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Proceedings ArticleDOI

MACS: combination of a formal mixed interaction model with an informal creative session

13 Jun 2011-pp 63-72
TL;DR: A collaborative design method combining the informal power of creative session and the formal generative power of a mixed interaction model called MACS (Model Assisted Creativity Session) is proposed.
Abstract: In this paper, we propose a collaborative design method combining the informal power of creative session and the formal generative power of a mixed interaction model called MACS (Model Assisted Creativity Session). By using a formal notation during creative sessions, interdisciplinary teams systematically explore combinations between the physical and digital spaces and remain focused on the design problem to address. In this paper, we introduce the MACS method principles and illustrate its application on two case studies.
Citations
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BookDOI
19 Sep 2012
TL;DR: Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems.
Abstract: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a good system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

55 citations

Journal ArticleDOI
TL;DR: A generic, reconfigurable evaluation environment, called EISEval, is designed and developed to help evaluators analyze and evaluate certain aspects of interactive systems and of agent-based architecture interactive systems in particular: User Interface, non-functional properties and user characteristics.
Abstract: The evaluation of interactive systems has been an active subject of research for many years. Many methods have been proposed, but most of them do not take the architectural specificities of an agent-based interactive system into account, nor do they focus on the link between architecture and evaluation. In this paper, we present an agent-based architecture model for interactive systems. Then, based on this architecture, we propose a generic, reconfigurable evaluation environment, called EISEval, designed and developed to help evaluators analyze and evaluate certain aspects of interactive systems in general and of agent-based architecture interactive systems in particular: User Interface (UI), non-functional properties (e.g., response time, complexity) and user characteristics (e.g., abilities, preferences, progress). System designers can draw useful conclusions from the evaluation results to improve the system. This environment was applied to evaluate an agent-based interactive system used to supervise an urban transport network in a study organized in laboratory.

17 citations


Cites methods from "MACS: combination of a formal mixed..."

  • ...…(Dubois et al., 2011b) on a four-step co-design process of mixed interactive systems with an example of a mixed interactive system in a museum, (Bortolaso et al., 2011) on a method for using a mixed interaction model in creative sessions, and (Shaer et al. 2009) on a specification paradigm…...

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Journal ArticleDOI
TL;DR: The existing uses of MDE in HCI are summarized before focusing on five major benefits MDE can provide in a MIS development context, and which MDE tools and resources form the pillars of the success of an MDE-based MIS development approach.

10 citations


Cites background from "MACS: combination of a formal mixed..."

  • ...Finally, previous works also demonstrated that ASUR is understandable for nonexperts [6]....

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  • ...Regarding benefit 1 (identifying and characterizing entities), we have identified an intrinsic problem, related to modelbased approaches: how do we assess whether the model, its concepts and its associated notation will be easy to use and understand?Wedemonstrated in [6] that participants fromdifferent backgrounds are able to use the ASURmodel in creative sessions, as a reference language and as generative tool....

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Dissertation
19 Jun 2012
TL;DR: Pour contribuer a l'essor des SIM nous proposons une approche de conception appelee " Model Assisted Creativity Session " (MACS), combinant modele formel de l'interaction mixte et activite de conception collaborative et creative.
Abstract: Les systemes interactifs evoluent peu a peu et tendent vers des interactions plus transparentes ou les objets physiques et les entites numeriques se rencontrent et s'entremelent Ces formes avancees d'interaction sont maintenant connues sous des qualificatifs multiples tels que realite augmentee, interfaces tangibles, interaction mixte ou encore Systemes Interactifs Mixtes (SIM) L'emergence de ces paradigmes s'accompagne d'un impact fort sur la conception de ces systemes interactifs, conduisant notamment les concepteurs a devoir manipuler plus de variables et a devoir explorer un espace de conception plus vaste Face a cette complexite, de nouveaux formalismes sont apparus pour decrire les fondements de ces systemes et les representer Malgre ces avancees theoriques, les propositions de conception restent principalement limitees a un meme ensemble de technologies et de manipulations De plus, les methodologies de conception utilisees pour les IHM traditionnelles ne sont pas confrontees a ce verrou lie a l'exploration des possibles En consequence, pour contribuer a l'essor des SIM nous proposons une approche de conception appelee " Model Assisted Creativity Session " (MACS), combinant modele formel de l'interaction mixte et activite de conception collaborative et creative L'objectif de cette approche est tout d'abord de permettre une exploration plus systematique de l'espace de conception au travers de la manipulation des concepts exprimes par un formalisme du domaine En outre, il s'agit de mettre a disposition un langage de reference pour une equipe pluridisciplinaire afin de faciliter la collaboration entre des participants ayant differents champs de competences L'interet est donc d'offrir une representation partagee du probleme et de permettre aux equipes pluridisciplinaires d'explorer l'espace de conception jusque dans ses limites les plus retranchees, les conduisant ainsi a atteindre des espaces innovants et creatifs Sur la base d'une analyse des principes fondamentaux de la conception collaborative et creative et d'une revue des ressources de conception existantes dans le domaine des SIM, nous identifions un ensemble de principes permettant de decrire les contours d'une telle methode Nous introduisons ensuite les principes de mise en œuvre de la methode MACS Nous etudions ensuite les limites posees par la comprehension par des novices de deux formalismes de l'interaction mixte Puis nous decrivons un ensemble de cas d'etude et analysons l'impact de l'utilisation du modele sur le deroulement d'une seance de conception de SIM au travers d'une analyse de protocole verbal et comportemental Nous montrons notamment que cette methode permet d'aider les participants a se focaliser sur le probleme de conception, a faire reference au modele pour exprimer leurs idees et que les concepts exprimes par la notation accompagnent le processus de generation d'idees Nous concluons la presentation de nos travaux par l'illustration de SIM issus de cette methode ainsi que par la presentation d'un outil interactif visant a accompagner le deroulement de ces seances de conception collaboratives et creatives

5 citations

References
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Book
01 Jun 1996
TL;DR: Csikszentmihalyi as mentioned in this paper used 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject to explore the creative process.
Abstract: Creativity is about capturing those moments that make life worth living. The author's objective is to offer an understanding of what leads to these moments, be it the excitement of the artist at the easel or the scientist in the lab, so that knowledge can be used to enrich people's lives. Drawing on 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject, Csikszentmihalyi uses his famous theory to explore the creative process. He discusses such ideas as why creative individuals are often seen as selfish and arrogant, and why the tortured genius is largely a myth. Most important, he clearly explains why creativity needs to be cultivated and is necessary for the future of our country, if not the world."Accessible and enjoyable reading." "--Washington Times" "Although the benefits of this study to scholars are obvious, this thought-provoking mixture of scholarly and colloquial will enlighten inquisitive general readers, too." "--Library Journal (starred review)"

5,589 citations

Journal ArticleDOI
TL;DR: In this article, a subjective assessment technique based on a consensual definition of creativity is presented and, as a refinement of previous subjective methods, a reliable subjective assessment methodology based on that definition is described.
Abstract: Although personality research has made much progress in developing an individual-difference psychology of creativity, the nature of this phenomenon can only be fully illuminated if a social psychology of creativity is developed as well. Yet experimental studies of social and environmental influences on creativity are extremely rare. A major obstacle to such research is the criterion problem: the lack of a clear operational definition and an appropriate assessment methodology. For a variety of reasons, both the popular creativity tests and the subjective assessment techniques used in some previous creativity studies are ill-suited to social psychological studies of creativity. A consensual definition of creativity is presented and, as a refinement of previous subjective methods, a reliable subjective assessment technique based on that definition is described. Several studies testing the methodology in both artistic and verbal domains are presented, and the advantages and limitations of this technique are discussed. The present methodology can be particularly useful for the development of a social psychology of creativity because of the nature of the tasks employed and the nature of the creativity assessments obtained. In the discussion, creativity assessment is considered as one instance illustrating the more general issue of the divergent aims and methods of personality psychology and social psychology.

1,692 citations


"MACS: combination of a formal mixed..." refers background in this paper

  • ...Amabile, T.M. Social psychology of creativity: A consensual assessment technique....

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  • ...Indeed, Amabile [1] defines creativity as the ability to achieve a production that is both novel and adapted to the context in which it manifests....

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  • ...Indeed, Amabile [1] defines creativity as the ability to achieve a production that is both novel and adapted to the context in which it manifests....

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22 Jun 1997

1,322 citations


"MACS: combination of a formal mixed..." refers background in this paper

  • ...phenomenon, it can also be considered as an everyday activity which is embedded in a social context [7]....

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Journal ArticleDOI
TL;DR: The MCRpd interaction model for tangible interfaces as discussed by the authors is a conceptual framework for tangible user interfaces, which relates the role of physical and digital representations, physical control, and underlying digital models.
Abstract: We present steps toward a conceptual framework for tangible user interfaces. We introduce the MCRpd interaction model for tangible interfaces, which relates the role of physical and digital representations, physical control, and underlying digital models. This model serves as a foundation for identifying and discussing several key characteristics of tangible user interfaces. We identify a number of systems exhibiting these characteristics, and situate these within 12 application domains. Finally, we discuss tangible interfaces in the context of related research themes, both within and outside of the human-computer interaction domain.

1,200 citations

01 Jan 2008
TL;DR: The concept of Reality-Based Interaction (RBI) as discussed by the authors has been proposed as a unifying concept that ties together a large subset of emerging interaction styles and provides a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs.
Abstract: We are in the midst of an explosion of emerging humancomputer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.

708 citations