems particular to the specific design hypothesis; problems relevant for input-output mapping more generally; and problems in the design process we used. We conclude by noting that, although interpretive systems such as the one we describe here may succeed in a myriad of different ways, it is reassuring to know that they can also fail, and fail incontrovertibly, yet instructively. Author Keywords Ubiquitous computing, interpretation, home, failure
The History Tablecloth: Illuminating Domestic Activity
- In: DIS
, 2006
"... The History Tablecloth is a flexible substrate screen-printed with electroluminescent material forming a grid of lace-like elements. When objects are left on the table, cells beneath them light to form a halo that grows over a period of hours, highlighting the flow of objects in the home. The Tablec ..."
Abstract
-
Cited by 13 (1 self)
- Add to MetaCart
(Show Context)
The History Tablecloth is a flexible substrate screen-printed with electroluminescent material forming a grid of lace-like elements. When objects are left on the table, cells beneath them light to form a halo that grows over a period of hours, highlighting the flow of objects in the home. The Tablecloth explores an approach to design that emphasises engaging, open-ended situations over defined utilitarian purposes. Long-term deployment of the History Tablecloth in a volunteer household revealed complex ways that people experienced and interacted with the Tablecloth. Beyond evoking reflection on the flow of objects over a particular table, the Tablecloth served as a ground for interpretative reflection about technology, an asset for social interaction, and an aesthetic object. Even behaviours we saw as system errors were interpreted by the users as interactively rich. Their experience highlights the subtlety of domestic ubiquitous computing, illustrating alternatives to traditional views of technology’s domestic role.
We ve Bin Watching You Designing for Reflection and Social Persuasion to Promote Sustainable Lifestyles
- in CHI 2012, 2012
"... BinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the unde ..."
Abstract
-
Cited by 12 (2 self)
- Add to MetaCart
BinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the underside of the bin lid. Captured images are uploaded to a BinCam application on Facebook where they can be explored by all users of the BinCam system. Engagement with BinCam is designed to fit into the existing structure of users ’ everyday life, with the intention that reflection on waste and recycling becomes a playful and shared group activity. Results of a user study reveal an increase in both users ’ awareness of, and reflection about, their waste management and their motivation to improve their waste-related skills. With BinCam, we also explore informational and normative social influences as a source of change (e.g., socially evoked feelings of ‘guilt ’ for non-recycling or food disposal), which has to date been underexplored in persuasive HCI. Design implications for reflection and social persuasion are proposed.
Ambient intelligence: Beyond the inspiring vision
- J. Univ. Comput. Sci. 2010
"... Abstract: Ambient Intelligence (AmI) has emerged in the past 10 years as a multidisciplinary field within ubiquitous computing, attracting considerable research, funding and public attention and leading to many research groups, and conferences specifically focused on Ambient Intelligence topics. Fro ..."
Abstract
-
Cited by 12 (1 self)
- Add to MetaCart
Abstract: Ambient Intelligence (AmI) has emerged in the past 10 years as a multidisciplinary field within ubiquitous computing, attracting considerable research, funding and public attention and leading to many research groups, and conferences specifically focused on Ambient Intelligence topics. From its conception, AmI has always been a field strongly driven by a particular vision of how ICT technologies would shape our future. This has given the AmI vision, essentially as proposed by ISTAG, an excessively central role in shaping the field and setting its research agenda. We argue that this inspiring vision should no longer be the main driver for AmI research and that we should now re-interpret its role in the background of 10 years of research. In this paper, we reflect on what it means for AmI to move behind its foundational vision and we identify a number of emerging trends around some of its core concepts, more specifically the notion of intelligence, the system view and the requirements process. The main motivation is to search for alternative research directions that may be more effective in delivering today the essence of the AmI vision, even if they mean abandoning some of the currently prevailing approaches and assumptions. Overall, these trends provide a more holistic view of AmI and may represent important contributions for bringing this field closer to realisation, delivery and real social impact.
Designing a Technological Playground: A Field Study of the Emergence of Play in Household Messaging
"... We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of play ..."
Abstract
-
Cited by 11 (0 self)
- Add to MetaCart
(Show Context)
We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve’s design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications.