Cultural differences in knowledge and perspectives are valuable sources for diversity essential to creative outcomes, while cultural discrepancy in communication and language may impede idea sharing. My dissertation research aims to reconcile the tension between the benefits and obstacles of intercultural brainstorming. The design approach is to augment conversational brainstorming with language-retrieved pictures. Pictures may provide rich stimulation and mediate concepts in a relatively language-independent manner, which may complement the still imperfect machine translation, and make inter-cultural and multi-lingual idea sharing more feasible.
Existing software allows young people to design 3D areas and add game objects, but provides little or no interface support for writing and structuring narratives. This research explores the support required to create 3D multimodal narratives, adopting user-centred methods to design, build and evaluate a suite of dynamic representational tools. A key interface design challenge is developing representations that foster writing skills without losing the motivational immediacy of the activity. This social sharing would create new forms of relationship and common space discovery that would enhance video chats and virtual visiting of physical places.
Furthermore, the research will consider the possible interactive applications, from games to augmented reality, which can take advantage of the created spatial and temporal models. However, achieving some desired social goals such as environmental sustainability may also require people to stop performing undesirable actions—a form of behavior change that contrasts with common framings of pervasive game-play. I propose to create "Negabehavior Games"—games that encourage players to adopt "negabehaviors" a manner of conducting oneself that supplants undesirable actions.
This research offers a novel approach to designing pervasive games and other interactive experiences, as well as the potential to encourage people to live more environmentally sustainable lives. The workshop is two-day event beginning with day of field work in the city of Vancouver, trying out mobile crowdsourcing applications and data analysis tools. Participants are encouraged to contribute applications and tools which they wish to share. Working directly with local activist organizations, we explore the processes, materials, challenges, and goals of grassroots communities.
Our bottom-up approach, including explorations of urban spaces and activist headquarters, participatory design sessions, reflection, critique and creative design of political artifacts will bring together a diverse group of HCI researchers, activists and artists. The workshop will result in concrete strategies for bottom-up activism and serve to inform the design of future interactive systems in the domain of political computing. This workshop brings together researchers to discuss the ethical issues of running large-scale user trials, and to provide guidance for future research.
Trials of the scale of 10s or s of thousands of participants offer great potential benefits in terms of attracting users from vastly different geographical and social contexts, but raise significant ethical challenges. The inability to ensure user understanding of the information required to provide informed consent and problems involved in making users aware of the implications of the information being collected all beg the question: how can researchers ethically take advantage of the opportunities these new technologies afford?
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For example, mu-seums, libraries, public plazas, or architectural facades take advantage of interactive technologies that present information in a highly visual and interactive way. Studies confirm the potential of large interactive display installa-tions for educating, entertaining, and providing evocative experiences. This workshop will provide a platform for researchers and practitioners from different disciplines to exchange insights on current research questions in the area.
The workshop will focus on how to design large interactive display installations that promote engaging experiences that go beyond playful interaction, and how to evaluate their impact. The goal is to cross-fertilize in-sights from different disciplines, establish a more general understanding of large interactive displays in public urban contexts, and to develop an agenda for future research directions in this area.
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The workshop brings together a diverse group of leaders in order to create a set of case studies to illuminate challenges and success factors. Emphasis is placed on cross-disciplinary teams, corporate culture and environment, organizational structure, and international considerations. The goal of the workshop is to develop a set of contingent, specific, and applicable guidelines for managing user experience teams in a variety of circumstances based on case studies.
Workshop Performative Interaction in Public Space Workshop Mobile and Personal Projection More and more interfaces are used in public on an everyday basis. Simultaneously, metaphors from performance and theatre studies find their way into research on these interfaces, addressing how interaction with technology can be understood in a performative sense. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of performative actions in public spaces.
Both feminism and HCI have made important contributions to social science in the past several decades, but though their potential for overlap seem high, they have not engaged each other directly until recently. In this workshop we will explore diverse--and contentious--ways that feminist perspectives can support user research, design ideation and problem framing, sketching and prototyping, and design criticism and evaluation.
The workshop will include fast-moving mini-panels and hands-on group exercises emphasizing feminist interaction criticism and design ideation.
A particular focus is on pervasive and mobile technologies and the unique opportunities they present in this domain e. Although much isolated research takes place tackling particular aspects of this problem space e. These issues include: a What novel opportunities do pervasive technologies provide? Participants are invited to contribute to the workshop with examples of PINC technologies, and the event will focus on mapping the conceptual space, creating novel ideas and interactive applications and discussing future opportunities. Ultimately, the workshop aspires to establish a community dedicated to this topic.
This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. Chi Google , Lydia B. The seminal publication in human computation was initially published in CHI in , and the first paper investigating Mechanical Turk as a user study platform has amassed over one hundred citations in two years . However, we are just beginning to stake out a coherent research agenda for the field. This workshop will bring together researchers in the young field of crowdsourcing and human computation and produce three artifacts: a research agenda for the field, a vision for ideal crowdsourcing platforms, and a group-edited bibliography.
These resources will be publically disseminated on the web and evolved and maintained by the community. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society e.
While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users. Watson Research Center. Recently, such a perspective has been used to discuss human actions and interactions with a range of computational applications including tangibles, mobiles, wearables, tabletops and interactive environments.
This workshop aims to enable participants to critically explore the different approaches to incorporating an embodied perspective in HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches.
- ISBN 13: 9780595653096.
- Archives West: Results.
- Small Business and the Public Library: Strategies for a Successful Partnership (ALA Editions);
- Hot, Rich and Dominant 3 - Collars and Dollars!
- Lucifers Daughter: A Tale of Horror.
- Biography and Solo Performance: Recreating Famous Lives On Stage (Past Times Solo Performance Series Book 4)!
The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academic questions about game design, interface design, psychology and the social power of online networks. Social Game Studies at CHI is a one-day workshop at CHI that will bring together the CHI community with an inter-disciplinary mix of researchers and practitioners to share findings and explore the issues surrounding this emerging area of research into social games, and highlight the key questions, opportunities and challenges for future academic study.
In particular, we focus on transnational practices: that is, seeing technology use beyond a single country or culture, but as evolving in relation to global processes, boundary crossings, frictions and hybrid practices. In doing so, we expand upon existing research in HCI to consider the effects, implications for individuals and communities, and design opportunities in times of increased transnational interactions.
We hope to broaden the conversation around the impact of technology in global processes by bringing together scholars from HCI and from related humanities, media arts and social sciences disciplines. This workshop aims to formulate fundamental research questions around this emerging field and provides a venue for discussion for researchers and practitioners working in this area.
We will focus on new interaction techniques, applications, personal projection devices, interaction design, multi-user aspects, multi-modal user interfaces and social implications. Our aim is to foster the evolution of a mo-bile and personal projection community.
The workshop has two main goals. First, it hopes to bring together academics and practitioners from both social and technical perspectives who are interested in studying and supporting reminiscence. Second, it hopes to explore key issues around current and potential uses of technology to support reminiscence, including 1 understanding people's current practices around reminiscing, 2 using empirical studies and theories of memory to inform technology designs, 3 evaluating existing technologies for reminiscence, 4 exploring ways that technology might support new reminiscing practices, and 5 supporting social aspects of reminiscence.
We are particularly interested in bringing people from outside the CHI community into the workshop to add new perspectives and foster new collaborations around the work. A series of discussion-focused panels organized around the key topics identified by participants will lead to thoughtful examinations of these topics informed by multiple viewpoints. Our tangible planned outputs will be a set of recommendations for further research in this area and an outline plan for grant and book proposals at the intersection of reminiscing and technology.
Such everyday contexts have also emerged as key areas of focus for sustainable HCI. Not only is everyday life a critical area in which material resources are exchanged, transformed, consumed and disposed, but everyday life is a site for the formation of values, attitudes, routines and habits. This workshop will bring together individuals interested in everyday practice as both a critical site and a critical lens for sustainable HCI research and professional practice.
While research to date has primarily focused on the end consumer, the panel will be challenged with enlarging the discussion to include the designer as a target user and to consider interfaces and interactions that support sustainable design and sustainable manufacturing, as well as sustainable consumption. Specifically, to make real progress, we seek to enumerate ways that HCI needs to grow, as well as to find ways that can help more HCI researchers to become involved. Does it matter if a computer jokes? Users interacted with a natural language capable virtual agent that told persuasive information, and they were given the option to use information from the dialogue in order to complete a problem-solving task.
We discuss the implications of these results for HCI involving natural language systems and virtual agents. StoryFaces invites children to record emotional expressions and then automatically composes these recordings in storybook illustrations. Results from the evaluation suggest that children ages are engaged in the activity, are excited to create a variety of emotional expressions, find the narratives funny yet clear, and work to re-craft and reinterpret story meanings through iterative editing and play with both video and textual content.
Our goal is to provoke new ideas about how pretend play with digital tools can empower young children in a narrative process. Web Workers Unite! Bederson University of Maryland , Alexander J. Quinn University of Maryland. In this paper, we summarize ethical and practical labor issues surrounding online labor, and offer a set of guidelines for designing and using online labor in ways that support more positive relationships between workers and requesters, so that both can gain the most benefit from the interaction. This paper presents the key principles for designing such a continuum of the physical and digital habitats in which people perform their everyday activities, to which other systems connect and which developers extend with new concepts like ones that current digital habitats do not support.
In this paper, we propose a new digital appliance that naturally encourages the act of smiling in our daily lives. Our HappinessCounter combines visual smile recognition, user feedback, and network communication.
We installed this system in a home with a single occupant, and the system had positive effects on the user's mood. More generally, this interface is intended to act as a technology probe for exploring an emerging research agenda around fearsome interactions. We describe the deployment of our gas masks in two events: as a control mechanism for an interactive ride, and to enhance a theme park horror maze. We identify six broad dimensions — cultural, visceral, control, social, performance and engineering — that frame an agenda for future research into fearsome interactions.