Towards a holistic framework for human-information interaction
by Paul Parsons
Parsons, P. & Sedig, K. (2012). Towards a holistic framework for human-information interaction. In Proceedings of the 40th Annual Conference of the Canadian Association for Information Science. Waterloo, ON.
Enhancing the epistemic utility of physical spaces through digital information interfaces
by Paul Parsons
Sedig, K. & Parsons, P. (2012). Enhancing the epistemic utility of physical spaces through digital information interfaces. In Proceedings of IASTED International Conference on Human-Computer Interaction. Baltimore, MD.
People perform many activities in physical spaces such as scientific museums, medical laboratories, and educational... more People perform many activities in physical spaces such as scientific museums, medical laboratories, and educational exhibits. Some activities performed in such spaces are for the purpose of making sense of the features of the space, learning about how elements within the space work, solving problems regarding relationships among items within the space, and so on. As all of these activities are fundamentally cognitive in nature, they may be labeled as cognitive activities (CAs). These activities involve and are related to knowledge of and/or knowing about physical spaces. Therefore, the degree to which physical spaces support such activities may be referred to as their epistemic utility. The epistemic utility of physical spaces has historically been limited due to the limited affordances that such spaces offer. Recent technological advances, however, provide opportunities for enhancing the epistemic utility of physical information spaces. Cognitive activity support tools (CASTs) are one such type of technology that can potentially enhance the epistemic utility of physical information spaces. The enhancement is in potential form as it depends upon the effective and proper design of CASTs. This paper draws upon research from the cognitive, information, and computer sciences to inform and motivate the conceptualization of CAST-augmented physical information spaces that have enhanced epistemic utility for performing CAs.
Developing a design approach, exploring resistance and ambiguity
by Ambra Trotto
Designers face the world’s complexity at an experiential level. We consider Making (synthesising and concretising) an... more
Designers face the world’s complexity at an experiential level. We consider Making (synthesising and concretising) an essential activity of designers, prior to Thinking (analysing and abstracting), because only through experience – a result of acting in the world – we achieve meaning, funnelling human intentionality. Making enables designers to explore the unknown by trusting their senses and their kansei, exploring resistance and ambiguity and by tapping into their intuition (Sennett, 2008). Because “intuition begins with the sense that what is not yet could be” (Sennett, 2008, p. 201), it involves skills, as skills are our way to make sense of the world, transform it and to cater for ethics.
In this paper we describe a one-day workshop that has been held during the CHItaly conference 2011 in Alghero, Italy. During that day, we explored how the integration of points of view, using intuition through skills can communicate and create a richer meaning. The assignment was to design an empowering/enabling tool that allows a person to begin to experience another person’s skill. To be able to design such a tool, designers had to go through several steps of documenting and reflecting upon their own and each other's skills.
We reflect on the experience and explain how this approach can support the integration of points of view, which is considered to be formed by personal experience, by skills, and by kansei.
Holmenkollen Time Travel Developing a Situated Simulation for a handheld device
Masters Thesis - the department of Informatics at the University of Oslo
Holmenkollen is a ski jumping hill, a place and a structure of cultural and historical importance in Norway. This... more Holmenkollen is a ski jumping hill, a place and a structure of cultural and historical importance in Norway. This thesis describes the development of the situated simulation Holmenkollen Time Travel (HTT), an application made for iPad2. The HTT allows a user to “travel in time” to experience four different versions of the ski jumping hill, hence the name. The application is tested on location by different user groups and the feedback from the individuals shows how the HTT can enhance a user’s experience of Holmenkollen. The application introduces some new developments to the concept of situated simulations, and is further analyzed within the theoretical framework of Augmented Reality and Place Specific Computing.
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Seen by:Design Guidelines for Interactive Television
These guidelines are collected from three main sources:
• Guidelines for Designing Easy-to-Use Interactive... more
These guidelines are collected from three main sources:
• Guidelines for Designing Easy-to-Use Interactive Television Services: Experiences from the ArviD Programme (Ahonen, Turkki et al. 2007)
• Sociability Heuristics for Evaluating Social Interactive Television Systems (Geerts 2009)
• A Theory of the Viewer Experience of iTV (McGinley 2009)
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Seen by:Food for Talk: Phototalk in the Context of Sharing a Meal
Photographic mementos are important signifiers of our personal memories. Rather than simply passive representations of... more Photographic mementos are important signifiers of our personal memories. Rather than simply passive representations of memories to “preserve” the past, these photos are actively displayed and consumed in the context of everyday behavior and social practices. Within the context of these settings, these mementos are invoked in particular ways to mobilize particular social relations in the present. Taking this perspective, we explore how photo mementos come to be used in the everyday social setting of sharing meal. Rather than a simple concern with nutritional consumption, the shared meal is a social event and important cultural site in the organization of family and social life with culturally specific rhythms, norms, rights, and responsibilities. We present a system—4 Photos—that situates photo mementos within the social concerns of these settings. The system collates photo mementos from those attending the meal and displays them at the dining table to be interacted with by all. Through a real-world deployment of the system, we explore the social work performed by invoking these personal memory resources in the context of real-world settings of shared eating. We highlight particular features of the system that enable this social work to be achieved.
Aesthetic of relations and interactive practices in the contemporary city
published in [AS] Arquitecturas del Sur nº 39 ESPACIO PÚBLICO // public space AGOSTO 2011/ VOL XXX ISSN O716-2677
The contemporary urban landscape is an emerging territory for experimentation in the field of interactive... more The contemporary urban landscape is an emerging territory for experimentation in the field of interactive installations. The city seems to be coated by a sensitive yet invisible and reactive skin able to perceive, decode, connect and store multiple stimuli received from the natural environment. Its real time reactions often belong to an emotional, synaesthesic and almost irrational communication realm. The practice of interactive design, through its operative and sense horizons, is an appropriate tool to detect and interpret some of the many contradictions of our Contemporary urban condition in its struggle with a still strong Modern vision of the world: for example the subtractive aesthetic of modernity (less is more) has been transformed by the immateriality of the digital realm into an aesthetic of isappearance (Paul Virilio) and into an aesthetic of relations.
Screen Dance : A Gestural Interface For Performative Digital Painting
Screen Dance is a theoretical bridge linking live painting and VJ performance. It's attemp to to bring intuitive... more Screen Dance is a theoretical bridge linking live painting and VJ performance. It's attemp to to bring intuitive analog visual creation processes into a live, digital environment.
Navigation and Devices
by John Bowers, Monika Fleischmann, Wolfgang Strauss, Jeffrey Shaw, Sten-Olof Hellström, Michael Hoch, Jaeae-Aro, Thomas Kulessa, Jasminko Novak, CID-81, KTH, Stockholm, Sweden May 1998
eRena Project, Deliverable 6.1 is concerned with developing new interfaces and new metaphors for more physical... more eRena Project, Deliverable 6.1 is concerned with developing new interfaces and new metaphors for more physical interaction with virtual environments, involving the entire body and its physical properties.
Can Interactive Map-Based Visualizations Reveal Contexts of Scientific Datasets?
by Olga Buchel
This paper is co-authored with Eva Fischer. It will be presented at CAIS 2012.
Existing map-based visualizations of scientific datasets support a small number of tasks. They do not allow users to... more Existing map-based visualizations of scientific datasets support a small number of tasks. They do not allow users to visually inspect properties and contexts in scientific datasets and focus only on showing locations in space and time. This paper describes a prototype that provides a better support for visual analyses of scientific contexts by means of additional representations and richer interactions with scientific data.
Test Coverage Analysis of UML Activity Diagrams for Interactive Systems
by Ana Paiva
User interface testing is a very important but time
consuming activity. To automate and systematize the... more
User interface testing is a very important but time
consuming activity. To automate and systematize the testing
process, models can be used to derive test cases automatically – a
technique known as model-based testing. Given a model
representing the intended system behavior and a test suite
derived from the model or produced manually, the coverage of
the test suite over the model is an important early indicator of the
quality and completeness of the test suite. This paper presents a
novel tool that shows visually the coverage achieved by a test
suite over an UML model of an interactive system. This model is
based on activity and class diagrams, with special user interface
modeling features (stereotypes and keywords) inspired in
ConcurTaskTrees and Canonical Abstract Prototypes. The tool
receives a UML model file and a test suite, determines the model
coverage by simulating the execution of the test suite over the
model, and produces a colored UML model showing the elements
covered. An example is presented to illustrate the features of the
tool.
The BeatBearing: a Tangible Rhythm Sequencer
Bennett, P. & O'Modhrain, S. Proceedings of NordiCHI 2008: 5th Nordic Conference on Computer-Human Interaction (electronic proceedings), 2008
The BeatBearing is a novel musical instrument that allows users to manipulate rhythmic patterns through the placement... more
The BeatBearing is a novel musical instrument that allows users to manipulate rhythmic patterns through the placement of ball bearings on a grid. The BeatBearing has been developed as an explorative design case for investigating how the theory of embodied interaction can inform the design of new digital musical instruments.
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Seen by:Towards Tangible Enactive-Interfaces
Bennett P., O'Modhrain, S. ENACTIVE'07, Grenoble, November, 2007
This paper compares the disciplines of Enactive In-
terfaces and Tangible User Interface design with the aim
terfaces and Tangible User Interface design with the aim
of showing that by considering the design knowledge of
Tangible User Interfaces with the cognitive depth of the
theories of enaction, a new type of “enactive tangible-
user-interface” can be designed. Introductions to both
disciplines are given, before a method of gauging the
enactive potential of particular TUI’s is described. Fi-
nally a discussion of the two disciplines’ combination
is given with such questions as, “are all tangible-user-
interface’s enactive?” and “are all enactive interfaces
tangible?”
ChronoTape: Tangible Timelines For Family History
In the Proceedings of the Tangible, Embedded and Embodied Interfaces Conference 2012 (TEI'12)
An explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore... more An explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore the present state of genealogical practice, with a particular focus on how the process of research is recorded and later accessed by other researchers. We then present our response, ChronoTape, a novel tangible interface for supporting family his- tory research. The ChronoTape is an example of a temporal tangible interface, an interface designed to enable the tangible representation and control of time. We use the ChronoTape to interrogate the value relationships between physical and digital materials, personal and professional practices, and the ways that records are produced, maintained and ultimately inherited. In contrast to designs that support exist- ing genealogical practice, ChronoTape captures and embeds traces of the researcher within the document of their own re- search, in three ways: (i) it ensures physical traces of digital research; (ii) it generates personal material around the use of impersonal genealogical data; (iii) it allows for graceful degradation of both its physical and digital components in order to deliberately accommodate the passage of information into the future.
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Seen by:PseudoButton: Enabling Pressure-Sensitive Interaction by Repurposing Microphone on Mobile Device
We propose a new interaction technique, called PseudoButton, which emulates a pressure-sensitive touch sensor by... more We propose a new interaction technique, called PseudoButton, which emulates a pressure-sensitive touch sensor by repurposing a built-in microphone on mobile devices. This simple and novel technique increases input expressivity of the device and expands its interaction area for users to alleviate the occlusion problem caused by touchscreens without adding extra sensors. To verify our idea, we implemented a prototype and conducted a preliminary evaluation on it. The results show that participants can input at accuracy of 94% for five different pressure levels with minimal error.
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