Yvonne is taking the stage, thanking the organizers for inviting me. Yvonne was worried about using her old power point so Richie Hazlewood helped with the slides. There will be no pictures of slides yet.
A History of Turns
A turn to the social, to the home, to design, turn to emotion, and a turn to fun. We need to take into social and not the cognitive. It is legitimate to say we’re going to study how we put technology in the home, the work at Intel for example. In the turn to design she cites Terry Winograd and others. She credits Norman with the turn to emotion among others.
A turn to the wild. DOing THINGS in the real world from the lab to the outdoors, made at least partially possible by ubicomp technologies. Putting sensors outdoors and see how people use them. It’s expensive and messy and unpredictable. Why go wild? make a big differfence. 1) Creating something novel 2) Invading the real worlds 3) changing people’s behavior 4) Exploring what ie means to be human. Yvonne wants people to go out and make a difference and in order do that she says we need to get out of the lab and do things that are not just incremental.
The Hunting of the Snark from DIS 02 Two research aesthetics technology inspriation and ludic engineering in the equator project between sussex, Bristol, and Nottingham universities. It was to promote a playful learning experience based on the poem by Louis Carrol. Explore physical and digital spaces by hunting this elusive creature. Use a PDA to find things and then the digital found item is then something physical that was ‘food’ for the snark that they could use feed him and the snark would respond. As they fed the snark they would capture its emotional response. If the snark liked the food it would either be happy or unhappy and makes sounds. Combining all these playful things together\, and because it was novel it made the kids question it, how it was done etc.
Invading real worlds. Cambridge Tourist Centre: enabling new group interactions which is an ongoing project. This was based around an MS Surface. Paul Marshall is the researcher doing. He did an ethnographic study of groups that came to the visitor center. What he found is that when the group goes in people go in for inspiration and one will go to the queue and the rest will kind of fan out and forage for some information. Groups who go to the counter the encounter is often suboptimal in terms of who gets the information and the interaction.
So the assumptions of the project were there is a need for group planning tool. They got an idea of who a typical group is, and based on the lab studies they had a good idea on how groups might collaborate.
So the solution since they weren’t designers they hired an Interaction Design, so they hired Matt Davies. Aesthetics were very simple and easy to use. When they showed it to MS Research they weren’t impressed because they weren’t taking advantage of the cool gestures or interactions of the surface, but to yvone and team that was the point. There is an individual choosing phase where you pick cards of what you want to do and then there’s a group reviewing phase where you can see what everyone wants to do. A plan is printed with a map, who wanted to do what etc. The tourist centre was impressed however. The local news did a piece on it and that is being shown now. It’s a bit dark though. There was quite a bit of coverage on it. Paul then did an in the wild study. It was an instant success with the staff, but the visitors didn’t go over to the site, so they had to provide signage and tweaking on the site. They had to add cues as to where they needed to touch in order to start. The amount of use varied. They also discovered how wrong they were about their assumptions. How people approach multitouch. Often one person would join and the other brother won’t approach but will look on. Slowly the second boy approaches after watching. They also didn’t expect was that even strangers use it at the same time. This guy is using it and another girl walks up and when the guy wants to print his map she gets a pop up saying are you ready and she keeps pressing no. He swipes at the table and then leaves she then takes over. Another thing is that often people don’t talk to each other as they use it, they are concentrating on the interaction. They hardly ever got groups of 4 using it, but they did get a group of 2 who came and used it in just the way they had designed it to be used. They had a donation box and they actually got quite a bit of money so Yvonne thinks that shows it may be economically viable.
Encouraging stair usage.
Richie is in central stage on the video showing how the carpets will subtly try to get you to take stairs. There are a series of pressure pads in front of each elevator door and the start of each set of stairs. Most people enjoyed the leds on the carpets, it made them smile. The balloons were more vague though people didn’t realize what they would do or what they meant but there as a buzz about it.
There was conflict in the data, people reported some change in behavior, but not a lot, though there were some clear indications that the average changed after it was installed. They don’t know for sure.
Next up is change, a collaboration between Open U and Goldsmiths w/Bill Gaver. They are using the idea of social norms. This is a powerful effect on behavior. If the avg # of beers is 3 the person drinking 6 may reduce, but the person drinking less may increase, this is called the boomerang effect. Household energy effect, householders were told what they were using and if it was more they decreased, and just the same the under increased, so instead they used happy and sad faces and this didn’t cause people to increase if they were doing well.
The Tidy Street Community
A cohesive neighborhood, but they didn’t want to have avg energy usage displayed publicly as it could be divisive. Gaver didn’t like the idea either so theyh settled on using the national grid as a comparison instead. There’s something like this called can I turn it on already. So a kind of two dial approach is being used that is aesthetic and ambiguous but perhaps too ambiguous.
How do we inform our designs when changing people’s behavior. Theory-based approaches may not be socially acceptable.. .and the slide wizzed by.
Why go wild? Explore what it is to be wild. Extending sense, the e-sense project with Andy Clark, Hon Bird, Simon Holland, and Paul Marshall. The final project is the question, a current project. An immersive theatre experience for both the sighted and blind. Maria Oshodi is the artistic director. A haptic device directs people to oases of sound in a dark space. Interesting differences in how different kinds of people used the performance.
Research in the wild, do it, it makes a difference even though it’s messy and expensive and unpredictable.
Paul Dourish is chairing this session and first up is John Zimmerman presenting for himself, Jodi Forlizzi, and Erik Stolterman on An Analysis and Critique of Research towards a formalization of a research approach.
Abstract: The field of HCI is experiencing a growing interest in Research through Design (RtD), a research approach that employs methods and processes from design practice as a legitimate method of inquiry. We are interested in expanding and formalizing this research approach, and understanding how knowledge, or theory, is generated from this type of design research. We conducted interviews with 12 leading HCI design researchers, asking them about design research, design theory, and RtD specifically. They were easily able to identify different types of design research and design theory from contemporary and historical design research efforts, and believed that RtD might be one of the most important contributions of design researchers to the larger research community. We further examined three historical RtD projects that were repeatedly mentioned in the interviews, and performed a critique of current RtD practices within the HCI research and interaction design communities. While our critique summarizes the problems, it also shows possible directions for further developments and refinements of the approach.
Research through design in HCI can be good as it’s holistic and designerly, it can deal with wicked problems, and more intentional constructors of a preferred future that is also possible. The bad is that science and research is counted as equal. There are breakdowns in the design research community.
Types of design research from Frayling: research into (on about) research for design, and research through design.
What is the intention of research, it may be connected to action research. hrough Design: tThere is less agreement on whether it is scientific or not. In general researchers choose methods that they know not what is best for the situtation (from Edmondson and McManus 2007). Nascent and mature. Nascent is when they do not know what phenomena are important, explore, theory as proposition. Mature is increasing knowledge of a situation, works to investigate, condifm and refute.
Theory in HCI, in traditionally cog sci the thing must come before threory. Moust then the theory of how hte mouse works. So to see how this works they interviewed 12 leading IxD/HCI design researchers. Goals were to state of design research, design research and theory and what the challenges are.
Man he is moving fast, I justg can’t capture what is going on.
Frameworks, philoisophies, and implications for design. When asked for cannonical examples they hesitated. Maypole, Equator, and Designing Quality in Interaction were mentioned. Beautiful things that can actually be put into the world.
A romantic view of design. The genius designer is still alive in the HCI research community, there is a notion of design as a black art, something that will corrupt work. There are not enough venues and there is no funding the NSF in the USA doesn’t fund this kind of thing. There is poor service by design researchers, we need to review 10 papers for every one they submit.
We need a poper research methodology. Better documentation of cases including evolution of and rational for the problem framing. Deatils on how outside theory is intefrated, agreement of types of problems Research through Design can best adress, agreement on what it means to be a high quality. Not everyone agrees with this.
Q&A One person wanted to know who was interviewed, and we’re not going to say says John, but he characterizes it.
Bridging Designers’ Intentions to Outcomes with Constructivism by Kevin Muise & Ron Wakkary, Simon Fraser University
Abstract: This exploratory study investigates the value of constructivist theory for the field of interaction design. In this paper we explore how designer intentions and outcomes can be expressed in constructivist terms, and how constructivism can describe the relationship of design intentions to outcomes. This study’s findings point to the potential of an emerging constructivist framework. The authors present the findings of two case studies of designer intentions and outcomes from two museum design projects. The paper presents themes drawn from the analysis that include designing for personal experience, play, and social interaction.
How well do designers’ intentions connect with outcomes? How usefule is constructivism in describing the relationship between intentions and outcomes? These are the two main questions. Museums were used for this study. Case Study 1: Kurio at Surrey Museum. Case 2: Bodywork2 in Vancouver. MARVEL was used from Griffen et al 2005 to evaluate visitors experience.
Moving to the other session now I’m catching part of TTI Model: Model extracting individual’s curiosity level in urban spaces by Chihiro Sato, Shigeyuki Takeuchi, Takuo Imbe, Shuichi Ishibashi, Masahiko Inami, Masa Inakage, Naohito Okude, Keio University Graduate School of Media Design
Abstract:Recommendation systems have become widespread, however these systems only determine information inputted from the customers through a browser, and cannot be used when actually moving around outside. This paper presents TTI Model, a model extracting individual’s curiosity level in urban spaces on their spare time by collecting behavior data from sensors. It calculates person’s real time curiosity level by analyzing behavior depending on the walking speed within the city, such as window shopping or just hanging around by themselves. This paper evaluates this model with a sensor device prototype, and elaborates possibilities when understanding individuals in detail, by extracting the curiosity predicted from current behaviors using sensors.
By measuring how quickly people are walking in the Tokyo train station they get an indirect measure of curiosity. They used a sensor in a nicely decorated brooch or something that can be attached to the wrist. An interesting concept certainly.
Up now Human to Dancer Interaction: Designing for Embodied Performances in a Participatory Installation
by David A. Shamma, San Francisco, CA, USA at Yahoo Research, Renata M. Sheppard, Minneapolis, MN, USA Jürgen Scheible, University of Art and Design, Helsinki, Finland
Abstract: In this article we describe the creation and exhibit of a participatory installation performance. Graffiti Dance allows the audience to graffiti paint with light onto a building’s side and receive immediate local feedback from a set of dancers choreographed to respond to the movement on the public display. The installation is a holistic experience using a plurality of sources (syndicated news Images and Twitter) and local influences (from mobile uploads) that reflect our understanding of the world around us, how we speak out in public forums, and how we interpret the creative act. We present the results of the performance from the perspective of the audience and the dancers and present new directions for future performances.
A very cool and artful project! I’m definitely going to go out and watch the videos of this one later today. I loved that the dancers were able to interact with the audience, something that professional dancers don’t get to do normally. It makes me think about how little interaction really happens in most traditional performance pieces.
Richie Hazlewood is up now after lunch with Bricolage and Consultation: A case study to inform the development of large-scale prototypes for HCI research. by
William Hazlewood, Indiana University at Bloomington
Nick Dalton, Open University
Yvonne Rogers, Open University
Paul Marshall, Open University
Susanna Hertrich, www.susannahertrich.com/
Abstract: We describe the many challenges faced when designing, implementing and embedding large-scale installations in a physical space, such as a building. A case study is presented of a distributed ambient display system intended to inform, lure and influence people when moving through the building. We outline the wide range of technical, user, aesthetic and practical aspects that need to be addressed; pointing out how many unpredictable problems can surface when going ‘big’, ‘physical’ and ‘out of the PC’, We argue that a different set of ‘non-user-centered’ processes are required. Furthermore, we suggest replacing iterative design – which is at the core of user centered approaches – with a ‘design-implementation’ approach that has more in common with the original Waterfall model, but with the new processes of bricolage and consultation added for progressing the design.
Big and outside the box, like the data fountain connected to the relative price of the dollar, euro, and yen and many others. DIY hardware platforms such as arduino and lilypad and fidgets are all examples. What does this involve? Not many people have studied what it takes to build such things. Normal UCD processes don’t necessarily work especially since iteration may not be possible due to cost involved with large concepts like this. Two skills that are necessary are bricolage (using materials that are at hand) and more poeple (bringing in other people into the process). More examples of large physical installations, and now the example of their project which is to motivate people to take the stairs. There are sensors at the entrance to elevators and on the stairs. There is a cloud or two different color balls with one color being stair climbers and another for those taking elevators. There are organic light patterns subtly encouraged people to take the stairs. The focus of this paper of course is on the process.
Consultation with outside people is the first. Observation is the next phase, then bodystorming. Prototyping is next, looking at a number of different concepts may play out is what this may look like. In this case they prototyped the clouds with mushrooms and tomatoes. Doing this kind of thing quickly. The next phase is shopping which can be painfully long, and involves going all over the internet and also many different stores. Tinkering is the next phase. Next is engineering, specifically physical engineering. Next is calibration, and lastly is evaluating.
The process is descriptive, not prescriptive. One person asks if there is ever failure in a project like this, when do you start to say it’s not worth it to keep throwing money at a project. Richie says NEVER, they will always make it work.
Now I’m switching sessions so we have Do Emotions Matter in Creative Design? by Corina Sas & Chenyan Zhang, Lancaster University
Abstract: A wealth of research has suggested that emotions play a significant role in creative problem solving, but less work has focused on investigating their roles in design. This is surprising given that creative problem solving lies at the heart of the design process. In an exploratory study we interviewed 9 expert designers about their emotions during the design process. We identified several relevant emotions and extended Wallas model of creative problem solving with emotional components for each of its stages. We also identified ways in which expert designers regulate their emotions and concluded with a discussion of the contributions of our work for design methods and tools, design thinking and design expertise.
How do designers deal with their emotions during the various phases of design? A nice interview study.
That’s it for me today, thank you all for tuning in. Remember that corrections and comments are available.