Common ground processes [26] can improve performance in communication tasks [72, 42, 43, 24], and understanding these processes will likely benefit human--computer dialogue interfaces. However, there are multiple proposed theories with different implications for interface design. Fusaroli and Tylén [40] achieved a direct comparison by designing two models: one based on alignment theory and the other based on complementarity theory that encapsulated interpersonal synergy and audience design. The current research used these models, extending them to differentiate between interpersonal synergy and audience design. Few studies have tested multiple common ground models against tasks representative of envisioned human--computer interaction (HCI) applications. We report on four such tests, which allowed examination of generalizability of findings. Results supported the complementarity models over the alignment model, and were suggestive of the audience design variant of complementarity, providing guidance for HCI design that differs from contemporary approaches.
{"title":"Comparison of Common Ground Models for Human--Computer Dialogue","authors":"Clayton D. Rothwell, V. Shalin, Griffin D. Romigh","doi":"10.1145/3410876","DOIUrl":"https://doi.org/10.1145/3410876","url":null,"abstract":"Common ground processes [26] can improve performance in communication tasks [72, 42, 43, 24], and understanding these processes will likely benefit human--computer dialogue interfaces. However, there are multiple proposed theories with different implications for interface design. Fusaroli and Tylén [40] achieved a direct comparison by designing two models: one based on alignment theory and the other based on complementarity theory that encapsulated interpersonal synergy and audience design. The current research used these models, extending them to differentiate between interpersonal synergy and audience design. Few studies have tested multiple common ground models against tasks representative of envisioned human--computer interaction (HCI) applications. We report on four such tests, which allowed examination of generalizability of findings. Results supported the complementarity models over the alignment model, and were suggestive of the audience design variant of complementarity, providing guidance for HCI design that differs from contemporary approaches.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127816606","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}
K. Isbister, Peter Cottrell, Alessia Cecchet, Ella Dagan, Nikki Theofanopoulou, Ferran Altarriba Bertran, Aaron J. Horowitz, Nick Mead, J. Schwartz, P. Slovák
We present a Research-through-Design case study of the design and development of an intimate-space tangible device perhaps best understood as a socially assistive robot, aimed at scaffolding children’s efforts at emotional regulation. This case study covers the initial research device development, as well as knowledge transfer to a product development company toward translating the research into a workable commercial product that could also serve as a robust “research product” for field trials. Key contributions to the literature include: (1) sharing of lessons learned from the knowledge transfer process that can be useful to others interested in developing robust products (whether commercial or research) that preserve design values, while allowing for large scale deployment and research; (2) articulation of a design space in HCI/HRI (Human Robot Interaction) of intimate space socially assistive robots, with the current artifact as a central exemplar, contextualized alongside other related HRI artifacts.
{"title":"Design (Not) Lost in Translation: A Case Study of an Intimate-Space Socially Assistive “Robot” for Emotion Regulation","authors":"K. Isbister, Peter Cottrell, Alessia Cecchet, Ella Dagan, Nikki Theofanopoulou, Ferran Altarriba Bertran, Aaron J. Horowitz, Nick Mead, J. Schwartz, P. Slovák","doi":"10.1145/3491083","DOIUrl":"https://doi.org/10.1145/3491083","url":null,"abstract":"We present a Research-through-Design case study of the design and development of an intimate-space tangible device perhaps best understood as a socially assistive robot, aimed at scaffolding children’s efforts at emotional regulation. This case study covers the initial research device development, as well as knowledge transfer to a product development company toward translating the research into a workable commercial product that could also serve as a robust “research product” for field trials. Key contributions to the literature include: (1) sharing of lessons learned from the knowledge transfer process that can be useful to others interested in developing robust products (whether commercial or research) that preserve design values, while allowing for large scale deployment and research; (2) articulation of a design space in HCI/HRI (Human Robot Interaction) of intimate space socially assistive robots, with the current artifact as a central exemplar, contextualized alongside other related HRI artifacts.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132976582","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}
Leah Kulp, Aleksandra Sarcevic, Megan Cheng, R. Burd
The goal of this in-the-wild study was to understand how different patient, provider, and environment contexts affected the use of a tablet-based checklist in a dynamic medical setting. Fifteen team leaders used the digital checklist in 187 actual trauma resuscitations. The measures of checklist interactions included the number of unchecked items and the number of notes written on the checklist. Of the 10 contexts we studied, team leaders’ arrival after the patient and patients with penetrating injuries were both associated with more unchecked items. We also found that the care of patients with external injuries contributed to more notes written on the checklist. Finally, our results showed that more experienced leaders took significantly more notes overall and more numerical notes than less experienced leaders. We conclude by discussing design implications and steps that can be achieved with context-aware computing towards adaptive checklists that meet the needs of dynamic use contexts.
{"title":"Towards Dynamic Checklists","authors":"Leah Kulp, Aleksandra Sarcevic, Megan Cheng, R. Burd","doi":"10.1145/3444947","DOIUrl":"https://doi.org/10.1145/3444947","url":null,"abstract":"The goal of this in-the-wild study was to understand how different patient, provider, and environment contexts affected the use of a tablet-based checklist in a dynamic medical setting. Fifteen team leaders used the digital checklist in 187 actual trauma resuscitations. The measures of checklist interactions included the number of unchecked items and the number of notes written on the checklist. Of the 10 contexts we studied, team leaders’ arrival after the patient and patients with penetrating injuries were both associated with more unchecked items. We also found that the care of patients with external injuries contributed to more notes written on the checklist. Finally, our results showed that more experienced leaders took significantly more notes overall and more numerical notes than less experienced leaders. We conclude by discussing design implications and steps that can be achieved with context-aware computing towards adaptive checklists that meet the needs of dynamic use contexts.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114740545","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}
Cognitive modeling tools have been widely used by researchers and practitioners to help design, evaluate, and study computer user interfaces (UIs). Despite their usefulness, large-scale modeling tasks can still be very challenging due to the amount of manual work needed. To address this scalability challenge, we propose CogTool+, a new cognitive modeling software framework developed on top of the well-known software tool CogTool. CogTool+ addresses the scalability problem by supporting the following key features: (1) a higher level of parameterization and automation; (2) algorithmic components; (3) interfaces for using external data; and (4) a clear separation of tasks, which allows programmers and psychologists to define reusable components (e.g., algorithmic modules and behavioral templates) that can be used by UI/UX researchers and designers without the need to understand the low-level implementation details of such components. CogTool+ also supports mixed cognitive models required for many large-scale modeling tasks and provides an offline analyzer of simulation results. In order to show how CogTool+ can reduce the human effort required for large-scale modeling, we illustrate how it works using a pedagogical example, and demonstrate its actual performance by applying it to large-scale modeling tasks of two real-world user-authentication systems.
{"title":"CogTool+","authors":"Haiyue Yuan, Shujun Li, P. Rusconi","doi":"10.1145/3447534","DOIUrl":"https://doi.org/10.1145/3447534","url":null,"abstract":"Cognitive modeling tools have been widely used by researchers and practitioners to help design, evaluate, and study computer user interfaces (UIs). Despite their usefulness, large-scale modeling tasks can still be very challenging due to the amount of manual work needed. To address this scalability challenge, we propose CogTool+, a new cognitive modeling software framework developed on top of the well-known software tool CogTool. CogTool+ addresses the scalability problem by supporting the following key features: (1) a higher level of parameterization and automation; (2) algorithmic components; (3) interfaces for using external data; and (4) a clear separation of tasks, which allows programmers and psychologists to define reusable components (e.g., algorithmic modules and behavioral templates) that can be used by UI/UX researchers and designers without the need to understand the low-level implementation details of such components. CogTool+ also supports mixed cognitive models required for many large-scale modeling tasks and provides an offline analyzer of simulation results. In order to show how CogTool+ can reduce the human effort required for large-scale modeling, we illustrate how it works using a pedagogical example, and demonstrate its actual performance by applying it to large-scale modeling tasks of two real-world user-authentication systems.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123960674","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}
Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.
{"title":"Embracing Four Tensions in Human-Computer Interaction Research with Marginalized People","authors":"Calvin A. Liang, Sean A Munson, J. Kientz","doi":"10.1145/3443686","DOIUrl":"https://doi.org/10.1145/3443686","url":null,"abstract":"Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123134949","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}
Christopher S. Norrie, Annalu Waller, Elizabeth F. S. Hannah
Current mechanisms for adopting and supporting high-tech augmentative and alternative communication (AAC) within special-education appear limited in their success, despite recognition of the potential benefits they represent for young emerging communicators. Prior research in this field has been restricted to discrete survey or interview methodologies. We present a five-month mixed-methods ethnographic study in a special-education school to explore the facilitators and barriers experienced by those using technology, with children who have little or no functional speech, to stimulate communication and language comprehension. Our analysis supports the outcomes of earlier studies, but also furnishes novel insights into the scale and urgency of addressing the problem—with implications for user-centred design within this community. We highlight infrastructure, policy, and recruitment deficits, and propose a two-fold solution: (i) an increase in engagement with this population through the provision of enhanced, user-centred support; and (ii) induction of the cross-disciplinary role of Assistive Technologist, to serve as mediator between teacher, aided communicator, and their assistive technology. This work represents a contribution towards establishing more effective operational, interactional, and pedagogical support for learners using high-tech communication devices.
{"title":"Establishing Context","authors":"Christopher S. Norrie, Annalu Waller, Elizabeth F. S. Hannah","doi":"10.1145/3446205","DOIUrl":"https://doi.org/10.1145/3446205","url":null,"abstract":"Current mechanisms for adopting and supporting high-tech augmentative and alternative communication (AAC) within special-education appear limited in their success, despite recognition of the potential benefits they represent for young emerging communicators. Prior research in this field has been restricted to discrete survey or interview methodologies. We present a five-month mixed-methods ethnographic study in a special-education school to explore the facilitators and barriers experienced by those using technology, with children who have little or no functional speech, to stimulate communication and language comprehension. Our analysis supports the outcomes of earlier studies, but also furnishes novel insights into the scale and urgency of addressing the problem—with implications for user-centred design within this community. We highlight infrastructure, policy, and recruitment deficits, and propose a two-fold solution: (i) an increase in engagement with this population through the provision of enhanced, user-centred support; and (ii) induction of the cross-disciplinary role of Assistive Technologist, to serve as mediator between teacher, aided communicator, and their assistive technology. This work represents a contribution towards establishing more effective operational, interactional, and pedagogical support for learners using high-tech communication devices.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129580262","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}
Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit.
{"title":"The Purpose of Play","authors":"Katta Spiel, K. Gerling","doi":"10.1145/3432245","DOIUrl":"https://doi.org/10.1145/3432245","url":null,"abstract":"Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130557573","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}
J. A. Martin, H. Gollee, Jörg Müller, R. Murray-Smith
We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human–Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to previous published work with continuous control models, based on the Kullback–Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.
{"title":"Intermittent Control as a Model of Mouse Movements","authors":"J. A. Martin, H. Gollee, Jörg Müller, R. Murray-Smith","doi":"10.1145/3461836","DOIUrl":"https://doi.org/10.1145/3461836","url":null,"abstract":"We present Intermittent Control (IC) models as a candidate framework for modelling human input movements in Human–Computer Interaction (HCI). IC differs from continuous control in that users are not assumed to use feedback to adjust their movements continuously, but only when the difference between the observed pointer position and predicted pointer positions becomes large. We use a parameter optimisation approach to identify the parameters of an intermittent controller from experimental data, where users performed one-dimensional mouse movements in a reciprocal pointing task. Compared to previous published work with continuous control models, based on the Kullback–Leibler divergence from the experimental observations, IC is better able to generatively reproduce the distinctive dynamical features and variability of the pointing task across participants and over repeated tasks. IC is compatible with current physiological and psychological theory and provides insight into the source of variability in HCI tasks.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115341084","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}
Radiah Rivu, Ville Makela, Sarah Prange, S. D. Rodriguez, Robin Piening, Yumeng Zhou, Kay Kohle, Ken Pfeuffer, Yomna Abdelrahman, Matthias Hoppe, A. Schmidt, Florian Alt
We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey (N = 227), we assessed HMD owners’ demographics, their VR setups and their attitudes toward remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies, discuss strengths and weaknesses of the different approaches, and derive best practices. Our work is valuable for Human-Computer Interaction (HCI) researchers conducting VR studies outside labs.
{"title":"Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs","authors":"Radiah Rivu, Ville Makela, Sarah Prange, S. D. Rodriguez, Robin Piening, Yumeng Zhou, Kay Kohle, Ken Pfeuffer, Yomna Abdelrahman, Matthias Hoppe, A. Schmidt, Florian Alt","doi":"10.1145/3472617","DOIUrl":"https://doi.org/10.1145/3472617","url":null,"abstract":"We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey (N = 227), we assessed HMD owners’ demographics, their VR setups and their attitudes toward remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies, discuss strengths and weaknesses of the different approaches, and derive best practices. Our work is valuable for Human-Computer Interaction (HCI) researchers conducting VR studies outside labs.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115505003","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}
Tools, as extensions of hand and mind, prescribe defining properties for a practice. We anchor our tools research within a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality. While the field of eTextiles is expanding into new personal and ubiquitous applications, its tools as productive means, however, are rarely investigated. We fill this gap by both proposing and exploring new tools, aiming at an integrated eTextile craft practice across disciplinary boundaries. Results from a research through design process have been developed into research products and proposed to a wider community of novices and practitioners. Research insights from making, using and reflecting on our new tools show they not only guide habits of making, but also are formative to the understanding of eTextiles as a practice and a field. Their form and function matter for the skills, processes and users, ultimately prescribing the technologies that surround us.
{"title":"The Matter of Tools","authors":"I. Posch, G. Fitzpatrick","doi":"10.1145/3426776","DOIUrl":"https://doi.org/10.1145/3426776","url":null,"abstract":"Tools, as extensions of hand and mind, prescribe defining properties for a practice. We anchor our tools research within a case study of electronic textiles (eTextiles), combining textile materials and electronic and computational functionality. While the field of eTextiles is expanding into new personal and ubiquitous applications, its tools as productive means, however, are rarely investigated. We fill this gap by both proposing and exploring new tools, aiming at an integrated eTextile craft practice across disciplinary boundaries. Results from a research through design process have been developed into research products and proposed to a wider community of novices and practitioners. Research insights from making, using and reflecting on our new tools show they not only guide habits of making, but also are formative to the understanding of eTextiles as a practice and a field. Their form and function matter for the skills, processes and users, ultimately prescribing the technologies that surround us.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128166875","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}