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|All communities||Design (26)||Engineering (7)||Management (0)|
|User Experience (21)||Child-Computer Interaction (1)||Digital Arts (11)||Games and Entertainment (6)|
|Health (0)||Sustainability (3)||HCI for Development (0)|
- ADEThu. 11amSpirituality: There’s an App for That! (But Not a Lot of Research)
Reviews HCI literature on techno-spirituality and provides preliminary analysis of relevant iPhone/iPad apps. Identifies gaps in research and explores some of the difficulties and challenges of researching techno-spirituality.The iTunes App Store contains over six thousand apps related to spirituality and religion. The ACM digital library, however, contains only 98 works that address this topic from an HCI perspective. Despite high-profile calls for research in the area, the HCI community has produced only 19 research papers focused on the topic, almost half of which are the work of one person and her colleagues. In this paper we provide an overview of the relevant HCI research in this area, a partial inventory of spiritually oriented apps in the iTunes US App Store, and a comparison of research and real-world developments. We discuss the gaps in the HCI literature on techno-spiritual practices and speculate about some of the difficulties and challenges that face the HCI community in conducting research in this area.
- AVSWed. 9amBeyond Recognition: Using Gesture Variation for Continuous Interaction
The goal of this paper is to tap the richness of expressive variation in gesture to facilitate continuous interaction through novel techniques of adaptation and estimation of gesture characteristics.Gesture-based interaction is widespread in touch screen interfaces. The goal of this paper is to tap the richness of expressive variation in gesture to facilitate continuous interaction. We achieve this through novel techniques of adaptation and estimation of gesture characteristics. We describe two experiments. The first aims at understanding whether users can control certain gestural characteristics and if that control depends on gesture vocabulary. The second study uses a machine learning technique based on particle filtering to simultaneously recognize and measure variation in a gesture. With this technology, we create a gestural interface for a playful photo processing application. From these two studies, we show that 1) multiple characteristics can be varied independently in slower gestures (Study 1), and 2) users find gesture-only interaction less pragmatic but more stimulating than traditional menu-based systems (Study 2).
- AULWed. 9amA Load of Cobbler’s Children: Beyond the Model Designing Processor
Critiques common criteria applied when assessing research on innovative design and evaluation methods, and proposes resource function vocabularies as better lenses for focusing assessment of method effectiveness in interaction design HCI has developed rich understandings of people at work and at play with technology, moving beyond users’ minds to their moods, buddies and bodies. However, understandings of designers remain trapped within the information processing paradigm of first wave HCI, remaining focused on minds that execute design methods as if they were computer programs, and producing the same results on a range of architectures and hardware. Designers are people too, with minds, moods, buddies and bodies, which all interfere substantially (generally to good effects) with the ‘code’ of design methods. We need to take full account of designers’ humanity when assessing design and evaluation methods. This juried alt.chi paper moves from critique to a logocentric proposal based on resource function vocabularies as a more appropriate basis for understanding and assessing methods.
- ADUWed. 9amFillables: Everyday Vessels as Tangible Controllers with Adjustable Haptics
Tuning TUIs ad-hoc by filling water into everyday objects. Reports how users can discriminate different filling levels that make virtual granularity (video navigation, virtual brush size) perceptible eyes-free.We introduce Fillables: low-cost and ubiquitous everyday vessels that are appropriated as tangible controllers whose haptics are tuned ad-hoc by filling, e.g., with water. We show how Fillables can assist users in video navigation and drawing tasks with physical controllers whose adjustable output granularity harmonizes with their haptic feedback. As proof of concept, we implemented a drawing application that uses vessels to control a virtual brush whose stroke width corresponds to the filling level. Furthermore, we found that humans can distinguish nine levels of haptic feedback when sliding water-filled paper cups (300 ml capacity) over a wooden surface. This discrimination follows Weber’s Law and was facilitated by sloshing of water.
- ALEThu. 11amBeyond the Basic Emotions: What Should Affective Computing Compute?
We show that non-basic emotions (engagement, boredom, confusion, and frustration) occurred at five times the rate of basic emotions after generalizing across tasks, interfaces, and methodologies (in 5 studies). One of the primary goals of Affective Computing (AC) is to develop computer interfaces that automatically detect and respond to users’ emotions. Despite significant progress, “basic emotions” (e.g., anger, disgust, sadness) have been emphasized in AC at the expense of other non-basic emotions. The present paper questions this emphasis by analyzing data from five studies that systematically tracked both basic and non-basic emotions. The results indicate that engagement, boredom, confusion, and frustration (all non-basic emotions) occurred at five times the rate of basic emotions after generalizing across tasks, interfaces, and methodologies. Implications of these findings for AC are discussed
- ARXThu. 11amNeurodiversity & HCI
Neurodiversity is a self advocacy rights movement challenging our notion of the single cognitive model for users. How to we evolve HCI if we try to design for the gifted? The objective of this paper is to introduce neurodiversity movement. Like Feminist HCI neurodiversity critiques the implicit notion of ‘user’ in the singular. Neurodiversity suggests that current approaches carry with them certain assumptions about the cognitive processing abilities of users which need to be challenged. This paper is concerned with the design and evaluation of interactive systems that are imbued with an awareness of the central commitments of neurodiversity. The paper seeks to identify and promote neurodiversity under the banner of neurodiversity HCI. This paper introduces neurodiversity and then critically evaluates aspects of HCI from the neurodiversity perspective.
- ABXWed. 2pmCritical InfoVis: Exploring the Politics of Visualization
Building on experiences in related domains, we outline a critical approach to information visualization that promotes disclosure, plurality, contingency, and empowerment, and pose challenges and opportunities for the visualization community.As information visualization is increasingly used to raise awareness about social issues, difficult questions arise about the power of visualization. So far the research community has not given sufficient thought to how values and assumptions pervade information visualization. Taking engaging visualizations as a starting point, we outline a critical approach that promotes disclosure, plurality, contingency, and empowerment. Based on this approach, we pose some challenges and opportunities for visualization researchers and practitioners.
- AJGMon. 11amComparative Appraisal of Expressive Artifacts
Describes a form of comparative, structured appraisal of expressive artifacts that adds to the existing repertoire of HCI assessment techniques.This paper describes a form of comparative, structured appraisal of expressive artifacts that adds to the existing repertoire of HCI assessment techniques. Comparative appraisal uses a situationally defined procedure to be followed by multiple assessors in examining a group of artifacts. The conceptual basis for this method is drawn from writing assessment.
- ATUWed. 2pmSTALLTALK: Graffiti, Toilets, and Anonymous Location based Micro Blogging
Stalltalk is a anonymous location based microblogging system that is used in bathrooms to explore toilet humor and digital graffiti. You can visit our site and participate at www.stalltalk.info!The ways in which we leave graffiti have not changed much in thousands of years. Humans have felt the need to anonymously leave messages to one another for centuries. In this paper, we introduce StallTalk (www.stalltalk.info), an anonymous location-based micro blogging website that uses QR codes posted in bathroom stalls. StallTalk allows users to leave digital graffiti on bathroom walls without actually causing permanent damage. Users scan the QR codes, which are unique to each stall, and write short messages to each other. We deployed StallTalk in over 500 locations and have had almost 9,000 unique visitors to our website.
- ABGWed. 2pmOn Legitimacy: Designer as Minor Scientist
Utilising Gilles Deleuze & Felix Guattari’s metaphysics, this paper contributes to discussion on the nature of legitimacy in User Experience research.User experience research has recently been characterized in two camps, model-based and design-based, with contrasting approaches to measurement and evaluation. This paper argues that the two positions can be constructed in terms of Deleuze & Guattari’s “royal science” and “minor science”. It is argued that the “reinvention” of cultural probes is an example of a minor scientific methodology re-conceptualised as a royal scientific “technology”. The distinction between royal and minor science provides insights into the nature of legitimacy within contemporary HCI research practice.
- AKNTue. 9amExperiences Before Things: A Primer for the (Yet) Unconvinced
The true value of technology is only in the resulting experiences. Consequently, we must put experiences before things – treating experiences as objectives of design rather than as appreciated by-products.While things (i.e., technologies) play a crucial role in creating and shaping meaningful, positive experiences, their true value lies only in the resulting experiences. It is about what we can do and experience with a thing, about the stories unfolding through using a technology, not about its styling, material, or impressive list of features. This paper explores the notion of “experiences” further: from the link between experiences, well-being, and people’s developing post-materialistic stance to the challenges of the experience market and the experience-driven design of technology.
- AMLWed. 9amDesign Activism in the HCI Classroom
This paper encourages future articulation and practice of design activism in HCI and HCI education.In HCI, design activism has been practiced but has not been well articulated or discussed. There are examples of activism in the HCI classroom, opening a new avenue of discussion and investigation for the role of design activism in HCI. We present two case studies that show design activism in the classroom as examples from which to learn. We highlight themes and observations to encourage future articulation and practice of design activism in HCI and HCI education.
- AJXTue. 9amFlying Head: A Head Motion Synchronization Mechanism for Unmanned Aerial Vehicle Control
The Flying Head: The system synchronizes human head motions with those of an unmanned aerial vehicle.We propose an unmanned aerial vehicle (UAV) control mechanism, called a “Flying Head” which synchronizes a human head and the UAV motions. The accurate manipulation of UAVs is difficult as their control typically involves hand-operated devices. We can incorporate the UAV control using human motions such as walking, looking around and crouching. The system synchronizes the operator and UAV positions in terms of the horizontal and vertical positions and the yaw orientation. The operator can use the UAV more intuitively as such manipulations are more in accord with kinesthetic. Finally, we discuss flying telepresence applications.
- AZGTue. 9amThe Elephant in the Conference Room: Let’s Talk About Experience Terminology
We reflect upon how conflicting definitions of experience terminology (HFE, Usability, IxD, HCI, UX, XD) impact our understanding of the field and our ability to communicate, collaborate and educate others. We reflect upon how the ambiguous and often conflicting definitions of experience terminology (e.g., HFE, Usability, IxD, HCI, UX, XD) are impacting our understanding of the field as well as our ability to communicate, collaborate and educate others. We analyze the history of relevant disciplines and discuss the findings of an online survey completed by academics and professionals, which indicates a high variety in interpretation of terms. Further, we discuss surveys of job descriptions and related academic programs, and provide our perspective on the impact of this problem, as well as suggestions on how to begin to solve it.
- AVCMon. 11amCrafting Against Robotic Fakelore: On the Critical Practice of ArtBot Artists
We report on topics raised in encounters with robotics oriented artworks, which to us were interpreted as a general critique to what could be framed as robotic fakelore, or mythology.We report on topics raised in encounters with a series of robotics oriented artworks, which to us were interpreted as a general critique to what could be framed as robotic fakelore, or mythology. We do this based on interviews held with artists within the community of ArtBots, and discuss how their approach relates to and contributes to the discourse of HCI. In our analysis we outline a rough overview of issues emerging in the interviews and reflect on the broader questions they may pose to our research community.
- AHQWed. 4pmDevotional Gardening Tools
Devotional Gardening is a research-through-design project that examines possible tool use beyond functionality. Using ‘devotion’ as a guideline, prototype gardening tools are proposed that underscore the devotional nature of cultivation.Gardening as an activity is devotional, built on the idea that through practice and effort, particular results can be obtained. Devotion is performative, taking time, skill, and repetition to get the results that you want. Human-scale farming depends on the labor of people to get things done, relying on hand tools and particular kinesthetic actions to change the earth in a plot. Digital media technologies afford the creation of tools that can materialize rhetoric, creating alternate functionality emphasizing issues of practice through use. Creating gardening implements that build on the repetitive physical nature of gardening work allows handwork to become something broader: representative of, more reflexive and meditative technological practice.
- ANSWed. 2pmCHI and the Future Robot Enslavement of Humankind; A Retrospective
Time travelling robots celebrate the CHI community for hastening the future enslavement of mankind by evil machinesAs robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda.
- AELWed. 4pmSmart Pose: Mobile Posture-aware System for Lowering Physical Health Risk of Smartphone Users
This paper discusses health problems of the smartphone users which are usually overlooked, and presents a novel solution to overcome this difficulty for people’s well being.With the widespread use of smartphones, users tend to use their smartphones for a long period of time with unhealthy postures, bending forward their upper body including the neck. If users keep such an unhealthy posture for a long time, their neck and back muscles get chronically strained, which might cause diseases such as cervical myalgia. To prevent these diseases, we propose a new methodology to monitor the posture of smartphone users with built-in sensors. The proposed mechanism estimates a value representing user postures like head/neck tilt angle by analyzing sensor data from a front-faced camera, 3-axis accelerometer, and orientation sensor. It then informs the user if the estimated value is maintained within the abnormal range over a pre-defined time.
- ALUMon. 11amChanging Perspectives on Evaluation in HCI: Past, Present, and Future
We review the history of evaluation and outline five research directions that will help researchers, practitioners, and educators adapt to meet new evaluation challenges.Evaluation has been a dominant theme in HCI for decades, but it is far from being a solved problem. As interactive systems and their uses change, the nature of evaluation must change as well. In this paper, we outline the challenges our community needs to address to develop adequate methods for evaluating systems in modern (and future) use contexts. We begin by tracing how evaluation efforts have been shaped by a continuous adaptation to technological and cultural changes and conclude by discussing important research directions that will shape evaluation’s future.
- ASNWed. 4pmAnimal-Computer Interaction (ACI): Changing Perspective on HCI, Participation and Sustainability
Argues that ACI is directly relevant to CHI, discussing how it can strengthen HCI as a discipline, broaden participation in Interaction Design, and support CHI’s commitment to sustainability.In the spirit of this year’s conference theme ‘changing perspectives’, this paper invites the CHI community to glance at interaction design through the lense of Animal-Computer Interaction (ACI). In particular, I argue that such a perspective could have at least three benefits: strengthening HCI as a discipline; broadening participation in Interaction Design; and supporting CHI’s commitment to sustainability. I make the case that, far from being a niche research area, ACI is directly relevant to and even encompasses HCI. Thus ACI research firmly belongs at CHI.
- AFSTue. 9amMobile Interaction Does Not Exist
Few mobile devices are designed to be used when mobile. Describes challenges of designing truly mobile interactions.Most mobile systems are ‘stop-to-interact’; designed for active interaction only when a user is standing still, paying visual and mental attention to the device. However, people are increasingly carrying and using devices while undertaking a wide range of movement activities, such as walking, cycling, running. Some existing systems such as Apple’s Siri aim for hands and eyes free use, but they do not consider the wider challenges of interaction during movement. We describe the challenges of system design for active mobile interaction. These ‘interaction in motion’ challenges are discussed with reference to an extreme movement interaction situation – cold water swimming.
- ACNThu. 11amPIXEE: Pictures, Interaction and Emotional Expression
This paper demonstrates new means of promoting emotional connectedness in social media. It also provides new research methods. An interactive system, PIXEE, was developed to promote greater emotional expression in image-based social media. Images shared on social media were projected onto a large interactive display at public events. A multimodal interface displayed the sentiment analysis of images and invited viewers to express their emotional responses. Viewers could adjust the emotional classification and thereby change the color and sound associated with a picture, and experiment with emotion-based composition. An interdisciplinary team deployed this system around the world to explore new ways for technology to catalyze emotional connectedness. This paper describes the system, design iterations, and observations about how people used it for self-expression and connection.
- AAQWed. 4pmMorphing Agency: Deconstruction of an Agent with Transformative Agential Triggers
This paper presents our vision called Morphing Agency that redefines the notion of an agent. We propose separated use of all agential triggers that evoke a user as an agent.This paper presents our vision of Human Computer Interaction (HCI) called the “Morphing Agency.” The Morphing Agency redefines the notion of an agent in HCI, and proposes separated use of all agential triggers that evoke a user as an agent. This paper describes three key levels of agential triggers that are humanlike, behavioral, and internal. We illustrate these concepts with three prototype systems – the morphExplainer, transExplainer and parasiticBelt – to identify underlying research issues.
- APZMon. 11amPattern Language and HCI: Expectations and Experiences
This paper examines the experiences and expectations that HCI researchers have had with Pattern Language and provides reflections and directions on the use of Pattern Language in HCI.Pattern Language (PL) has been researched and developed in HCI research since the mid-80s. Our research was initiated by the question why something like PL can create such enthusiasm and interest over the years, while at the same time not be more widespread and successful? In this paper, we examine the experiences and expectations that HCI researchers who have been involved in PL research have had and still have when it comes to PL. Based on the literature review and interview studies, we provide some overall reflections and several possible directions on the use of PL in HCI.
- AXZWed. 4pmA Biological Imperative for Interaction Design
This paper brings together conceptual visions and initial experiments of bio-based approaches to sensing, display, fabrication, materiality, and energy, approaching non-living and living matter as a continuum for computational interaction. This paper presents an emerging approach to the integration of biological systems- their matter, mechanisms, and metabolisms- into models of interaction design. By bringing together conceptual visions and initial experiments of alternative bio based approaches to sensing, display, fabrication, materiality, and energy, we seek to construct an inspirational discussion platform approaching non-living and living matter as a continuum for computational interaction. We also discuss the emergence of the DIY bio and open source biology movements, which allow non-biologists to gain access to the processes, tools, and infrastructure of this domain, and introduce Synbiota, an integrated, web-based platform for synthetic biology research.
- AGJWed. 9am“Sergey Brin is Batman”: Google’s Project Glass and the Instigation of Computer Adoption in Popular Culture
This humanities paper argues that Google’s Project Glass is an instigator for the adoption of a new HCI platform, the wearable eye display, operating in popular culture discourses.The emergence of Google Glass, a prototype for a transparent Heads-Up Display available for the everyday consumer, is the first public conceptualization of a mainstream augmented-reality wearable eye display. Google’s promotional material frames Glass as the brainchild of company co-founder Sergey Brin, who, by being associated with a state-of-the-art development lab, has been compared by the popular press to the iconic comic book character Batman. We contend that the hype surrounding Google Glass and the resulting social responses to “Brin-as-Batman” is a phenomenon that warrants attention. Using a humanities focus, we argue that Glass’s birth is not only a marketing phenomenon heralding a technical prototype, we also argue and speculate that Glass’s popularization is an instigator for the adoption of a new paradigm in human-computer interaction, the wearable eye display, operating very much in mainstream and popular culture discourses.
- ATEMon. 11amPersonal Informatics and Reflection: A Critical Examination of the Nature of Reflection
This study critically examined the process of reflection on one’s experiences, thoughts, and insights through design research; and Wandering Mind was designed as a support tool to facilitate this process. Personal informatics systems that help people both collect and reflect on various kinds of personal information are growing rapidly. Despite the importance of journaling and the main role it has in tracking one’s personal growth, a limited number of studies have examined journaling in the area of personal informatics in detail. In this paper, we critically examine the process of reflection on experiences, thoughts and evolving insights through a qualitative research study. We also present the design research process we conducted to develop the Wandering Mind as a support tool to help individuals record and reflect on their experiences.
- AGZWed. 9amTalkative Objects in Need of Interpretation. Re-Thinking Digital Badges in Education
I examine debates concerning digital badges in education, and I propose two definitions of badges as ‘routes through an activity system’ and as ‘genres of hint-based multi-authored testimony of learning’.I examine current debates concerning digital badges in education, pointing to less remarked upon topics. By investigating badges as motivators, I conclude that a focus on badges as rewards has downplayed the importance of badge conditionalities (‘tails’) and entitlements (‘antennae’), and their always situated effectiveness. Current discussions of badges as evidence-based credentials understate the interpretive work required to make sense of badge collections. I propose two heuristic definitions of badges as ‘routes through an activity system’ and as ‘genres of hint-based multi-authored testimony of learning’. Alternative definitions are invited, as tools for thought.
- AXJTue. 9amAn Implicit Test Of UX: Individuals Differ In What They Associate With Computers
Do all users think of computers in the same way? We introduce an experimental approach to measure users’ associations. We find that some value geekism over utility or hedonic qualities.User experience research has made considerable progress in understanding subjective experience with interactive technology. Nevertheless, we argue, some blind spots have remained: individual differences are frequently ignored, the prevalent measures of self-report rarely undergo verification, and overly focus is on utilitarian and hedonic dimensions of experience. A Stroop priming experiment was constructed to assess what people implicitly associate with a picture of a computing device. Three categories of target words were presented: hedonic, utilitarian and “geek” words. Longer response times were interpreted as stronger associations. Need-for-cognition and subject of undergraduate study (computer science vs. psychology) were taken as predictors for a hypothetical geek personality. The results suggest that persons with a geek predisposition tend to think of computers as objects of intellectual challenge and play, rather than tools or extensions of the self.
- AZXMon. 11amSound Design As Human Matter Interaction
Realtime responsive sound design provides models for non-anthropocentric approaches to interactions between humans and computational matter. We approach this in light of new materiality and material computation.Recently, terms like material computation or natural computing in foundations of computer science and engineering, and new materiality in cultural studies signal a broader turn to conceptions of the world that are not based on solely human categories. While respecting the values of human-centered design, how can we begin to think about the design of responsive environments and computational media while paying as much attention to material qualities like elasticity, density, wear, and tension as to social and cognitive phenomena? This question understands computation as a potential property of matter in a non-reductive way that plausibly spans formal divides between symbolic-semiotic, social, and physical processes. Full investigation greatly exceeds one brief paper. But we open this question in the concrete practices of computational sound and sound design.
- AYQWed. 2pm“Un-Googling” Publications: The Ethics and Problems of Anonymization
How to protect our study participants from inadvertent identification in the era of powerful indexing, search and retrieval algorithms? We propose a solution.Digital tools of research dissemination make scholarly publications accessible to the public at large through simple search engines. As a result, the users that we study, interview, and cite may be at risk of exposure to unwelcome types of scrutiny and scholars must grapple with challenges to the ethics of exposure of our re-search participants. We present one approach to anonymization of research results with search engines in mind, which we call un-Googling, that we have developed to minimize risk to our participants. We discuss the considerations that this approach raises and pose a challenge to the HCI community to take up this discussion not only as an ethical consideration but also as a socio-technical research and design opportunity.
- ANCTue. 9amPerformative Experience Design
A taxonomy of the key ways that HCI uses ‘performance’; resolving some confusions and contradictions, moving beyond restrictive assumptions, and pointing towards an emerging field of Performative Experience Design.This paper categorises key HCI literature that engages with performance theory or practice according to a taxonomy that puts the user at the centre of the analysis. This taxonomy reveals three strands of research that use performance to address HCI and interaction design at the most fundamental level. We use these strands of research to map out what we have identified as the emerging field of Performative Experience Design. This field, which lies between HCI and performance studies, presents an extraordinarily rich potential for the design of interactive systems.
- AQQThu. 11amMediated Meditation: Cultivating Mindfulness with Sonic Cradle
Qualitative investigation of “Sonic Cradle” – an artifact involving suspension, visual deprivation, and musical biofeedback – shows how persuasive media could promote mental health by introducing non-practitioners to mindfulness meditation.Sonic Cradle enables users to shape sound with their breath while suspended in a completely dark chamber. We conducted a qualitative investigation to understand 39 naïve participants’ subjective responses to this design artifact. Systematic analysis with 3 independent data coders produced 11 findings which richly describe the Sonic Cradle experience as clearly comparable to mindfulness meditation (e.g. clarity of mind, loss of intention). This paper shows how persuasive media have the potential to promote long-term psychological health by experientially introducing a stress-relieving, contemplative practice to non-practitioners.
- AFCWed. 2pmEthical Issues and Guidelines when Conducting HCI Studies with Animals
This paper addresses the ethical issues, presents the related key concepts and provides guidelines on planning, carrying out and reporting the studies with animals.The number of studies in the field of Human-Computer Interaction (HCI) with animals has increased in recent years. When planning and carrying out the studies with animals, it is important and necessary to take into account the welfare of the animals as well as deal with the short- and long-term effects of the developed technology and related interventions on animal welfare. This paper addresses the ethical issues, presents the key concepts and provides guidelines for carrying out studies with animals based on a literature review. The guidelines cover the phases from planning of the studies, to carrying out and reporting the studies.
- APJThu. 11amEmbodying Neuroplastic Change
Embodied engagement is gaining leverage in HCI. This paper poses the question whether enriched embodied engagement might stimulate neuroplastic change, relevant to broad cultural, design thinking and health contexts.Groundbreaking neuroplasticity research demonstrates how interactive technologies can be used to leverage and increase our brain’s capacity to learn. Importantly, unless specific physical pathologies are being addressed, this research remains screen-based, overlooking the rich multi-modal capacities of the human body. Embodied interaction affords multi-sensory experiences and heightened engagement. It allows for a broad palette of activities, as well as powerful leverage of the indelible intertwining of body and brain. This paper argues that embodied interaction, in particular poetic-kinaesthetic engagement in artistic activities, may powerfully compliment existing techniques for stimulating neuroplastic change.
- ARGWed. 4pmAniThings: Animism and Heterogeneous Multiplicity
Contributes a novel interaction design framework by proposing animism as a design metaphor, employing a heterogeneous ecology of multiple animistic devices that collaborate with people in creative contexts.This paper explores the metaphor of animism as a methodological framework for interaction design and, in particular, advocates for a form of animism the authors term ‘heterogeneous multiplicity.’ Animism can make valuable contributions within ubiquitous computing contexts, where objects with designed behaviors tend to evoke a perception that they have autonomy, intention, personality and an inner life. Furthermore, animism that supports heterogeneous multiplicity offers unique opportunities to stimulate human creativity through embodied engagement with an ecology of things. To demonstrate the concept of heterogeneous multiplicity, the authors present a speculative design project, AniThings, that intertwines multiple animistic collaborators to position activities of digital resource discovery and curation beyond the narrow domain of recommendation engines and personal feeds. The project illustrates an ecology of six tangible, interactive objects that, respectively, draw from a variety of digital resources and inhabit a range of variously positioned stances towards their human collaborators and each other. This diversity of behaviors, resources, and positionality makes AniThings ideal for supporting open-ended ideation and collaborative imagining activities.