Digital Interaction Booklet CHI2012

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Transcript of Digital Interaction Booklet CHI2012

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 Works-in-ProgressSensitive Design 37

Tiles 38Designing on the Street 39

Theoretical Roots or UX 40Magic Land 41

CourseUser Experience Evaluation 42

Workshops OrganisedFood and Interaction Design 43

Liveness 44End o Lie in HCI 45

Identity Perormativity and HCI 46UX in Research and Practice 47

Workshop ParticipationCrating and Rehearsing Stories 48Experience and Re-presentation 49

Motion Capture and Novel Articulations o Liveness 50Models o Experience 51

Monitoring Wellbeing 52

Identiying Tangibles on Multi-Touch Tables 53The Real Shit 54

Play Therapy with Children 55Digital Heritage and Social Problems 56Meaningul Social Communications 57

(Im)Material Bits 58

SIG MeetingParticipation and HCI 59

Welcome 4

Full PapersStoryCrate 6HoloDesk 8

Surace Computing at Home 10Technology Heirlooms 12Engaging Older People 14Empathy or Dementia 16

 Viewpoint 18Bin Cam 20Tales o I 22

Cheque Mates 24Questionable Concepts 26

NotesSupporting Nutritional Intake 28

Shake’n’Sense 30

Long Case Study Doing HCI Research in Rwanda 32

TOCHIExperiencing Coincidence 34

Interactivity Experiencing BinCam 36

Contents

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 Welcome to Digital Interaction: Culture Lab andthe activities that we are are involved in at thisyear’s ACM SIGCHI Conerence on Human Fac-tors in Computing Systems (CHI’12).

Digital Interaction is a research group in theSchool o Computing Science at Newcastle Uni-versity, UK. We’re based in Culture Lab, Newcas-tle’s centre or cross-disciplinary digital practice,and like many practice-oriented HCI groups ourmembers hail rom a wide range o disciplinesincluding music, lm, ne art, psychology, archi-tecture, speech therapy and social gerontology.

The backgrounds o our collaborators are evenmore diverse – which is something we activelypursue – we like to think o ourselves as dynamicand sympathetic collaborators or anyone inter-

ested in people or technology. Our particularinterests are in “making”, “in the wild” design,development and evaluation, and the use o crea-tive practice as a lens through which to view therelationship between people and technology.

I any o the people or work included in theollowing pages are o interest to you, then eithertrack us down at CHI’12 or drop us an email andwe will track you down!

Pete Wright

[email protected] 

Patrick Olivier

[email protected] 

Welcome

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StoryCrate: Tabletop

Storyboarding or Live

Film Production

Tom Bartindale, Alia Sheikh, Nick Taylor,

Pete Wright & Patrick Olivier

Funded by BBC R&D

Creating lm content or broadcast is a high pressure andcomplex activity. While technologies are being developedor digitizing and streamlining sections o the produc-tion workow, a gap remains between creative decisionsmade on location and those made during digital editingand post-production. StoryCrate is a tangible, tabletopinterace to be deployed on a lm shoot, which uses astoryboard as a shared data representation to drive teamcreativity. We dene creativity in terms o team produc-tion, using an in-situ deployment with a prototype, usedby a proessional production team during a lm shoot.

StoryCrate

Paper (long) Paper (long)

Nick Taylor

contact: [email protected]

Tom Bartindale

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HoloDesk: Direct 3D Interactions

 with a Situated See-Through Display

Otmar Hilliges, David Kim, Shahram Izadi,

Malte Weiss & Andrew D. Wilson

 Microsoft Research

HoloDesk is an interactive system combining an opticalsee through display and Kinect camera to create the illu-sion that users are directly interacting with 3D graphics.

 A virtual image o a 3D scene is rendered through a hal silvered mirror and spatially aligned with the real-worldor the viewer. Users easily reach into an interactionvolume displaying the virtual image. This allows the userto literally get their hands into the virtual display andto directly interact with a spatially aligned 3D virtualworld, without the need or any specialized head-wornhardware or input device.

HoloDesk

Paper (long) Paper (long)

David Kim

contact: [email protected] 

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At Home With Surace Computing

David S Kirk, Shahram Izadi,

Otmar Hilliges, Richard Banks,

Stuart Taylor & Abigail Sellen

 Microsoft Research

Our work describes a eld study o an interac-tive surace deployed in three amily homes.The tabletop technology provides a centralplace where digital content, such as photos,can be easily archived, managed and viewed.The tabletop aords multi-touch input, allow-ing digital content to be sorted, triaged andinteracted with using one or two-handedinteractions. A physics-based simulation addsdynamics to digital content, providing userswith rich ways o interacting that borrowsrom the real-world. The eld study is oneo the rst o a surace computer within adomestic environment. Our goal is to uncover

people’s interactions, appropriations, percep-tions and experiences with such technologies,exploring the potential barriers to use.

Surface Computing

at Home

Paper (long)

contact: [email protected] 

Paper (long)

David Kirk 

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Material artiacts are passed down as a way o sustaining rela-tionships and amily history. However, new issues are emerg-

ing as amilies are increasingly let with the digital remainso their loved ones. We designed three devices to investigatehow digital materials might be passed down, lived with andinherited in the uture. We conducted in-home interviewswith 8 amilies using the devices to provoke discussion abouthow technology might support (or complicate) their exist-ing practices. Sessions revealed amilies desired to treat theirarchives in ways not ully supported by technology as well aspotential tensions that could emerge.

Technology Heirlooms

Paper (long)

David Kirk 

contact: [email protected] 

Paper (long)

Technology Heirlooms? Considerations or

Passing Down and Inheriting Digital Materials

William Odom, Richard Banks, David S Kirk,

Richard Harper, Siân Lindley & Abigail Sellen

 Microsoft Research

Photo © Richard Banks

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The use o digital technologies is increasingly proposedin health and social care to address the aging popula-tion phenomenon, however, in practice, the designerso these technologies are ill equipped to design or olderpeople. We suggest participatory design as an approach toimproving the quality o design or older people. Based onprevious work and our own experiences, we identiy ourcentral issues that participatory design approaches need toaddress. Our work describes an approach to early engage-ment in design with older people, that addresses each o these issues, and alongside some o our experiences apply-ing the approach in a variety o dierent design projects.

Engaging Older People

 through Participatory Design

Paper (long)

Guy Schofeld

contact: [email protected] 

Dan Jackson

Paper (long)

Engaging Older People throughParticipatory Design

Stephen Lindsay, Daniel Jackson,

Guy Schofeld & Patrick Olivier

Funded by the EU FP7 project OASIS(297210) and the SiDE RCUK DigitalEconomy Research Hub (EP/G066019/1)

Stephen Lindsay

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Cas LadhaDan Jackson

This project looked at the development, application and evalu-ation o a design method tailored or working with people withmild to moderate dementia. The tenet o our approach wasthat to overcome dierences in views we needed to create anempathic relationship between participants and designers. Wemodied participatory design techniques to oster respectulengagement with participants in the development o a digitalaid to acilitate ‘sae walking’. The process began with broadqualitative scoping and design work then moved to a develop-ing personally tailored, individual designs to urther explore theexperiential elements o the domain whilst reducing the needor the participants to engage in abstract thought.

Empathy and

Dementia

Paper (long)

Stephen Lindsay Katie Brittain Karim Ladha

contact: [email protected] 

Paper (long)

Empathy, Participatory Designand People with Dementia

Stephen Lindsay, Katie Brittain, Daniel Jackson,

Cassim Ladha, Karim Ladha & Patrick Olivier

Funded by Centre for Excellence in Life Sciencesand the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)

best paper award 

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 Viewpoint is a public voting device developed to allow resi-dents in a disadvantaged community to make their voicesheard through a simple, lightweight interaction. Thiswas intended to open a new channel o communicationwithin the community and increase community members’perception o their own efcacy. Local elected ofcials andcommunity groups were able to post questions on deviceslocated in public spaces, where residents could vote orone o two responses. Question authors were subsequentlyrequired to post a response indicating any actions to betaken. Following a two-month trial, we present our experi-ences and contribute guidelines or the design o publicdemocracy tools and dimensions impacting their eective-ness, including credibility, efcacy and ormat.

 Viewpoint

Paper (long)

Nick Taylor

contact: [email protected] 

Paper (long)

Viewpoint: Empowering

Communities with Situated Voting

Devices

Nick Taylor, Justin Marshall,

Alicia Blum‑Ross, John Mills, Jon Rogers,

Paul Egglestone, David M. Frohlich,

Peter Wright & Patrick Olivier

Funded by the EPSRC Bespoke project (EP/H007296/1)

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BinCam is a social persuasive systemto motivate reection and behaviouralchange in the ood waste and recyclinghabits o young adults. The systemreplaces an existing kitchen reuse binand automatically logs disposed o itemsthrough digital images captured by a smartphone installed on the underside o the

bin lid. Captured images are uploaded toa BinCam application on Facebook wherethey can be explored. With BinCam, weexplore inormational and normative socialinuences as a source o change, which hasto date been underexplored in persuasiveHCI. Design implications or reection andsocial persuasion are proposed.

BinCam

Paper (long)

Rob Comber

contact: [email protected] 

Paper (long)

We’ve Bin Watching You – Designing or

Refection and Social Persuasion to PromoteSustainable Liestyles

Anja Thieme, Rob Comber, Julia Miebach, Jack Weeden,

Nicole Kraemer, Shaun Lawson & Patrick Oliver

Funded by the EU FP7 project Balance@Home (230724)and the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)

Anja Thieme

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This project was anenquiry into design ordementia, acilitated bya public art commission,or a UK adult mentalhealth unit. The interactiveart piece was inormed by the notion o personhood in dementia that oregrounds the person’ssocial being and interpersonal relationships as sites where sel ismaintained and constructed. The ways in which clients, their amilymembers and sta used the piece were reported and insights relatedto the notions o home, intimacy, possessions and sel were presented.The art piece served as a window on both dementia and the institutionleading to a number o insights and implications or design.

Tales of I

Paper (long)

Guy SchofeldAnja Thieme Gavin WoodJayne Wallace

Paper (long)

Enabling Sel, Intimacy and a Senseo Home in Dementia: An Enquiry into

Design in a Hospital Setting

Jayne Wallace, Anja Thieme, Gavin Wood,

Guy Schofeld & Patrick Olivier

Funded by the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)

contact: [email protected] 

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Vasillis Vlachokyriakos

This project explored the design o digital paymentservices in collaboration with people aged 80+. Manyolder people nd cheques valuable as a means o pay-ment but the UK Payments Council recently proposedtheir abolition. We looked at two designs whichsimultaneously aimed to preserve and augment thepaper cheque as a means o making electronic pay-ments. Workshop discussions resulted in the creationo a real world cheque system where we issued pre-paid cheques without the involvement o banks. Thiswork inormed the development o a digital chequebook based on Anoto digital pen technology.

Cheque Mates

Paper (long)

contact: [email protected] 

Paper (long)

Cheque Mates: Participatory Design o Digital

Payments with Eighty Somethings

John Vines, Mark Blythe, Paul Dunphy,

Vasillis Vlachokyriakos, Isaac Teece,

Andrew Monk & Patrick Olivier

Funded by the EPSRC New Approaches to Banking for the Older Old project (EP/H042997/1) and the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)

Paul DunphyJohn Vines

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This project involved conducting a series o participatory designworkshops with ten people over eighty years old on the topic o new banking technologies. Participants were asked to discuss theircurrent experiences o banking and given packs o concept cardswhich contained design sk etches and brie outlines o concepts ornew nancial services. The designs on the cards were deliberatelyprovocative and aimed to encourage criticism and debate. The par-ticipants were extremely critical o current banking practices andmost o the new concepts we presented to them. Their questionsand comments led to a number o insights and urther iterations.

Questionable Concepts

Paper (long)

Stephen LindsayPaul Dunphy

contact: [email protected] 

John Vines

Paper (long)

Concepts: Critique as Resource orDesigning with Eighty Somethings

John Vines, Mark Blythe, Stephen Lindsay, Paul

Dunphy, Andrew Monk & Patrick Olivier

Funded by Research Councils UK Digital Economy Theme: ‘New Approaches to Banking for theOlder Old’ project and the SiDE RCUK DigitalEconomy Research Hub (EP/G066019/1)

This project involved conducting a series o participatory designworkshops with ten people aged 80+ on the topic o new bank-ing technologies. Participants were asked to discuss their currentexperiences o banking and given packs o concept cards whichcontained design sketches and brie outlines o concepts or newnancial services. The designs on the cards were deliberatelyprovocative and aimed to encourage criticism and debate. The par-ticipants were extremely critical o current banking practices andmost o the new concepts we presented to them. Their questionsand comments led to a number o insights and urther iterations.

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Monitoring nutritional intake is an important aspect o the care o older people, particularly or those at risk o malnutrition. Current practice or monitoring ood intakerelies on hand written ood charts which have severalinadequacies. We explored the design and validation o atool or computer-assisted visual assessment o patient oodand nutrient intake. The user is presented with an imageo a standardised hospital meal on a touch screen PC. They

erase rom the image a corresponding amount to that o a patient’s partially consumed meal. The weight o oodconsumed is calculated as a percentage o pixels rubbed outagainst pixels in a per item mask. Results suggest that theapplication may be a useul tool or the conservative assess-ment o nutritional intake in hospitals.

Supporting

Nutritional Intake

Note

Stephen Lindsay

contact: [email protected] 

Rob Comber

Note

Supporting Visual Assessment o Food and NutrientIntake in a Clinical Care Setting

Rob Comber, Jack Weeden, Jennier Hoare, Stephen Lindsay,

Gemma Teal, Alastair Macdonald, Lisa Methven, Paula Moynihan & 

Patrick Olivier

This research was part of the mappmal project, funded by the New Dynamics of Ageing Programme administrated by the ESRC.

Supporting Visual Assessment o Food and Nutrient

Intake in a Clinical Care Setting

Rob Comber, Jack Weeden, Jennier Hoare, Stephen Lindsay,

Gemma Teal, Alastair Macdonald, Lisa Methven, Paula Moynihan & 

Patrick Olivier

Funded by the ESRC project MappMal: Multidisciplinary Approachesto Prevention of Malnutrition (RES-354-25-0001) and the EU FP7 

 project Balance@Home (230724)

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 We present a novel yet simple technique which mitigates theintererence caused when multiple structured light depth cam-eras point at the same part o a scene. The technique is particu-larly useul or Kinect, where the structured light source is notmodulated. Our technique requires only mechanical augmen-tation o the Kinect, without any need to modiy the internalelectronics, rmware or associated host sotware. It is thereoresimple to replicate. We show qualitative and quantitative resultshighlighting the improvements made to interering Kinect depthsignals. The camera rame rate is not compromised, which is aproblem in approaches that modulate the structured light source.

Shake’n’Sense

Note

contact: [email protected] 

David Kim

Note

Shake’n’Sense: Reducing

Intererence or Overlapping

Structured Light Depth Cameras

D. Alex Butler, Shahram Izadi, Otmar Hilliges,

David Molyneaux, Steve Hodges & David Kim

 Microsoft Research

best paper nomination

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People have reported encountering coincidences when usingparticular technologies to interact with personal digital content.However, to date, there is a paucity o research to understandthese experiences. We applied McCarthy and Wright’s experien-tial ramework to analyse these kinds o technology-mediatedcoincidences. By ocusing upon encounters o coincidence dur-ing people’s digital music listening, we identied the elements atplay, elucidated the properties o the individual elements, theirinter-relationships, and an understanding o how coincidencescan arise. We also revealed how, under particular conditions,such elements provide people with opportunities to encountercoincidence. This understanding o coincidence demonstrateshow McCarthy and Wright’s ramework can be useully appliedto an empirical investigation o user experience.

Experiencing

Coincidence

TOCHI (paper talk)

contact: [email protected] 

Tuck Leong

TOCHI (paper talk)

Experiencing Coincidence during

Digital Music Listening

Tuck Leong, Frank Vetere & Steve Howard

Funded by the SiDE RCUK Digital Economy Research Hub (EP/G066019/1)

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Bin Cam – A Social

Persuasive System

 to Improve Waste

Behaviours

Anja Thieme, Rob Comber,

Nick Taylor, Ashur Rafev & 

Patrick Olivier

BinCam is a social persuasive systemto motivate reection and behav-ioral change in peoples’ ood wasteand recycling habits through digital

images captured by a smart phoneinstalled on the underside o the lido a kitchen bin. Captured imagesare uploaded to a BinCam applica-tion on Facebook, where users canexplore, review or share communica-tions about the bin-related behavioro themselves and others. The systemis provocative and specically set upto evoke eelings o guilt which isenvisioned to stimulate interestingdiscussions on the ethics, challengesand rich potentials when designingand evaluating persuasive systems.

 We present our current work-in-progress design-ing technologies to oster social connection withisolated immigrant women in the UK. We report

on our preliminary ndings using digital sto-rytelling and digital portraits with participantsat a Black, Asian and Minority Ethnic (BAME)centre supporting women, some o whom haveexperiences o domestic violence. The approaches have provided valu-able insights, but in contexts where participants eel vulnerable andcultural diversity is the norm, HCI’s conventional assumptions aboutstorytelling and probe use cannot be taken or granted. We describeour process o adapting methods and negotiating tensions while build-ing rapport to co-construct narratives and share experiences.

Experiencing

BinCam

Sensitive Design for

Cross-Cultural Experience

Interactivity Work‑in‑Progresscontact: [email protected] 

contact: [email protected] 

Rachel Clarke

Anja Thieme Rob Comber Nick Taylor Ashur Rafev

Shared Narrative and

Experience: Digital

Storytelling and Portraits at aWomen’s Centre

Rachel Clarke, Pete Wright & 

John McCarthy

Funded by the SiDE RCUK Digital Economy Research Hub(EP/G066019/1)

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Tiles is a novel graphical authentication system in whichusers are assigned a target image and subsequently askedto select segments o that image. We empirically assess theextent to which this system provides protection againsttwo security threats: observation attacks and sharing o authentication credentials in two laboratory-based studies.

 We note some o the vulnerabilities o the new systembut provide evidence that automated manipulation o thesimilarity o the decoy images can help mitigate the threatrom verbal sharing and observation attacks.

Lightweight, opportunistic participatory design exercises in publicspaces have the potential to collect large volumes o candid eedback and insights rom members o the public. We motivate the need or‘designing on the street’ in terms o the time and resource requirementso traditional participatory design methods, and begin the process o unpicking the conditions or success and practical requirements. Wedemonstrate through a pilot study that opportunistic participatorydesign can be a useul tool or addressing design challenges in everydaysettings, where most people have some amiliarity with the design area.

Tiles

Designing

on the Street

Work‑in‑Progress Work‑in‑Progress

contact: [email protected] 

contact: [email protected] 

Paul Dunphy

Stephen Lindsay Nick Taylor

A Security Assessment o Tiles:

A New Portolio-Based Graphical

Authentication System

James Nicholson, Paul Dunphy, Lynne Coventry,

Pamela Briggs & Patrick Olivier

Opportunistic

Engagement by

Designing on the Street

Stephen Lindsay, Nick Taylor

& Patrick Olivier

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 Although there is a good coverage o methodo-logical and design related topics in the HCI lit-erature, there is still a lack o theoretical ocusin the rapidly increasing work on user experi-ence (UX). We analyzed 122 individual items ontheories collected in a CHI’11 special interestgroup session on UX theories and theoreti-cal rameworks. The data set was ltered and

categorized in several iterations, resulting in 56items distributed over 7 major theory catego-ries and related to 9 relevant disciplines. Thecategories are an initial mapping o the eldand point towards the directions or urtherconceptual and theoretical clarication. Ourresults help to explore the multi-disciplinarynature o UX and to build a more solid ounda-tion or UX research and practice.

 We describe an on-going study that exploresthe introduction o digital technology intoplay therapy. While digital technologies areincreasingly used in educational and directivetherapeutic contexts with older children, theyare largely missing rom non-directive playtherapy settings with younger children. Basedon the play therapy research and practiceliterature we describe the design and ongoingevaluation o Magic Land, a set o digital playactivities or interactive tabletops used in non-directive play therapy with younger children.

Theoretical

Roots for UX  Magic Land

Work‑in‑Progress Work‑in‑Progress

contact: [email protected] 

contact: [email protected] 

Marianna Obrist

In Search

o Theoretical

Foundations or

UX Research and

Practice

Marianna Obrist,

Virpi Roto, Arnold

Vermeeren, Kaisa

Väänänen‑Vainio‑

Mattila, Efe Lai‑Chong

Law & Kari Kuutti

Olga Pykhtina

Gavin Wood

Madeline Balaam

Magic Land on

Interactive Tabletop or

Play Therapy with Children

Olga Pykhtina, Madeline Balaam,

Sue Pattison, Gavin Wood & 

Patrick Olivier

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High quality user experience (UX) hasbecome a central competitive actor o products in mature consumer markets.Improving UX during product develop-ment and research requires evaluation buttraditional usability testing methods are notadequate or evaluating UX. Since 2008, wehave been collecting a comprehensive set o 80 UX evaluation methods both rom aca-demia and industry, which are now avail-able at www.allaboutux.org/all-methods.During this course, we present an over-view o the set o methods andpresent some methods in more

detail. By the end o this course,participants are able to choosesuitable methods or their specicuser experience evaluation case.Participants will understand thedierence between UX evaluationand traditional usability evaluation methods, as well as the variety o UX evaluation methods available.

Food and interaction design present an interesting challenge to theHCI community in attending to the pervasive nature o ood, thesocio-cultural dierences in ood practices and a changing global ood-

scape. To design or meaningul and positive interactions it is essentialto identiy daily ood practices and the opportunities or the design o technology to support such practices. This workshop brings together acommunity o researchers and practitioners in human-ood interac-tion to attend to the practical and theoretical difculties in designingor human-ood interactions in everyday lie. Through a practical eldstudy and workshop we explore themes o ood experiences, healthand wellbeing, sustainability and alternative ood cultures.

User Experience

Evaluation

Food and

Interaction Design

Course Workshop

contact: [email protected] 

contact: [email protected] 

Marianna Obrist

Rob Comber

Course 19: User

Evolution Methods:

Which Method to Choose?

Virpo Roto, Arnold Vermeeren,

Kaisa Vaamamem‑Vainio‑

Mattila, Efe Lai‑Chong Law

& Marianna Obrist

Food and Interaction Design:

Designing or Food in Everyday Lie

Rob Comber, Eva Ganglbauer,Jaz Hee‑

 jeong Choi,Jettie Hoonhout, Yvonne Rogers,

Kenton O’Hara & Julie Maitland

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Liveness has long been a valued quality o massmedia presentation in areas such as music, sportsand debate. The rapid development o new digitalmedia and the interpenetration o these media andstaged perormance, places liveness centre stagein attempts to understand emerging human-computer congurations. This workshop will bringtogether insights rom a variety o disciplines andperspectives to explore how HCI can benet romcritical engagement with theoretical and practicaltreatment o liveness. To seed discussion and action,participants will engage reectively with the livenesso an authentic perormance, experienced rsthand

and at one-remove through a mediating technology,using an innovative video-based methodology.

The role o interactive technologies at End o Lie(EoL) is a recently established and quickly grow-ing topic in the CHI community. In this workshop,we ocus on the design space, methodologies andprocesses associated with EoL, moving orwardthe research agenda initiated in the successulCHI 2010 workshop “HCI at the End o Lie”. Inparticular, we ocus on moving rom eldwork tothanatosensitive design – a process which engageswith EoL issues as part o the design concept. Weinvite participation rom a wide range o people interested in technology and EoL,rom the HCI community, academic andproessional communities with a varietyo perspectives/disciplines, and entrepre-neurs developing applications in this space.

Liveness

End of Life in HCI

Workshop series

Workshop Workshop

contact: [email protected] contact: [email protected]  

David Kirk 

Exploring HCI’s Relationship

 with Liveness

Jonathan Hook, Guy Schofeld, Robyn Taylor,

Tom Bartindale, John McCarthy & Pete Wright

Memento Mori: Technology

Design or the End o Lie

Michael Massimi, Wendy Moncur,

William Odom, Richard Banks & 

David S Kirk 

Jonathan Hook 

Guy Schofeld

Robyn Taylor

Tom Bar tindale

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Our interactions with technology can shape ourexperiences and, in turn, inuence our sense o sel and identity. Yet, how sel and identity is per-ormed and constituted during such interactionsis yet to be explicated. This one-day workshopaims to explore the topic by ocusing uponPerormative Theory. To this end, we welcometheoretical discussion, themes o interest, meth-odological implications, challenges, blind spots,and pragmatic aspects o designing technology inrelation to identity, taking a perormative stance.

Theories provide a way to understand the dierent perspec-tives and acets o user experience (UX). Experience itsel has been studied by dierent disciplines such as sociology,psychology, management, marketing and ergonomics. Manyo these theories and the disciplines studying experiencehave proven useul or interaction design as well as or userevaluation studies. The criteria or choosing one theoreticalorientation over another are oten not made clear, despitetheir important methodological consequences. A majorcontribution o this workshop is to clariy the applicabilityand transerability o dierent theories, theoretical ounda-tions, concepts in inorming UX design and evaluationin both research and practice. In particular we look intotheories that have already been applied in practice.

Identity, Performativity,

and HCI

UX in Research

and Practice

Workshop Workshop

contact: [email protected] 

contact: [email protected] 

Tuck Leong

Marianna Obrist

Identity,

Perormativity,

and HCI

Gopinaath

Kannabiran,

 Ann Light &

Tuck Leong

Theories behind UX Research and

How they are Used in Practice

Marianna Obrist, Virpi Roto, Efe Lai‑

Chong Law, Kaisa Väänänen‑Vainio‑Mattila,

Arnold Vermeeren & Elizabeth Buie

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The essence o perormance art that makes it most appealing to artistsand audiences is the liveness, the one o nature o the experience andthe impossibility o reproduction. Ater participating in a perormancework, our memory o the experience can be spurred by a recording o the event. However, documentation does not acilitate our under-standing o what is happening in the process o creative participationand thereore the experience cannot be eectively communicated. Itis intangible, hidden and mysterious. There is an opportunity withindigital media/HCI to develop methods o collecting narrative andmore ambient inormation rom the work, creating alternative ways o looking at the articulation o a l ive experience.

 We present current work on designingtechnologies to support social connec-tion or immigrant women in the UK.The paper presents design insights roma study with a centre supporting Black,

 Asian and Minority Ethnic (BAME)women. We used digital storytelling andportraits to acknowledge the diverse

cultural backgrounds and the emotion-ally challenging past experiences o thewomen, which highlighted the impor-tance o situated and intimate sharing.

 We present our insights describingsocial connection as perormed throughtechnology to support emerging identi-ties, co-constructed through the crat-ing and rehearsal o stories.

Crafting and

Rehearsing Stories

Workshop Contribution

contact: [email protected] 

Rachel Clarke

Crating and

Rehearsing

Stories at a

Women’s Centre

Rachel Clarke,

Pete Wright & 

John McCarthy

Experience and

Re-presentation

Workshop Contribution

contact: [email protected] 

Jane Dudman

Experience

and

Re-presentation

Jane Dudman

W25: Exploring HCI’s

Relationship with

Liveness

W23: Identity,

Performativity, and HCI 

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Drawing upon practical experiences o work-ing with artists and designers who have useddigital technologies such as motion capture asa tool in the production o works that activelyseek to exploit qualities o liveness such as

“intimacy”, “temporality” and “perormativeaccidents”, I propose that the relevance o ‘live-ness’ extends to art orms beyond perormanceper se. The projects I have examined embraceaspects o perormance, but have used digitaltechnology to generate novel orms, whichreveal insights into dierent representations,mediations and experiences o liveness.

Motion Capture and Novel

 Articulations of Liveness

Workshop Contribution

contact: [email protected] 

David Green

Liveness and Stillness:

Articulations o Liveness

in Non-Perormative Arts

David Green

There are many theories in the eld o User Experience, and these canbe highly relevant to practice but working out how to map them topractice is not always obvious. I discuss the successul use o seven the-

ories in the evaluation o Teasing Apart, Piec-ing Together (TAPT), an experience-orienteddesign method. Four models o experienceand one discussion o working practice andUser Experience were used or direct evalua-tion; two other theories drove the methodol-ogy o TAPT’s evaluation. These examplesshow how theory can be appropriated andused to support on-going research.

Models of

Experience

Workshop Contribution

contact: [email protected] Clare Hooper

Using

Models o

Experience:

Frameworks in

 the Field

Clare Hooper

W20: Theories

behind UX 

Research and 

How they 

are Used in

Practice

W25: Exploring HCI’s

Relationship with Liveness

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Monitoring

Wellbeing

Workshop Contribution

contact: [email protected] 

Objectively Monitoring Wellbeing through

Pervasive Technology

Róisín McNaney, Anja Thieme, Bin Gao, Cas Ladha,

Karim Ladha, Dan Jackson, Lok Woo, Patrick Olivier

Identifying Tangibles

on Multi-Touch Tables

Workshop Contribution

contact: [email protected]

Workshop:

Educational Interfaces,

Software and Technology

Diana Nowacka,

Tom Bartindale,

Daniel Jackson, Cassim Ladha,

Karim Ladha, Patrick Olivier& Enrico Rukzio

W26: Interaction

Design and 

Emotional Wellbeing

W5: Educational 

Interfaces, Software,

and Technology 

Dan Jackson

Karim Ladha

Cas Ladha

Anja Thieme

Róisín McNaney

In recent years a person’s wellbeing has been largelymonitored through the use o subjective rating scales orother retrospective interview methods. This investigationconsidered how technology can help to monitor wellbeingmore objectively and within the individual’s naturalisticenvironment. The Wearable Acoustic Monitor (WAM)provides support in monitoring aspects o social andemotional wellbeing through the provision o inormationabout a person’s level o social interaction and vocal ea-tures o emotionality. We urther reected on the ethical

and privacy issues that are crucial or the design o digitaldevices capturing audio data to explore wellbeing.

Cas LadhaDan JacksonDiana Nowacka Tom Bartindale Karim Ladha

TouchBridge is a system to identiy tangible markers placed on tabletop interaces. This research looks at ways in which the new afordances thatTouchBridge provides could be used to enhance learning outcomes in

educational settings. We detail the technical aspects o the system includ-ing the tangible markers with inrared emitters providing both identica-tion and orientation inormation, and the sotware or their detection. Inreecting on a series o brie case-studies, we discuss the design chal-lenges, opportunities and limitations that the TouchBridge technologymay provide on the learning process and learning outcomes o students.Bin Gao

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This reective submission is based on eldwork experiences derived rom a 15-month ethno-graphic investigation into the vibrant CapeTown hip-hop scene. Here I explore the value

local MCs attach to live perormance andcompare the useulness o this practice withcurrent mediated orms o musical representa-tion. Specically, I argue that mediated ormso representation ail to oer equally valu-able experiences o socialization and musicalinstruction and do not aord the perormer theopportunity to cater or individual audiencesby exhibiting multiple presentations o sel.

The Real Shit

Workshop Contribution

contact: [email protected] 

Gary Pritchard

The Real

Shit: Cape

Town Hip-

Hop and the

Value o Live

Perormance

Gary Pritchard

Digital technologies have alreadybeen successully deployedin psychotherapy with olderchildren and adults. Yet, it islargely absent in non-directivetherapy or young children as itis perceived by the proession asa disruption to the developmento the therapeutic relationship.Motivated by the lack o empiri-cal evidence to support this view,

we explore the application o interactive tabletops in non-directive play therapy to supportchildren’s emotional wellbeing.

 We present a set o digital toys,Magic Land, designed to encour-age the child’s storytelling, crea-tive and emotional expression ina therapeutic context.

Play Therapy

 with Children

Workshop Contribution

contact: [email protected] 

Magic Land:

Promoting Children’s

Emotional Wellbeing in

Play Therapy

Olga Pykhtina, Madeline

Balaam, Sue Pattison, Gavin

Wood, Ahmed Kharrua,

Patrick Olivier

W25: Exploring HCI’s

Relationship with Liveness

W25: Exploring HCI’s

Relationship with Liveness

Olga Pykhtina

Gavin Wood

Madeline Balaam

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The Byker Estate in Newcastle has

a rich history and an architecturalheritage that includes Ralph Erskine’sinnovative and visionary 1970’s design.In this position paper, we describe aproject that aims to increase Bykerresidents’ awareness o the estate’sheritage, the ways in which it aectsthem in the present and how it can beharnessed or the benet o residents.

Digital Heritage

and Social Issues

Workshop Contribution

contact: [email protected] 

Nick Taylor

Digital Heritage

 to Address

Contemporary

Social Issues

Nick Taylor,

Pete Wright & 

Patrick Olivier

This is a tentative exploration into design tosupport meaningul interpersonal engagements,genuine intimacy and reciprocity, which promotethe ormation and maintenance o stable andsupportive relationships, and thereby a person’semotional wellbeing. Reecting on the quali-ties o social interactions and communicationsstimulated by existing social technologies such asFacebook, twitter or robotic social companions,the position argues or designs o interactive tech-nology that eel more like a slower paced ormo investment with communications being moremeaningul, private and open to sel-disclosure,similar perhaps to the qualities o a written letter.

Meaningful Social

Communications

Workshop Contribution

contact: [email protected] 

Jayne Wallace

Anja Thieme

How can

 we SupportMeaningul Social

Relationships through

Digital Design?

Anja Thieme, Jayne

Wallace, Patrick Olivier,

Thomas D. Meyer

W28: Heritage Matters:

Designing for Current and 

Future Values Through Digital 

and Social Technologies

W26: Interaction

Design and 

Emotional Wellbeing

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 Why should we start taking the (im)material seriously in HCI, and howcan we start? We ask this question not because we can answer it butbecause it appears to be o crucial signicance to contemporary HCI.Notions o crat are becoming increasingly relevant within the studyo human relations with technology. There is increased attention tohow ideas related to ‘design in use’ might play in an increased senseo participation with, and through, digital technologies. We explorethe notion o (im)material engagement as users become implicated

as craters o their own digital experiences, through their engagementwith computationally augmented (im)material.

(im)Material

Bits

Workshop Contribution

contact: [email protected] 

John Vines

Tuck LeongRachel Clarke

John Vines

Weaving

Baskets into

(Im)Material Bits

John Vines & 

Martyn Woodward

This CHI Design Community SIGbrings together invited expertswho have explored participation todiferent degrees within their pastwork to provoke group and plenaryaudience discussion. Whilst atten-tion to participation has lead to alarge amount o methodologicalinnovation in HCI, very little eforthas been spent reecting on why

various participatory approachesshould, or should not be usedand how we can assess theirimpacts on the design process andproducts. The SIG will providean opportunity or discussionand reection on how and whyparticipative methods are used inHCI research and practice.

SIG: Participation

and HCI

SIG Meeting

contact: [email protected] 

SIG: Participation

and HCI – Why Involve

People in Design?

John Vines, Rachel Clarke,

Tuck Leong, John McCarthy,

Ole Sejer Iversen,

Pete Wright & Patrick Olivier

W29: From Materials to

Materiality: Connecting Practice

and Theory in HCI 

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