Download - Digital Interaction Booklet CHI2012
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 1/31
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 2/31
Works-in-ProgressSensitive Design 37
Tiles 38Designing on the Street 39
Theoretical Roots or UX 40Magic Land 41
CourseUser Experience Evaluation 42
Workshops OrganisedFood and Interaction Design 43
Liveness 44End o Lie in HCI 45
Identity Perormativity and HCI 46UX in Research and Practice 47
Workshop ParticipationCrating and Rehearsing Stories 48Experience and Re-presentation 49
Motion Capture and Novel Articulations o Liveness 50Models o Experience 51
Monitoring Wellbeing 52
Identiying Tangibles on Multi-Touch Tables 53The Real Shit 54
Play Therapy with Children 55Digital Heritage and Social Problems 56Meaningul Social Communications 57
(Im)Material Bits 58
SIG MeetingParticipation and HCI 59
Welcome 4
Full PapersStoryCrate 6HoloDesk 8
Surace Computing at Home 10Technology Heirlooms 12Engaging Older People 14Empathy or Dementia 16
Viewpoint 18Bin Cam 20Tales o I 22
Cheque Mates 24Questionable Concepts 26
NotesSupporting Nutritional Intake 28
Shake’n’Sense 30
Long Case Study Doing HCI Research in Rwanda 32
TOCHIExperiencing Coincidence 34
Interactivity Experiencing BinCam 36
Contents
3
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 3/31
Welcome to Digital Interaction: Culture Lab andthe activities that we are are involved in at thisyear’s ACM SIGCHI Conerence on Human Fac-tors in Computing Systems (CHI’12).
Digital Interaction is a research group in theSchool o Computing Science at Newcastle Uni-versity, UK. We’re based in Culture Lab, Newcas-tle’s centre or cross-disciplinary digital practice,and like many practice-oriented HCI groups ourmembers hail rom a wide range o disciplinesincluding music, lm, ne art, psychology, archi-tecture, speech therapy and social gerontology.
The backgrounds o our collaborators are evenmore diverse – which is something we activelypursue – we like to think o ourselves as dynamicand sympathetic collaborators or anyone inter-
ested in people or technology. Our particularinterests are in “making”, “in the wild” design,development and evaluation, and the use o crea-tive practice as a lens through which to view therelationship between people and technology.
I any o the people or work included in theollowing pages are o interest to you, then eithertrack us down at CHI’12 or drop us an email andwe will track you down!
Pete Wright
Patrick Olivier
Welcome
5
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 4/31
StoryCrate: Tabletop
Storyboarding or Live
Film Production
Tom Bartindale, Alia Sheikh, Nick Taylor,
Pete Wright & Patrick Olivier
Funded by BBC R&D
Creating lm content or broadcast is a high pressure andcomplex activity. While technologies are being developedor digitizing and streamlining sections o the produc-tion workow, a gap remains between creative decisionsmade on location and those made during digital editingand post-production. StoryCrate is a tangible, tabletopinterace to be deployed on a lm shoot, which uses astoryboard as a shared data representation to drive teamcreativity. We dene creativity in terms o team produc-tion, using an in-situ deployment with a prototype, usedby a proessional production team during a lm shoot.
StoryCrate
Paper (long) Paper (long)
Nick Taylor
contact: [email protected]
Tom Bartindale
7
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 5/31
HoloDesk: Direct 3D Interactions
with a Situated See-Through Display
Otmar Hilliges, David Kim, Shahram Izadi,
Malte Weiss & Andrew D. Wilson
Microsoft Research
HoloDesk is an interactive system combining an opticalsee through display and Kinect camera to create the illu-sion that users are directly interacting with 3D graphics.
A virtual image o a 3D scene is rendered through a hal silvered mirror and spatially aligned with the real-worldor the viewer. Users easily reach into an interactionvolume displaying the virtual image. This allows the userto literally get their hands into the virtual display andto directly interact with a spatially aligned 3D virtualworld, without the need or any specialized head-wornhardware or input device.
HoloDesk
Paper (long) Paper (long)
David Kim
contact: [email protected]
9
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 6/31
At Home With Surace Computing
David S Kirk, Shahram Izadi,
Otmar Hilliges, Richard Banks,
Stuart Taylor & Abigail Sellen
Microsoft Research
Our work describes a eld study o an interac-tive surace deployed in three amily homes.The tabletop technology provides a centralplace where digital content, such as photos,can be easily archived, managed and viewed.The tabletop aords multi-touch input, allow-ing digital content to be sorted, triaged andinteracted with using one or two-handedinteractions. A physics-based simulation addsdynamics to digital content, providing userswith rich ways o interacting that borrowsrom the real-world. The eld study is oneo the rst o a surace computer within adomestic environment. Our goal is to uncover
people’s interactions, appropriations, percep-tions and experiences with such technologies,exploring the potential barriers to use.
Surface Computing
at Home
Paper (long)
contact: [email protected]
Paper (long)
David Kirk
0 11
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 7/31
Material artiacts are passed down as a way o sustaining rela-tionships and amily history. However, new issues are emerg-
ing as amilies are increasingly let with the digital remainso their loved ones. We designed three devices to investigatehow digital materials might be passed down, lived with andinherited in the uture. We conducted in-home interviewswith 8 amilies using the devices to provoke discussion abouthow technology might support (or complicate) their exist-ing practices. Sessions revealed amilies desired to treat theirarchives in ways not ully supported by technology as well aspotential tensions that could emerge.
Technology Heirlooms
Paper (long)
David Kirk
contact: [email protected]
Paper (long)
Technology Heirlooms? Considerations or
Passing Down and Inheriting Digital Materials
William Odom, Richard Banks, David S Kirk,
Richard Harper, Siân Lindley & Abigail Sellen
Microsoft Research
Photo © Richard Banks
2 13
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 8/31
The use o digital technologies is increasingly proposedin health and social care to address the aging popula-tion phenomenon, however, in practice, the designerso these technologies are ill equipped to design or olderpeople. We suggest participatory design as an approach toimproving the quality o design or older people. Based onprevious work and our own experiences, we identiy ourcentral issues that participatory design approaches need toaddress. Our work describes an approach to early engage-ment in design with older people, that addresses each o these issues, and alongside some o our experiences apply-ing the approach in a variety o dierent design projects.
Engaging Older People
through Participatory Design
Paper (long)
Guy Schofeld
contact: [email protected]
Dan Jackson
Paper (long)
Engaging Older People throughParticipatory Design
Stephen Lindsay, Daniel Jackson,
Guy Schofeld & Patrick Olivier
Funded by the EU FP7 project OASIS(297210) and the SiDE RCUK DigitalEconomy Research Hub (EP/G066019/1)
Stephen Lindsay
4 15
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 9/31
Cas LadhaDan Jackson
This project looked at the development, application and evalu-ation o a design method tailored or working with people withmild to moderate dementia. The tenet o our approach wasthat to overcome dierences in views we needed to create anempathic relationship between participants and designers. Wemodied participatory design techniques to oster respectulengagement with participants in the development o a digitalaid to acilitate ‘sae walking’. The process began with broadqualitative scoping and design work then moved to a develop-ing personally tailored, individual designs to urther explore theexperiential elements o the domain whilst reducing the needor the participants to engage in abstract thought.
Empathy and
Dementia
Paper (long)
Stephen Lindsay Katie Brittain Karim Ladha
contact: [email protected]
Paper (long)
Empathy, Participatory Designand People with Dementia
Stephen Lindsay, Katie Brittain, Daniel Jackson,
Cassim Ladha, Karim Ladha & Patrick Olivier
Funded by Centre for Excellence in Life Sciencesand the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)
best paper award
6 17
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 10/31
Viewpoint is a public voting device developed to allow resi-dents in a disadvantaged community to make their voicesheard through a simple, lightweight interaction. Thiswas intended to open a new channel o communicationwithin the community and increase community members’perception o their own efcacy. Local elected ofcials andcommunity groups were able to post questions on deviceslocated in public spaces, where residents could vote orone o two responses. Question authors were subsequentlyrequired to post a response indicating any actions to betaken. Following a two-month trial, we present our experi-ences and contribute guidelines or the design o publicdemocracy tools and dimensions impacting their eective-ness, including credibility, efcacy and ormat.
Viewpoint
Paper (long)
Nick Taylor
contact: [email protected]
Paper (long)
Viewpoint: Empowering
Communities with Situated Voting
Devices
Nick Taylor, Justin Marshall,
Alicia Blum‑Ross, John Mills, Jon Rogers,
Paul Egglestone, David M. Frohlich,
Peter Wright & Patrick Olivier
Funded by the EPSRC Bespoke project (EP/H007296/1)
8 19
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 11/31
BinCam is a social persuasive systemto motivate reection and behaviouralchange in the ood waste and recyclinghabits o young adults. The systemreplaces an existing kitchen reuse binand automatically logs disposed o itemsthrough digital images captured by a smartphone installed on the underside o the
bin lid. Captured images are uploaded toa BinCam application on Facebook wherethey can be explored. With BinCam, weexplore inormational and normative socialinuences as a source o change, which hasto date been underexplored in persuasiveHCI. Design implications or reection andsocial persuasion are proposed.
BinCam
Paper (long)
Rob Comber
contact: [email protected]
Paper (long)
We’ve Bin Watching You – Designing or
Refection and Social Persuasion to PromoteSustainable Liestyles
Anja Thieme, Rob Comber, Julia Miebach, Jack Weeden,
Nicole Kraemer, Shaun Lawson & Patrick Oliver
Funded by the EU FP7 project Balance@Home (230724)and the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)
Anja Thieme
0 21
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 12/31
This project was anenquiry into design ordementia, acilitated bya public art commission,or a UK adult mentalhealth unit. The interactiveart piece was inormed by the notion o personhood in dementia that oregrounds the person’ssocial being and interpersonal relationships as sites where sel ismaintained and constructed. The ways in which clients, their amilymembers and sta used the piece were reported and insights relatedto the notions o home, intimacy, possessions and sel were presented.The art piece served as a window on both dementia and the institutionleading to a number o insights and implications or design.
Tales of I
Paper (long)
Guy SchofeldAnja Thieme Gavin WoodJayne Wallace
Paper (long)
Enabling Sel, Intimacy and a Senseo Home in Dementia: An Enquiry into
Design in a Hospital Setting
Jayne Wallace, Anja Thieme, Gavin Wood,
Guy Schofeld & Patrick Olivier
Funded by the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)
contact: [email protected]
2 23
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 13/31
Vasillis Vlachokyriakos
This project explored the design o digital paymentservices in collaboration with people aged 80+. Manyolder people nd cheques valuable as a means o pay-ment but the UK Payments Council recently proposedtheir abolition. We looked at two designs whichsimultaneously aimed to preserve and augment thepaper cheque as a means o making electronic pay-ments. Workshop discussions resulted in the creationo a real world cheque system where we issued pre-paid cheques without the involvement o banks. Thiswork inormed the development o a digital chequebook based on Anoto digital pen technology.
Cheque Mates
Paper (long)
contact: [email protected]
Paper (long)
Cheque Mates: Participatory Design o Digital
Payments with Eighty Somethings
John Vines, Mark Blythe, Paul Dunphy,
Vasillis Vlachokyriakos, Isaac Teece,
Andrew Monk & Patrick Olivier
Funded by the EPSRC New Approaches to Banking for the Older Old project (EP/H042997/1) and the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)
Paul DunphyJohn Vines
4 25
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 14/31
This project involved conducting a series o participatory designworkshops with ten people over eighty years old on the topic o new banking technologies. Participants were asked to discuss theircurrent experiences o banking and given packs o concept cardswhich contained design sk etches and brie outlines o concepts ornew nancial services. The designs on the cards were deliberatelyprovocative and aimed to encourage criticism and debate. The par-ticipants were extremely critical o current banking practices andmost o the new concepts we presented to them. Their questionsand comments led to a number o insights and urther iterations.
Questionable Concepts
Paper (long)
Stephen LindsayPaul Dunphy
contact: [email protected]
John Vines
Paper (long)
Concepts: Critique as Resource orDesigning with Eighty Somethings
John Vines, Mark Blythe, Stephen Lindsay, Paul
Dunphy, Andrew Monk & Patrick Olivier
Funded by Research Councils UK Digital Economy Theme: ‘New Approaches to Banking for theOlder Old’ project and the SiDE RCUK DigitalEconomy Research Hub (EP/G066019/1)
This project involved conducting a series o participatory designworkshops with ten people aged 80+ on the topic o new bank-ing technologies. Participants were asked to discuss their currentexperiences o banking and given packs o concept cards whichcontained design sketches and brie outlines o concepts or newnancial services. The designs on the cards were deliberatelyprovocative and aimed to encourage criticism and debate. The par-ticipants were extremely critical o current banking practices andmost o the new concepts we presented to them. Their questionsand comments led to a number o insights and urther iterations.
6 27
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 15/31
Monitoring nutritional intake is an important aspect o the care o older people, particularly or those at risk o malnutrition. Current practice or monitoring ood intakerelies on hand written ood charts which have severalinadequacies. We explored the design and validation o atool or computer-assisted visual assessment o patient oodand nutrient intake. The user is presented with an imageo a standardised hospital meal on a touch screen PC. They
erase rom the image a corresponding amount to that o a patient’s partially consumed meal. The weight o oodconsumed is calculated as a percentage o pixels rubbed outagainst pixels in a per item mask. Results suggest that theapplication may be a useul tool or the conservative assess-ment o nutritional intake in hospitals.
Supporting
Nutritional Intake
Note
Stephen Lindsay
contact: [email protected]
Rob Comber
Note
Supporting Visual Assessment o Food and NutrientIntake in a Clinical Care Setting
Rob Comber, Jack Weeden, Jennier Hoare, Stephen Lindsay,
Gemma Teal, Alastair Macdonald, Lisa Methven, Paula Moynihan &
Patrick Olivier
This research was part of the mappmal project, funded by the New Dynamics of Ageing Programme administrated by the ESRC.
Supporting Visual Assessment o Food and Nutrient
Intake in a Clinical Care Setting
Rob Comber, Jack Weeden, Jennier Hoare, Stephen Lindsay,
Gemma Teal, Alastair Macdonald, Lisa Methven, Paula Moynihan &
Patrick Olivier
Funded by the ESRC project MappMal: Multidisciplinary Approachesto Prevention of Malnutrition (RES-354-25-0001) and the EU FP7
project Balance@Home (230724)
8 29
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 16/31
We present a novel yet simple technique which mitigates theintererence caused when multiple structured light depth cam-eras point at the same part o a scene. The technique is particu-larly useul or Kinect, where the structured light source is notmodulated. Our technique requires only mechanical augmen-tation o the Kinect, without any need to modiy the internalelectronics, rmware or associated host sotware. It is thereoresimple to replicate. We show qualitative and quantitative resultshighlighting the improvements made to interering Kinect depthsignals. The camera rame rate is not compromised, which is aproblem in approaches that modulate the structured light source.
Shake’n’Sense
Note
contact: [email protected]
David Kim
Note
Shake’n’Sense: Reducing
Intererence or Overlapping
Structured Light Depth Cameras
D. Alex Butler, Shahram Izadi, Otmar Hilliges,
David Molyneaux, Steve Hodges & David Kim
Microsoft Research
best paper nomination
0 31
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 17/31
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 18/31
People have reported encountering coincidences when usingparticular technologies to interact with personal digital content.However, to date, there is a paucity o research to understandthese experiences. We applied McCarthy and Wright’s experien-tial ramework to analyse these kinds o technology-mediatedcoincidences. By ocusing upon encounters o coincidence dur-ing people’s digital music listening, we identied the elements atplay, elucidated the properties o the individual elements, theirinter-relationships, and an understanding o how coincidencescan arise. We also revealed how, under particular conditions,such elements provide people with opportunities to encountercoincidence. This understanding o coincidence demonstrateshow McCarthy and Wright’s ramework can be useully appliedto an empirical investigation o user experience.
Experiencing
Coincidence
TOCHI (paper talk)
contact: [email protected]
Tuck Leong
TOCHI (paper talk)
Experiencing Coincidence during
Digital Music Listening
Tuck Leong, Frank Vetere & Steve Howard
Funded by the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)
4 35
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 19/31
Bin Cam – A Social
Persuasive System
to Improve Waste
Behaviours
Anja Thieme, Rob Comber,
Nick Taylor, Ashur Rafev &
Patrick Olivier
BinCam is a social persuasive systemto motivate reection and behav-ioral change in peoples’ ood wasteand recycling habits through digital
images captured by a smart phoneinstalled on the underside o the lido a kitchen bin. Captured imagesare uploaded to a BinCam applica-tion on Facebook, where users canexplore, review or share communica-tions about the bin-related behavioro themselves and others. The systemis provocative and specically set upto evoke eelings o guilt which isenvisioned to stimulate interestingdiscussions on the ethics, challengesand rich potentials when designingand evaluating persuasive systems.
We present our current work-in-progress design-ing technologies to oster social connection withisolated immigrant women in the UK. We report
on our preliminary ndings using digital sto-rytelling and digital portraits with participantsat a Black, Asian and Minority Ethnic (BAME)centre supporting women, some o whom haveexperiences o domestic violence. The approaches have provided valu-able insights, but in contexts where participants eel vulnerable andcultural diversity is the norm, HCI’s conventional assumptions aboutstorytelling and probe use cannot be taken or granted. We describeour process o adapting methods and negotiating tensions while build-ing rapport to co-construct narratives and share experiences.
Experiencing
BinCam
Sensitive Design for
Cross-Cultural Experience
Interactivity Work‑in‑Progresscontact: [email protected]
contact: [email protected]
Rachel Clarke
Anja Thieme Rob Comber Nick Taylor Ashur Rafev
Shared Narrative and
Experience: Digital
Storytelling and Portraits at aWomen’s Centre
Rachel Clarke, Pete Wright &
John McCarthy
Funded by the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)
6 37
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 20/31
Tiles is a novel graphical authentication system in whichusers are assigned a target image and subsequently askedto select segments o that image. We empirically assess theextent to which this system provides protection againsttwo security threats: observation attacks and sharing o authentication credentials in two laboratory-based studies.
We note some o the vulnerabilities o the new systembut provide evidence that automated manipulation o thesimilarity o the decoy images can help mitigate the threatrom verbal sharing and observation attacks.
Lightweight, opportunistic participatory design exercises in publicspaces have the potential to collect large volumes o candid eedback and insights rom members o the public. We motivate the need or‘designing on the street’ in terms o the time and resource requirementso traditional participatory design methods, and begin the process o unpicking the conditions or success and practical requirements. Wedemonstrate through a pilot study that opportunistic participatorydesign can be a useul tool or addressing design challenges in everydaysettings, where most people have some amiliarity with the design area.
Tiles
Designing
on the Street
Work‑in‑Progress Work‑in‑Progress
contact: [email protected]
contact: [email protected]
Paul Dunphy
Stephen Lindsay Nick Taylor
A Security Assessment o Tiles:
A New Portolio-Based Graphical
Authentication System
James Nicholson, Paul Dunphy, Lynne Coventry,
Pamela Briggs & Patrick Olivier
Opportunistic
Engagement by
Designing on the Street
Stephen Lindsay, Nick Taylor
& Patrick Olivier
8 39
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 21/31
Although there is a good coverage o methodo-logical and design related topics in the HCI lit-erature, there is still a lack o theoretical ocusin the rapidly increasing work on user experi-ence (UX). We analyzed 122 individual items ontheories collected in a CHI’11 special interestgroup session on UX theories and theoreti-cal rameworks. The data set was ltered and
categorized in several iterations, resulting in 56items distributed over 7 major theory catego-ries and related to 9 relevant disciplines. Thecategories are an initial mapping o the eldand point towards the directions or urtherconceptual and theoretical clarication. Ourresults help to explore the multi-disciplinarynature o UX and to build a more solid ounda-tion or UX research and practice.
We describe an on-going study that exploresthe introduction o digital technology intoplay therapy. While digital technologies areincreasingly used in educational and directivetherapeutic contexts with older children, theyare largely missing rom non-directive playtherapy settings with younger children. Basedon the play therapy research and practiceliterature we describe the design and ongoingevaluation o Magic Land, a set o digital playactivities or interactive tabletops used in non-directive play therapy with younger children.
Theoretical
Roots for UX Magic Land
Work‑in‑Progress Work‑in‑Progress
contact: [email protected]
contact: [email protected]
Marianna Obrist
In Search
o Theoretical
Foundations or
UX Research and
Practice
Marianna Obrist,
Virpi Roto, Arnold
Vermeeren, Kaisa
Väänänen‑Vainio‑
Mattila, Efe Lai‑Chong
Law & Kari Kuutti
Olga Pykhtina
Gavin Wood
Madeline Balaam
Magic Land on
Interactive Tabletop or
Play Therapy with Children
Olga Pykhtina, Madeline Balaam,
Sue Pattison, Gavin Wood &
Patrick Olivier
0 41
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 22/31
High quality user experience (UX) hasbecome a central competitive actor o products in mature consumer markets.Improving UX during product develop-ment and research requires evaluation buttraditional usability testing methods are notadequate or evaluating UX. Since 2008, wehave been collecting a comprehensive set o 80 UX evaluation methods both rom aca-demia and industry, which are now avail-able at www.allaboutux.org/all-methods.During this course, we present an over-view o the set o methods andpresent some methods in more
detail. By the end o this course,participants are able to choosesuitable methods or their specicuser experience evaluation case.Participants will understand thedierence between UX evaluationand traditional usability evaluation methods, as well as the variety o UX evaluation methods available.
Food and interaction design present an interesting challenge to theHCI community in attending to the pervasive nature o ood, thesocio-cultural dierences in ood practices and a changing global ood-
scape. To design or meaningul and positive interactions it is essentialto identiy daily ood practices and the opportunities or the design o technology to support such practices. This workshop brings together acommunity o researchers and practitioners in human-ood interac-tion to attend to the practical and theoretical difculties in designingor human-ood interactions in everyday lie. Through a practical eldstudy and workshop we explore themes o ood experiences, healthand wellbeing, sustainability and alternative ood cultures.
User Experience
Evaluation
Food and
Interaction Design
Course Workshop
contact: [email protected]
contact: [email protected]
Marianna Obrist
Rob Comber
Course 19: User
Evolution Methods:
Which Method to Choose?
Virpo Roto, Arnold Vermeeren,
Kaisa Vaamamem‑Vainio‑
Mattila, Efe Lai‑Chong Law
& Marianna Obrist
Food and Interaction Design:
Designing or Food in Everyday Lie
Rob Comber, Eva Ganglbauer,Jaz Hee‑
jeong Choi,Jettie Hoonhout, Yvonne Rogers,
Kenton O’Hara & Julie Maitland
2 43
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 23/31
Liveness has long been a valued quality o massmedia presentation in areas such as music, sportsand debate. The rapid development o new digitalmedia and the interpenetration o these media andstaged perormance, places liveness centre stagein attempts to understand emerging human-computer congurations. This workshop will bringtogether insights rom a variety o disciplines andperspectives to explore how HCI can benet romcritical engagement with theoretical and practicaltreatment o liveness. To seed discussion and action,participants will engage reectively with the livenesso an authentic perormance, experienced rsthand
and at one-remove through a mediating technology,using an innovative video-based methodology.
The role o interactive technologies at End o Lie(EoL) is a recently established and quickly grow-ing topic in the CHI community. In this workshop,we ocus on the design space, methodologies andprocesses associated with EoL, moving orwardthe research agenda initiated in the successulCHI 2010 workshop “HCI at the End o Lie”. Inparticular, we ocus on moving rom eldwork tothanatosensitive design – a process which engageswith EoL issues as part o the design concept. Weinvite participation rom a wide range o people interested in technology and EoL,rom the HCI community, academic andproessional communities with a varietyo perspectives/disciplines, and entrepre-neurs developing applications in this space.
Liveness
End of Life in HCI
Workshop series
Workshop Workshop
contact: [email protected] contact: [email protected]
David Kirk
Exploring HCI’s Relationship
with Liveness
Jonathan Hook, Guy Schofeld, Robyn Taylor,
Tom Bartindale, John McCarthy & Pete Wright
Memento Mori: Technology
Design or the End o Lie
Michael Massimi, Wendy Moncur,
William Odom, Richard Banks &
David S Kirk
Jonathan Hook
Guy Schofeld
Robyn Taylor
Tom Bar tindale
4 45
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 24/31
Our interactions with technology can shape ourexperiences and, in turn, inuence our sense o sel and identity. Yet, how sel and identity is per-ormed and constituted during such interactionsis yet to be explicated. This one-day workshopaims to explore the topic by ocusing uponPerormative Theory. To this end, we welcometheoretical discussion, themes o interest, meth-odological implications, challenges, blind spots,and pragmatic aspects o designing technology inrelation to identity, taking a perormative stance.
Theories provide a way to understand the dierent perspec-tives and acets o user experience (UX). Experience itsel has been studied by dierent disciplines such as sociology,psychology, management, marketing and ergonomics. Manyo these theories and the disciplines studying experiencehave proven useul or interaction design as well as or userevaluation studies. The criteria or choosing one theoreticalorientation over another are oten not made clear, despitetheir important methodological consequences. A majorcontribution o this workshop is to clariy the applicabilityand transerability o dierent theories, theoretical ounda-tions, concepts in inorming UX design and evaluationin both research and practice. In particular we look intotheories that have already been applied in practice.
Identity, Performativity,
and HCI
UX in Research
and Practice
Workshop Workshop
contact: [email protected]
contact: [email protected]
Tuck Leong
Marianna Obrist
Identity,
Perormativity,
and HCI
Gopinaath
Kannabiran,
Ann Light &
Tuck Leong
Theories behind UX Research and
How they are Used in Practice
Marianna Obrist, Virpi Roto, Efe Lai‑
Chong Law, Kaisa Väänänen‑Vainio‑Mattila,
Arnold Vermeeren & Elizabeth Buie
6 47
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 25/31
The essence o perormance art that makes it most appealing to artistsand audiences is the liveness, the one o nature o the experience andthe impossibility o reproduction. Ater participating in a perormancework, our memory o the experience can be spurred by a recording o the event. However, documentation does not acilitate our under-standing o what is happening in the process o creative participationand thereore the experience cannot be eectively communicated. Itis intangible, hidden and mysterious. There is an opportunity withindigital media/HCI to develop methods o collecting narrative andmore ambient inormation rom the work, creating alternative ways o looking at the articulation o a l ive experience.
We present current work on designingtechnologies to support social connec-tion or immigrant women in the UK.The paper presents design insights roma study with a centre supporting Black,
Asian and Minority Ethnic (BAME)women. We used digital storytelling andportraits to acknowledge the diverse
cultural backgrounds and the emotion-ally challenging past experiences o thewomen, which highlighted the impor-tance o situated and intimate sharing.
We present our insights describingsocial connection as perormed throughtechnology to support emerging identi-ties, co-constructed through the crat-ing and rehearsal o stories.
Crafting and
Rehearsing Stories
Workshop Contribution
contact: [email protected]
Rachel Clarke
Crating and
Rehearsing
Stories at a
Women’s Centre
Rachel Clarke,
Pete Wright &
John McCarthy
Experience and
Re-presentation
Workshop Contribution
contact: [email protected]
Jane Dudman
Experience
and
Re-presentation
Jane Dudman
W25: Exploring HCI’s
Relationship with
Liveness
W23: Identity,
Performativity, and HCI
8 49
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 26/31
Drawing upon practical experiences o work-ing with artists and designers who have useddigital technologies such as motion capture asa tool in the production o works that activelyseek to exploit qualities o liveness such as
“intimacy”, “temporality” and “perormativeaccidents”, I propose that the relevance o ‘live-ness’ extends to art orms beyond perormanceper se. The projects I have examined embraceaspects o perormance, but have used digitaltechnology to generate novel orms, whichreveal insights into dierent representations,mediations and experiences o liveness.
Motion Capture and Novel
Articulations of Liveness
Workshop Contribution
contact: [email protected]
David Green
Liveness and Stillness:
Articulations o Liveness
in Non-Perormative Arts
David Green
There are many theories in the eld o User Experience, and these canbe highly relevant to practice but working out how to map them topractice is not always obvious. I discuss the successul use o seven the-
ories in the evaluation o Teasing Apart, Piec-ing Together (TAPT), an experience-orienteddesign method. Four models o experienceand one discussion o working practice andUser Experience were used or direct evalua-tion; two other theories drove the methodol-ogy o TAPT’s evaluation. These examplesshow how theory can be appropriated andused to support on-going research.
Models of
Experience
Workshop Contribution
contact: [email protected] Clare Hooper
Using
Models o
Experience:
Frameworks in
the Field
Clare Hooper
W20: Theories
behind UX
Research and
How they
are Used in
Practice
W25: Exploring HCI’s
Relationship with Liveness
0 51
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 27/31
Monitoring
Wellbeing
Workshop Contribution
contact: [email protected]
Objectively Monitoring Wellbeing through
Pervasive Technology
Róisín McNaney, Anja Thieme, Bin Gao, Cas Ladha,
Karim Ladha, Dan Jackson, Lok Woo, Patrick Olivier
Identifying Tangibles
on Multi-Touch Tables
Workshop Contribution
contact: [email protected]
Workshop:
Educational Interfaces,
Software and Technology
Diana Nowacka,
Tom Bartindale,
Daniel Jackson, Cassim Ladha,
Karim Ladha, Patrick Olivier& Enrico Rukzio
W26: Interaction
Design and
Emotional Wellbeing
W5: Educational
Interfaces, Software,
and Technology
Dan Jackson
Karim Ladha
Cas Ladha
Anja Thieme
Róisín McNaney
In recent years a person’s wellbeing has been largelymonitored through the use o subjective rating scales orother retrospective interview methods. This investigationconsidered how technology can help to monitor wellbeingmore objectively and within the individual’s naturalisticenvironment. The Wearable Acoustic Monitor (WAM)provides support in monitoring aspects o social andemotional wellbeing through the provision o inormationabout a person’s level o social interaction and vocal ea-tures o emotionality. We urther reected on the ethical
and privacy issues that are crucial or the design o digitaldevices capturing audio data to explore wellbeing.
Cas LadhaDan JacksonDiana Nowacka Tom Bartindale Karim Ladha
TouchBridge is a system to identiy tangible markers placed on tabletop interaces. This research looks at ways in which the new afordances thatTouchBridge provides could be used to enhance learning outcomes in
educational settings. We detail the technical aspects o the system includ-ing the tangible markers with inrared emitters providing both identica-tion and orientation inormation, and the sotware or their detection. Inreecting on a series o brie case-studies, we discuss the design chal-lenges, opportunities and limitations that the TouchBridge technologymay provide on the learning process and learning outcomes o students.Bin Gao
2 53
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 28/31
This reective submission is based on eldwork experiences derived rom a 15-month ethno-graphic investigation into the vibrant CapeTown hip-hop scene. Here I explore the value
local MCs attach to live perormance andcompare the useulness o this practice withcurrent mediated orms o musical representa-tion. Specically, I argue that mediated ormso representation ail to oer equally valu-able experiences o socialization and musicalinstruction and do not aord the perormer theopportunity to cater or individual audiencesby exhibiting multiple presentations o sel.
The Real Shit
Workshop Contribution
contact: [email protected]
Gary Pritchard
The Real
Shit: Cape
Town Hip-
Hop and the
Value o Live
Perormance
Gary Pritchard
Digital technologies have alreadybeen successully deployedin psychotherapy with olderchildren and adults. Yet, it islargely absent in non-directivetherapy or young children as itis perceived by the proession asa disruption to the developmento the therapeutic relationship.Motivated by the lack o empiri-cal evidence to support this view,
we explore the application o interactive tabletops in non-directive play therapy to supportchildren’s emotional wellbeing.
We present a set o digital toys,Magic Land, designed to encour-age the child’s storytelling, crea-tive and emotional expression ina therapeutic context.
Play Therapy
with Children
Workshop Contribution
contact: [email protected]
Magic Land:
Promoting Children’s
Emotional Wellbeing in
Play Therapy
Olga Pykhtina, Madeline
Balaam, Sue Pattison, Gavin
Wood, Ahmed Kharrua,
Patrick Olivier
W25: Exploring HCI’s
Relationship with Liveness
W25: Exploring HCI’s
Relationship with Liveness
Olga Pykhtina
Gavin Wood
Madeline Balaam
4 55
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 29/31
The Byker Estate in Newcastle has
a rich history and an architecturalheritage that includes Ralph Erskine’sinnovative and visionary 1970’s design.In this position paper, we describe aproject that aims to increase Bykerresidents’ awareness o the estate’sheritage, the ways in which it aectsthem in the present and how it can beharnessed or the benet o residents.
Digital Heritage
and Social Issues
Workshop Contribution
contact: [email protected]
Nick Taylor
Digital Heritage
to Address
Contemporary
Social Issues
Nick Taylor,
Pete Wright &
Patrick Olivier
This is a tentative exploration into design tosupport meaningul interpersonal engagements,genuine intimacy and reciprocity, which promotethe ormation and maintenance o stable andsupportive relationships, and thereby a person’semotional wellbeing. Reecting on the quali-ties o social interactions and communicationsstimulated by existing social technologies such asFacebook, twitter or robotic social companions,the position argues or designs o interactive tech-nology that eel more like a slower paced ormo investment with communications being moremeaningul, private and open to sel-disclosure,similar perhaps to the qualities o a written letter.
Meaningful Social
Communications
Workshop Contribution
contact: [email protected]
Jayne Wallace
Anja Thieme
How can
we SupportMeaningul Social
Relationships through
Digital Design?
Anja Thieme, Jayne
Wallace, Patrick Olivier,
Thomas D. Meyer
W28: Heritage Matters:
Designing for Current and
Future Values Through Digital
and Social Technologies
W26: Interaction
Design and
Emotional Wellbeing
6 57
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 30/31
Why should we start taking the (im)material seriously in HCI, and howcan we start? We ask this question not because we can answer it butbecause it appears to be o crucial signicance to contemporary HCI.Notions o crat are becoming increasingly relevant within the studyo human relations with technology. There is increased attention tohow ideas related to ‘design in use’ might play in an increased senseo participation with, and through, digital technologies. We explorethe notion o (im)material engagement as users become implicated
as craters o their own digital experiences, through their engagementwith computationally augmented (im)material.
(im)Material
Bits
Workshop Contribution
contact: [email protected]
John Vines
Tuck LeongRachel Clarke
John Vines
Weaving
Baskets into
(Im)Material Bits
John Vines &
Martyn Woodward
This CHI Design Community SIGbrings together invited expertswho have explored participation todiferent degrees within their pastwork to provoke group and plenaryaudience discussion. Whilst atten-tion to participation has lead to alarge amount o methodologicalinnovation in HCI, very little eforthas been spent reecting on why
various participatory approachesshould, or should not be usedand how we can assess theirimpacts on the design process andproducts. The SIG will providean opportunity or discussionand reection on how and whyparticipative methods are used inHCI research and practice.
SIG: Participation
and HCI
SIG Meeting
contact: [email protected]
SIG: Participation
and HCI – Why Involve
People in Design?
John Vines, Rachel Clarke,
Tuck Leong, John McCarthy,
Ole Sejer Iversen,
Pete Wright & Patrick Olivier
W29: From Materials to
Materiality: Connecting Practice
and Theory in HCI
8 59
7/28/2019 Digital Interaction Booklet CHI2012
http://slidepdf.com/reader/full/digital-interaction-booklet-chi2012 31/31