'I Want To' is an interactive installation controlled by live Twitter messages. One hundred custom designed wooden toys, a television screen and speakers comprise the installation. The system extracts public Twitter messages that start with 'I want to.' The expression 'want to' becomes 'have to', and the newly composed sentence is displayed on the television screen while also being vocalized through speakers. With each "I have to" phrase, the wooden toys respond by marching in unison. This installation gives the audience an opportunity to explore our hopes and desires as unconscious internalizations of external expectations and social norms.
{"title":"I Want To: Multi-media Installation for Understanding Our Desire","authors":"Laewoo Kang","doi":"10.1145/3173225.3173315","DOIUrl":"https://doi.org/10.1145/3173225.3173315","url":null,"abstract":"'I Want To' is an interactive installation controlled by live Twitter messages. One hundred custom designed wooden toys, a television screen and speakers comprise the installation. The system extracts public Twitter messages that start with 'I want to.' The expression 'want to' becomes 'have to', and the newly composed sentence is displayed on the television screen while also being vocalized through speakers. With each \"I have to\" phrase, the wooden toys respond by marching in unison. This installation gives the audience an opportunity to explore our hopes and desires as unconscious internalizations of external expectations and social norms.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116267731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leif Handberg, Ludvig Elblaus, C. Chafe, E. Canfield-Dafilou
In this paper, an installation is presented that connects Stanford and Stockholm through a one-of-a- kind combination of instrument and venue: the Skandia Wurlitzer theatre organ (Wurlitzer serial no. 1254) situated in the KTH R1 Experimental Performance Space, a disused nuclear reactor. A continuous stream of musical data, audio, and video between the two places explored the capabilities of the digital to play with the concepts of presence and embodiment, virtuality and the physical. In the installation, a series of performances presented new pieces written especially for this setting. The pieces were performed by musicians in Stanford, mediated in real-time, allowing them to play together with the theatre organ in Stockholm, temporarily fusing the two venues to create one ensemble, one audience, in one space.
{"title":"Op 1254: Music for Neutrons, Networks and Solenoids using a Restored Organ in a Nuclear Reactor","authors":"Leif Handberg, Ludvig Elblaus, C. Chafe, E. Canfield-Dafilou","doi":"10.1145/3173225.3173304","DOIUrl":"https://doi.org/10.1145/3173225.3173304","url":null,"abstract":"In this paper, an installation is presented that connects Stanford and Stockholm through a one-of-a- kind combination of instrument and venue: the Skandia Wurlitzer theatre organ (Wurlitzer serial no. 1254) situated in the KTH R1 Experimental Performance Space, a disused nuclear reactor. A continuous stream of musical data, audio, and video between the two places explored the capabilities of the digital to play with the concepts of presence and embodiment, virtuality and the physical. In the installation, a series of performances presented new pieces written especially for this setting. The pieces were performed by musicians in Stanford, mediated in real-time, allowing them to play together with the theatre organ in Stockholm, temporarily fusing the two venues to create one ensemble, one audience, in one space.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115970642","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
John Mills, M. Lochrie, Tom Metcalfe, Peter D. Bennett
Utilising a multidisciplinary and user-centred product and service design approach, 'NewsThings' explores the potential for domestic and professional internet of things (IoT) objects to convey journalism, media and information. In placing news audiences and industry at the centre of the prototyping process, the project's web connected objects explore how user requirements may be best met in a perceived post-digital environment. Following a research-through-design methodology and utilising a range of tools - such as workshops, cultural probes, market research and long-term prototype deployment with public and industry, NewsThings aims to generate design insights and prototypes that could position the news media as active participants in the development of IoT products, processes and interactions. This work-in-progress paper outlines the project's approach, methods, initial findings - up to and including the pre-deployment phase - and focuses on novel insights around user-engagement with news, and the multidisciplinary team's responses to them.
{"title":"NewsThings: Exploring Interdisciplinary IoT News Media Opportunities via User-Centred Design","authors":"John Mills, M. Lochrie, Tom Metcalfe, Peter D. Bennett","doi":"10.1145/3173225.3173267","DOIUrl":"https://doi.org/10.1145/3173225.3173267","url":null,"abstract":"Utilising a multidisciplinary and user-centred product and service design approach, 'NewsThings' explores the potential for domestic and professional internet of things (IoT) objects to convey journalism, media and information. In placing news audiences and industry at the centre of the prototyping process, the project's web connected objects explore how user requirements may be best met in a perceived post-digital environment. Following a research-through-design methodology and utilising a range of tools - such as workshops, cultural probes, market research and long-term prototype deployment with public and industry, NewsThings aims to generate design insights and prototypes that could position the news media as active participants in the development of IoT products, processes and interactions. This work-in-progress paper outlines the project's approach, methods, initial findings - up to and including the pre-deployment phase - and focuses on novel insights around user-engagement with news, and the multidisciplinary team's responses to them.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125893058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This project involves a series of walks in rewilded environments mediated by a wearable interface that enables the interlocutor to perceive the environment from an alien perspective. The aim is to foster empathy for other-than-human entities and promulgate holistic and biodiverse ecologies. Technocrafting the prosthetic device from organic and electronic materials by blending traditional with digital techniques, create devices that the authors term 'cyborganic'. The focus of this paper is a device that sits as if grafted around the human head, and appears to come to life embodied with its own sense of 'agency'. This paper describes the 1st and 2nd generation prototype of this device and its current configuration as an aid for empathetic experience of insects in rewilded spaces. To conclude we describe a testing methodology developed in Aarhus based on a series of walks with users where they engage in semi-structured interviews post-walk to evaluate their experience.
{"title":"Rewilding Wearables: Sympoeitic Interfaces for Empathic Experience of Other-than-human Entities","authors":"P. Flanagan, Raune Frankjaer","doi":"10.1145/3173225.3173316","DOIUrl":"https://doi.org/10.1145/3173225.3173316","url":null,"abstract":"This project involves a series of walks in rewilded environments mediated by a wearable interface that enables the interlocutor to perceive the environment from an alien perspective. The aim is to foster empathy for other-than-human entities and promulgate holistic and biodiverse ecologies. Technocrafting the prosthetic device from organic and electronic materials by blending traditional with digital techniques, create devices that the authors term 'cyborganic'. The focus of this paper is a device that sits as if grafted around the human head, and appears to come to life embodied with its own sense of 'agency'. This paper describes the 1st and 2nd generation prototype of this device and its current configuration as an aid for empathetic experience of insects in rewilded spaces. To conclude we describe a testing methodology developed in Aarhus based on a series of walks with users where they engage in semi-structured interviews post-walk to evaluate their experience.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134292918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leonardo Angelini, E. Mugellini, N. Couture, Omar Abou Khaled
Current interactions for the Internet of Things are often constrained behind a screen. With the Internet of Tangible Things (IoTT) we aim at promoting the design of richer interactions, embodied in physical IoT objects. To this purpose, we propose a card set for the design of tangible interaction with IoT objects, which contains 8 cards for tangible interaction properties and 8 for IoT properties, in order to explore how tangible properties can be exploited for enhancing the interaction with IoT objects. We tested the card set in a dedicated workshop, observing that participants were able to explore most of the tangible and IoT properties. To complement the IoT card set, a hardware prototyping toolkit with examples for each of the 8 tangible properties is currently under development.
{"title":"Designing the Interaction with the Internet of Tangible Things: A Card Set","authors":"Leonardo Angelini, E. Mugellini, N. Couture, Omar Abou Khaled","doi":"10.1145/3173225.3173288","DOIUrl":"https://doi.org/10.1145/3173225.3173288","url":null,"abstract":"Current interactions for the Internet of Things are often constrained behind a screen. With the Internet of Tangible Things (IoTT) we aim at promoting the design of richer interactions, embodied in physical IoT objects. To this purpose, we propose a card set for the design of tangible interaction with IoT objects, which contains 8 cards for tangible interaction properties and 8 for IoT properties, in order to explore how tangible properties can be exploited for enhancing the interaction with IoT objects. We tested the card set in a dedicated workshop, observing that participants were able to explore most of the tangible and IoT properties. To complement the IoT card set, a hardware prototyping toolkit with examples for each of the 8 tangible properties is currently under development.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115541397","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Recent work in tangible interfaces, including widget sets like .NET Gadgeteer and Phidgets, has enabled prototyping of rich physical interaction at a handheld or tabletop scale. But it remains unclear how participants respond to physical widgets at larger scales. What kinds of interaction would larger widgets enable, and what kinds of systems - if any - can or should be built with them? We built unusually-sized widgets, or "mega-widgets" in order to explore this territory. We present the results of two iterations of building mega-widgets and accompanying user studies designed to help understand participants» reactions to mega-widgets and probe possible applications. Responses indicated, among other things, a correlation between widget size and the perceived size or importance of what it might control. Mega-widgets were also perceived as increasing the precision of user input control and providing a fun and playful element. We hope that knowledge gained from this exploratory work can help lay groundwork for further exploration of widgets at larger scales.
{"title":"W.O.U.S.: Widgets of Unusual Size","authors":"Zann Anderson, Michael D. Jones, Kevin Seppi","doi":"10.1145/3173225.3173246","DOIUrl":"https://doi.org/10.1145/3173225.3173246","url":null,"abstract":"Recent work in tangible interfaces, including widget sets like .NET Gadgeteer and Phidgets, has enabled prototyping of rich physical interaction at a handheld or tabletop scale. But it remains unclear how participants respond to physical widgets at larger scales. What kinds of interaction would larger widgets enable, and what kinds of systems - if any - can or should be built with them? We built unusually-sized widgets, or \"mega-widgets\" in order to explore this territory. We present the results of two iterations of building mega-widgets and accompanying user studies designed to help understand participants» reactions to mega-widgets and probe possible applications. Responses indicated, among other things, a correlation between widget size and the perceived size or importance of what it might control. Mega-widgets were also perceived as increasing the precision of user input control and providing a fun and playful element. We hope that knowledge gained from this exploratory work can help lay groundwork for further exploration of widgets at larger scales.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122679845","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ahmet Börütecene, Idil Bostan, Ekin Akyürek, Alpay Sabuncuoglu, Ilker Temuzkusu, Çağlar Genç, T. Göksun, Oğuzhan Özcan
During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, a touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. The user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible Interaction Framework that discusses its design space, and its impact on the users and social interaction.
{"title":"Through the Glance Mug: A Familiar Artefact to Support Opportunistic Search in Meetings","authors":"Ahmet Börütecene, Idil Bostan, Ekin Akyürek, Alpay Sabuncuoglu, Ilker Temuzkusu, Çağlar Genç, T. Göksun, Oğuzhan Özcan","doi":"10.1145/3173225.3173236","DOIUrl":"https://doi.org/10.1145/3173225.3173236","url":null,"abstract":"During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, a touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. The user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible Interaction Framework that discusses its design space, and its impact on the users and social interaction.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125315672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Paper Session 5: Evaluating Tangible Interactions","authors":"M. Rinott","doi":"10.1145/3257354","DOIUrl":"https://doi.org/10.1145/3257354","url":null,"abstract":"","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134483473","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper reports on preliminary results of a design research project that explores how spaces in virtual reality may be designed to build on qualities of embodied sensemaking. The project forms a basis for the exploration of an ethical dimension to interactions in virtual reality. This publication focuses on identifying qualities of embodied sense-making in an existing physical space, the interactive exhibition Charged Utopia. These qualities are transposed into a virtual interactive space. The translation of the qualities is done through the three main themes: Physical Movement, Resistance and Ambiguity. We present the design research process to describe how these themes were identified and transposed. We conclude with reflections that sketch ways in which we might capitalise on the opportunities offered by a virtual space, while respecting human skills in embodied sensemaking.
{"title":"Charged Utopia VR: Exploring Embodied Sense-making in the Virtual Space","authors":"R. V. D. Veen, J. Peeters, A. Trotto","doi":"10.1145/3173225.3173286","DOIUrl":"https://doi.org/10.1145/3173225.3173286","url":null,"abstract":"This paper reports on preliminary results of a design research project that explores how spaces in virtual reality may be designed to build on qualities of embodied sensemaking. The project forms a basis for the exploration of an ethical dimension to interactions in virtual reality. This publication focuses on identifying qualities of embodied sense-making in an existing physical space, the interactive exhibition Charged Utopia. These qualities are transposed into a virtual interactive space. The translation of the qualities is done through the three main themes: Physical Movement, Resistance and Ambiguity. We present the design research process to describe how these themes were identified and transposed. We conclude with reflections that sketch ways in which we might capitalise on the opportunities offered by a virtual space, while respecting human skills in embodied sensemaking.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"426 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132907978","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer
Crimson Wave is a personal tangible user interface that generates and displays information about its user's menstrual cycle. Basal Body Temperature (BBT) is an individual's temperature at rest, which fluctuates throughout menstruation. Crimson Wave tracks the user's BBT through the wearable armband and then displays the data visually on a separate smart mirror. Specifically, the mirror lights up a color corresponding to the menstrual stage the user is experiencing. Crimson Wave offers a novel method of keeping track of one's health and integrating one's own menstrual information seamlessly into daily life. The combination of live and aggregated personalized data helps users optimize each day. Crimson Wave is helpful to people who are interested in being more informed about their cycles, especially when they are irregular. In this paper, we describe the concept behind Crimson Wave, as well as its implementation and iterations.
{"title":"Crimson Wave: Shedding Light on Menstrual Health","authors":"Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer","doi":"10.1145/3173225.3173292","DOIUrl":"https://doi.org/10.1145/3173225.3173292","url":null,"abstract":"Crimson Wave is a personal tangible user interface that generates and displays information about its user's menstrual cycle. Basal Body Temperature (BBT) is an individual's temperature at rest, which fluctuates throughout menstruation. Crimson Wave tracks the user's BBT through the wearable armband and then displays the data visually on a separate smart mirror. Specifically, the mirror lights up a color corresponding to the menstrual stage the user is experiencing. Crimson Wave offers a novel method of keeping track of one's health and integrating one's own menstrual information seamlessly into daily life. The combination of live and aggregated personalized data helps users optimize each day. Crimson Wave is helpful to people who are interested in being more informed about their cycles, especially when they are irregular. In this paper, we describe the concept behind Crimson Wave, as well as its implementation and iterations.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127226185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}