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Eco-Joy: Imagining Sustainable and Joyful Food Eco-label Futures Eco-Joy:想象可持续和快乐的食品生态标签未来
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547694
Gözel Shakeri, Frederike Jung, Ferran Altarriba Bertran, A. Friday, Daniel Fernández Galeote
A third of global greenhouse gas (GHG) emissions are attributable to the food sector, however dietary change could reduce this by half. Educating consumers on the environmental impact of their choices through eco-labels as a form of sustainability signalling may be a powerful approach to tackling climate change if it can bring about a large scale transition in households and supply chains. When designing interactive systems and applications integrating eco-labels however, we need to take into account the different barriers that exist (e.g. lack of knowledge, climate anxiety, complexity of food systems, affordability). The aim of this workshop is to imagine the future of eco-labels and sustainability signalling in ways that are both effective and joyful. The workshop invites researchers and practitioners to discuss current eco-labels, and creatively design the future of sustainability signalling with emerging technology.
全球三分之一的温室气体(GHG)排放来自食品行业,但改变饮食习惯可以将其减少一半。通过生态标签教育消费者了解其选择对环境的影响,作为一种可持续性信号,如果它能在家庭和供应链中带来大规模转变,可能是应对气候变化的有力方法。然而,在设计集成生态标签的交互系统和应用程序时,我们需要考虑到存在的不同障碍(例如缺乏知识、气候焦虑、粮食系统的复杂性、可负担性)。本次研讨会的目的是设想生态标签和可持续发展信号的未来,以既有效又令人愉快的方式。研讨会邀请研究人员和实践者讨论当前的生态标签,并用新兴技术创造性地设计可持续性信号的未来。
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引用次数: 0
KnitxCode: Exploring a Craftsmanship-driven Approach to Computational Thinking KnitxCode:探索计算思维的工艺驱动方法
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547680
M. S. A. Sørensen, B. Fog, Line Have Musaeus, M. G. Petersen
In recent years, computational thinking (CT) has focused on how children and citizens develop basic computing skills which empower them to participate in a digitised society and broaden participation and engagement with CT. We present the exploration of a craftsmanship-driven approach to engage people in CT. To explore this approach a team of knitters, a computer scientist and a computing education expert iteratively designed the KnitxCode workshop. KnitxCode utilises knitting in combination with CT concepts as the foundation for the activities. The workshop was evaluated by 12 participants with no programming experience and with knitting experience ranging from 2-25 years (M = 6). From the evaluation we found that the craftsmanship-driven approach seemed to provide the participants with confidence to learning CT, as shared concepts and practices between knitting and computing supported transitioning from knitting craftsmanship to computing and in this way served to demystify computing.
近年来,计算思维的重点是儿童和公民如何发展基本的计算技能,使他们能够参与数字化社会,并扩大对计算机思维的参与和参与。我们提出了一种工艺驱动的方法来吸引人们参与CT的探索。为了探索这种方法,一组编织者、一名计算机科学家和一名计算机教育专家反复设计了KnitxCode工作坊。KnitxCode利用针织结合CT概念作为活动的基础。讲习班由12名没有编程经验和有2-25年编织经验的参与者(M = 6)进行评估。从评估中我们发现,工艺驱动的方法似乎为参与者提供了学习CT的信心,因为编织和计算之间的共享概念和实践支持从编织工艺过渡到计算,并以这种方式消除了计算的神秘性。
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引用次数: 0
Quadropong - Conditions for Mediating Collaborative Interaction in a Co-located Collaborative Digital Game using Multi-Display Composition 四人桌——多显示组合协同数字游戏中协同交互的中介条件
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547721
E. Eriksson, J. Pedersen, Rolf Bagge, Janus Bager Kristensen, M. Lervig, O. Torgersson, Gökçe Elif Baykal
In this demo, we present Quadropong, a co-located collaborative digital game using multi-display composition. It consists of conditions in the form of ten game instances designed to mediate various levels of collaborative interaction in players. The conditions were designed based on variations in interdependence and in symmetry and asymmetry in skills and resources. The preliminary results from playtests indicate that it is possible to design conditions to mediate various levels of collaborative interaction.
在这个演示中,我们展示了Quadropong,一个使用多显示器组成的协同协作数字游戏。它包含十个游戏实例形式的条件,旨在调解玩家之间不同级别的协作互动。这些条件是根据相互依赖的变化以及技能和资源的对称和不对称来设计的。游戏测试的初步结果表明,可以设计条件来调节不同层次的协作互动。
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引用次数: 1
Adjustable Graphical Notation and Accessible Hardware to Accommodate the Force Feedback Design Process: Redesign of Feelix based on Preliminary Evaluations of Design Tools and Methods 适应力反馈设计过程的可调图形符号和可访问硬件:基于设计工具和方法的初步评估重新设计Feelix
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547683
Anke van Oosterhout, Eve E. Hoggan, Miguel Bruns
Feelix is a haptic authoring tool developed to support the design of force feedback and motion in user interfaces. The design of the tool has been informed by guidelines derived from prior research on the haptic interaction design process and haptic authoring tools. This paper presents studies that have been conducted to evaluate the design method and tools presented in Feelix through workshops and longitudinal evaluations with researchers and students from two different universities. The insights from the preliminary evaluation are translated into implications for the design of tools and toolkits for the development of haptic user interfaces. To conclude, we describe how the insights from the study, and the subsequent derived implications, have informed the redesign of Feelix.
Feelix是一款触觉创作工具,用于支持用户界面中的力反馈和运动设计。该工具的设计是根据先前对触觉交互设计过程和触觉创作工具的研究得出的指导方针进行的。本文介绍了通过研讨会和纵向评估与来自两所不同大学的研究人员和学生进行的研究,以评估Feelix中提出的设计方法和工具。从初步评估的见解转化为触觉用户界面开发的工具和工具包的设计含义。最后,我们描述了如何从研究的见解,以及随后的派生含义,已经通知重新设计的Feelix。
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引用次数: 1
Slowing Plants, Slowing Home: Proposing A Plant-Decentred Perspective to Human-Plant Interaction 慢下来的植物,慢下来的家:提出一个以植物为中心的人与植物相互作用的观点
Pub Date : 2022-10-04 DOI: 10.1145/3547522.3547691
Xin Wen, Yiying Wu
The Anthropocene is causing a global crisis in recent decades. Facing this challenge, increasing attempts are being made to explore the more-than-human-centred perspective in HCI and design. Our research sets out to explore the ways of experiencing and interacting with plants with a case study on the slowness of plants. Utilising existing time-lapse technology, we investigate the role of IoT technologies in associating biological slowness with the networked technological environment of the home. In the experiment, we chose the humidity level of the environment as the variable to synchronise the movement of smart curtains and plants. We propose a relationship-centred strategy that uses an inclusive feature of a microclimate, like humidity, instead of the plant itself, for human-plant interaction. Furthermore, it indicates a ‘plant-decentred’ perspective to spark critical reflection on the taken-for-granted perception of isolating a person or a plant as an individual entity.
近几十年来,人类世正在引发一场全球危机。面对这一挑战,人们越来越多地尝试探索人机交互和设计中超越以人为中心的视角。我们的研究旨在以植物的缓慢为例,探索体验和与植物互动的方式。利用现有的延时技术,我们研究了物联网技术在将生物慢速与家庭网络技术环境联系起来方面的作用。在实验中,我们选择环境的湿度水平作为变量来同步智能窗帘和植物的运动。我们提出了一种以关系为中心的策略,利用微气候的包容性特征,如湿度,而不是植物本身,进行人与植物的互动。此外,它表明了一种“以植物为中心”的观点,引发了对将人或植物作为个体实体孤立开来的理所当然的看法的批判性反思。
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引用次数: 0
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Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference
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