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Showing papers in "Interactions in 2015"


Journal ArticleDOI
TL;DR: The Oxford Handbook of Interdisciplinarity as discussed by the authorsrodeman, Thompson Klein, and Mitcham, 2010, 580 pp, London: Oxford University Press, London, UK.
Abstract: Resena de: Robert Frodeman, Julie Thompson Klein & Carl Mitcham (Eds). The Oxford Handbook of Interdisciplinarity, New York: Oxford University Press, 2010, 580 pp.

212 citations


Journal ArticleDOI
TL;DR: The second and third waves of HCI were model-driven and focused on the human being as a subject to be studied through rigid guidelines, formal methods, and systematic testing.
Abstract: In the second wave, the focus was on groups working with a collection of applications. Theory focused on work settings and interaction within well-established communities of practice. Situated action, distributed cognition, and activity theory were important sources of theoretical reflection, and concepts like context came into focus in the analysis and design of human-computer interaction. Proactive methods, such as a variety of participatory design workshops, prototyping, and contextual inquiries, were added to the toolbox. In the third wave, the use contexts and application Almost 10 years ago I gave a keynote at NordiCHI in which I discussed the second and third waves of HCI [1]. I chose the topic due to a general frustration over whether the third wave was about to throw out the baby with the bath water, discarding what was useful in the second wave. Here is my interpretation of the three waves: The first wave was cognitive science and human factors. It was model-driven and focused on the human being as a subject to be studied through rigid guidelines, formal methods, and systematic testing, as discussed by Liam Bannon [2]. He talked about the move to the second wave as that Third-Wave HCI, 10 Years Later— Participation and Sharing

211 citations


Journal ArticleDOI
TL;DR: The concept of technological mediation can be helpful in investigating this hybrid character of human-technology relations.
Abstract: Interaction is one of many possible relations between humans and technologies. Mediation theory can help designers to anticipate the impact of a product on human practices and experiences. Another approach to human-technology relations has a dialectical nature in the sense that it sees an opposition, rather than a continuity between humans and technologies. The concept of technological mediation can be helpful in investigating this hybrid character of human-technology relations.

144 citations


Journal ArticleDOI
TL;DR: Strong engagement by users design for user empowerment, meaning, in its strongest sense, that the users of the technology are empowered to solve their own accessibility problems, is called for.
Abstract: Approaches to to the design of technology for people with disabilities are surveyed. These include universal design, user centered design, participatory design, ability based design, and finally, design for user empowerment. A key feature of the latter is access to advanced education for disabled scientists and engineers to create the next generation of technology that will benefit them and others like them. AccessComputing, an alliance of more than thirty partners with the common goal of increasing the participation of people with disabilities in computing fields, is discussed.

113 citations


Journal ArticleDOI
TL;DR: Community + Culture features practitioner perspectives on designing technologies for and with communities and highlights compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole.
Abstract: Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Christopher A. Le Dantec, Editor

103 citations


Journal ArticleDOI
TL;DR: The Invention of Racism in Classical Antiquity (La Invencion del Racismo en la Antiguedad, traduccion de HMS) as mentioned in this paper is a seminal work in this regard.
Abstract: No solo las ideas de libertad, democracia y filosofia fueron el principal legado de griegos y romanos. De acuerdo con Isaac Benjamin, autor de The Invention of Racism in Classical Antiquity (La Invencion del Racismo en la Antiguedad, traduccion de HMS) tambien los principios elementales de la discriminacion y el racismo provienen de autores tan reconocidos como Platon, Aristoteles, Herodoto, Hipocrates y Ciceron, quienes vertieron estas ideas y concepciones en la literatura de la Grecia y Roma clasicas.

102 citations


Journal ArticleDOI
TL;DR: Kristina Höök is a professor in interaction design at the Royal Institute of Technology (KTH), where she leads the Mobile Life Centre, and her research focuses on affective interaction, bodily engagement, and aesthetics.
Abstract: s on Human Factors in Computing Systems. ACM, New York, 2009, 2427–2438. 15. Vidyarthi, J., Riecke, B.E., and Gromala, D. Sonic Cradle: Designing for an immersive experience of meditation by connecting respiration to music. Proc. of the Designing Interactive Systems Conference. ACM, New York, 2012, 408–417. 16. Isbister, K., Höök, K., Sharp, M., and Laaksolahti, J. The sensual evaluation instrument: Developing an affective evaluation tool. Proc. of the SIGCHI Conference on Human Factors in Computing Systems. ACM, New York, 2006, 1163–1172. 17. Shusterman, R. Somaesthetics. In The Encyclopedia of Human-Computer Interaction, 2nd Ed. M. Soegaard and R. Friis, eds. Interaction Design Foundation, 2013. 18. Longo, G.O. Body and technology: Continuity or discontinuity? In Mediating the Human Body: Technology, Communication, and Fashion. L Fortunati, J.E. Katz, R. Riccini, eds. Lawrence Erlbaum & Associates, 2003. Kristina Höök is a professor in interaction design at the Royal Institute of Technology (KTH), where she leads the Mobile Life Centre. Her research focuses on affective interaction, bodily engagement, and aesthetics.

87 citations



Journal ArticleDOI
TL;DR: In this forum, innovative thought, design, and research in the area of interaction design and sustainability are highlighted, illustrating the diversity of approaches across HCI communities.
Abstract: In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability, illustrating the diversity of approaches across HCI communities. --- Lisa Nathan and Samuel Mann, Editors

68 citations


Journal ArticleDOI

58 citations


Journal ArticleDOI

Journal ArticleDOI
TL;DR: Figure 1.
Abstract: Figure 1. Wearable activity trackers can provide many benefits, from empowerment and fostering a sense of responsibility with one's own health to opportunistic engagement in desired behaviors.

Journal ArticleDOI
TL;DR: In this forum, research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products is celebrated.
Abstract: In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor

Journal ArticleDOI
TL;DR: In curating these images, the goal is to invite and encourage the community to consider the quality of the images they use and the roles images play in interaction design in HCI practice, education, research, scholarship, and creative activity.
Abstract: The idea of images as a foundational mode of creating and articulating knowledge about interactivity has been gaining traction in HCI and interaction design. The use of photography and imagery has long been foundational in traditional schools of design. Inventories of \" the best \" such schools—however subjective—can be found in many business press sources [1]. Here, we privilege two design schools as exemplars of these traditions, owing to their associations with two key figures, László Moholy-Nagy and William Gaver. Famous for its history in connecting photography and design, the Institute of Design in Chicago was founded some 75 years ago by painter and photographer László Moholy-Nagy from the German Bauhaus [2]. In HCI the centrality of visual form has been advanced notably by Goldsmiths at the University of London under the stewardship of William Gaver [3]. Privileging these two institutions here must be accompanied by the awareness that many other fine schools and distinguished figures in the design tradition were equally important in establishing this foundational role for photography and imagery. In HCI specifically, the importance of images, per se—in a sense that includes but also extends beyond the recording of design process or presentation of concepts— has a more nascent history. special topic motivations are first introduced—with the very kind encouragement of Ron Wakkary—in Blevis, E. Digital imagery as meaning and form in HCI and design: the thinking and making behind a user enactments project. Will Odom is a Banting Fellow in the School of Interactive Arts + Technology at Simon Fraser University. He likes photographs and dogs. • images for reflection to inform a process • images as a record of contexts and environments • images as a record of concepts • images as a record of aesthetic property (i.e., materiality). In curating these images, we have endeavored to select images that are both interesting in their implications for interaction design and also fine images in their own right. INVITATION We believe that everyone can participate in making images a foundational mode of creating and articulating knowledge about interactivity. Our goal is to invite and encourage our community to consider the quality of the images they use and the roles images play in interaction design in HCI practice, education, research, scholarship, and creative activity. Visual thinking belongs to and in our community.

Journal ArticleDOI
TL;DR: Interaction design research cuts through many domains of HCI yet remains distinctive, and there are convincing arguments that Research through Design (RtD) is a valid research method in the conce ...
Abstract: Interaction design (IxD) research cuts through many domains of HCI yet remains distinctive. There are convincing arguments that Research through Design (RtD) is a valid research method in the conce ...

Journal ArticleDOI
TL;DR: The contention is not that HCI researchers and practitioners are unaware of the relationship between economy and technology; rather, that this does not typically figure in any deep way into the authors' theories, practices, and designs.
Abstract: Our contention is not that HCI researchers and practitioners are unaware of the relationship between economy and technology; rather, that this does not typically figure in any deep way into our theories, practices, and designs. We in HCI face the reality of the larger economic system and its impact on our daily life and work, but we do not incorporate these understandings into our research and practice to the extent that we perhaps should. Researchers tend to focus on the cultural aspects of technology at the expense of the more material and economic facets. The recent Is there a relationship between computing and economy? Most of us, if asked, will answer this question in the affirmative, thinking probably of such things as jobs lost to automation, big money made with technological innovations, and smartphone apps that enable novel business transactions, communication, and entertainment. These are all good examples of the relationship, but they are merely small spots on the body of a huge elephant that we can call the political economy of computing. Computing and political economy are much more intertwined than current discourse in HCI admits. I Insights → The impositions and intrusions of the economic system in our sociotechnical arrangements are underemphasized. → The intense media and academic focus on exciting, innovative cultural activities tends to divert our collective attention from less glamorous but crucial matters. → System designs often benefit, de facto, the members of privileged socioeconomic classes.


Journal ArticleDOI
TL;DR: It is important for HCI researchers to develop new, deep understandings of the practices of the communities involved in cultural heritage, and of how they can become active players in the technology design process, to identify study techniques that capture the relationship between heritage settings and their stakeholders.
Abstract: Cultural heritage is a variegated field of inquiry for human-computer interaction (HCI), including both efforts to understand how digital technologies mediate human activities in heritage settings and the development of interactives to support the interpretation of heritage. Cultural heritage takes many forms and heritage settings vary greatly, from museums exhibiting traditional “glass case” displays to historic buildings, urban areas, and open-air sites. Heritage is also accessed, presented, and often managed by various local, professional, and/or community groups for the benefit of a larger local community, including different types of visitors, trained staff working in museums, and volunteers and enthusiast groups. Heritage is not only preserved but also lived, discussed, and reproduced by the work and dedication of those who experience, cherish, and communicate it. These communities are thus crucial in shaping the visitor experience of heritage sites, increasingly becoming involved in the ideation of interactive tools for interpretation, education, and access. It is important for HCI researchers to develop new, deep understandings of the practices of the communities involved in cultural heritage, and of how they can become active players in the technology design process. Given the complexity of heritage sites, it is also important to identify study techniques that capture the relationship between heritage settings and their stakeholders.

Journal ArticleDOI
TL;DR: The caracter post-extractivista de America Latina and the de la estructural deuda ecologica have been discussed in this article, and a breve revision of que se puede considerar como ecologia politica Latinoamericana, arguing that esa, si bien tiene representantes en la academia, se construye con particular fortaleza in la praxis de los movimientos de justicia ambiental quienes no solo han inventariado and mapeado los conflictos
Abstract: Resumen | Al considerar que a la Ecologia Politica le interesa dar cuenta de como el poder politico incide en los conflictos socioambientales, se argumenta que esta se centra en el estudio paralelo del metabolismo social y los conflictos ecologicos distributivos . Como resultado, la Ecologia Politica permite develar los terminos de intercambio, el deficit fisico existente en el comercio internacional de los paises pobres y los pasivos ambientales asociados. En tal sentido, se describe el caracter “post-extractivista” de America Latina y el de la estructural deuda ecologica . A continuacion se hace una breve revision de lo que se puede considerar como Ecologia Politica Latinoamericana, argumentando que esa, si bien tiene representantes en la academia, se construye con particular fortaleza en la praxis de los movimientos de justicia ambiental quienes no solo han inventariado y mapeado los conflictos para visibilizarlos y destacar su caracter sistemico, sino que ademas, han desarrollado todo un repertorio de accion colectiva, multiples lenguajes de valoracion y un vocabulario propio.Se concluye con una breve reflexion del vinculo entre los movimientos de justicia ambiental y la sustentabilidad.

Journal ArticleDOI
TL;DR: This forum addresses conceptual, methodological, and professional issues that arise in the UX field's continuing effort to contribute robust information about users to product planning and design.
Abstract: The HCI community has long advocated the use of user studies to test and evaluate interactive systems. There is much to be learned by watching users interact with systems, both as novices and as experienced users. It is generally thought that an expert inspection of a system is a poor substitute for user testing. One main argument for having users test systems is that they will typically do things that experts might not predict will happen. The expert inspector “guesses” what might happen based on his or her knowledge of the product and the intended users. This guesswork requires quite a mature understanding of the context of the system—its users, its uses, and its use.

Journal ArticleDOI
TL;DR: It is argued that a way to support vigorous physical exercise and learning sports-related skills is to move motion games away from the T living room to places where sports are actually practiced, which gives the player more space, allows increased movement diversity, and reduces the risk of colliding with furniture.
Abstract: I N T E R A C T I O N S . A C M .O R G The past decade has brought about interesting developments in combining video games, sports, and exercise. Motion games, also known as exergames or active video games, have become mainstream thanks to technologies like Microsoft Kinect, PlayStation Move, and Nintendo Wii. Unfortunately, commercial games are often optimized for an average customer facing a television in an average living room, which limits the variety and intensity of movements. This is a constraint for effective exercise and hinders the learning of real sports skills while playing motion games. We argue that a way to support vigorous physical exercise and learning sports-related skills is to move motion games away from the T living room to places where sports are actually practiced. This gives the player more space, allows increased movement diversity, and reduces the risk of colliding with furniture. A pleasurable exercise experience also requires appropriate ventilation, which indoor sports centers typically have. However, motion games are not always more entertaining than real practice, and a skill learned in a game might not transfer to a real sport. More research is needed on how to design and implement motion games that are both fun and effective as exercise and motorlearning environments. We have investigated how practicing real skills can be made more motivating in real sports settings. Here, we introduce two approaches: a game played by jumping on a trampoline and an augmented climbing wall that enables getting feedback and playing games on a real climbing wall.

Journal ArticleDOI
TL;DR: Voice and gestures are natural sketching tools that can be exploited to communicate sonic interactions and should be included in the early stages of the desig ...
Abstract: Voice and gestures are natural sketching tools that can be exploited to communicate sonic interactions. In product and interaction design, sounds should be included in the early stages of the desig ...

Journal ArticleDOI
Alex S. Taylor1
TL;DR: The demo is best known for the introduction of the mouse as an input device, but also presented was an integrated teleconferencing system and the simultaneous collaborative editing of a text document.
Abstract: Alex S Taylor (2015) , Interactions 22(5), p. 48-53. It is, arguably, where it all began for interaction. Doug Engelbart’s retrospectively titled “The Mother of All Demos” spectacularly set the scene for what we do in HCI and especially for what we imagine interaction to be. Engelbart and his team showcased a remarkable collection of technologies for seeing and manipulating data. The demo is best known for the introduction of the mouse as an input device, but also presented was an integrated teleconferencing system and the simultaneous collaborative editing of a text document. Think computing in the late 1960s, but with the mouse and something akin to Skype and Google Docs. It’s hard to imagine how extraordinary this must have seemed at a time when telephone adoption was only just reaching a plateau in the U.S. and, for all but the technological elite, the idea of networked computers was the stuff of science fiction or, more likely, just unthought of.

Journal ArticleDOI
Mikael Wiberg1
TL;DR: This forum focuses on the intersection of interaction and architecture about the use of interactive technologies to reimagine and dynamically repurpose the authors' built environment.
Abstract: Interaction design is increasingly about embedding interactive technologies in our built environment; architecture is increasingly about the use of interactive technologies to reimagine and dynamically repurpose our built environment. This forum focuses on this intersection of interaction and architecture. --- Mikael Wiberg, Editor


Journal ArticleDOI
TL;DR: This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices.
Abstract: We live in a world where everyday objects, digital services, and human beings are increasingly interconnected. This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials, artifacts, and practices. --- Elisa Giaccardi, Editor


Journal ArticleDOI
TL;DR: Selfies, commonly understood as those shallow pictures taken with no preparation, no thought behind them, no careful editing, no thoughtful posing, and no other purpose than showing off one?s look, are frowned upon.
Abstract: Selfies, commonly understood as those shallow pictures taken with no preparation, no thought behind them, no careful editing, no thoughtful posing, and no other purpose than showing off one?s look. ...

Journal ArticleDOI
TL;DR: With the emergence of wearable hardware, the need to develop fashion-oriented software, services, and applications is foreseen, and fashion designers should be included in the making of software and services.
Abstract: of how, specifically, these devices should vary in their expression. This trend started with the phenomenal success of mobile phones. The complex relationship between the use of mobile devices and the consumption of fashionable clothing has been identified and discussed in sociology and HCI [1]. Since we interact with mobile phones in close physical proximity to our bodies and clothes, we have a similar interest in their beautification. That relationship is likely to increase, given the growing interest in manufacturing and commercializing smart watches. There is an ongoing trend of digital devices being used in close physical proximity to our bodies, in the same position as our clothes. It started with the success of mobile phones, continues with the emergent use of smart watches and smart eyewear, and is leading to a future of smart textiles and organic user interfaces. These devices provide public visual surfaces with possibilities for endless variation of visual expression. With the emergence of wearable hardware, we foresee the need to develop fashion-oriented software, services, and applications. The question then arises Insights → Many wearable devices provide public visual surfaces with possibilities for endless variation of aesthetic expression. → To leverage these new expressive possibilities, fashion designers should be included in the making of software and services. → Fashionable wearable services and software could one day interact with people's clothing ensembles.

Journal ArticleDOI
TL;DR: In this forum, trends and new technologies with the potential to influence interaction design are scout trends and discussed with a focus on interaction technologies.
Abstract: Envisioning, designing, and implementing the user interface require a comprehensive understanding of interaction technologies. In this forum we scout trends and discuss new technologies with the potential to influence interaction design. --- Albrecht Schmidt, Editor