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DPPI Tables of Contents: 03071113

Proceedings of the 2007 Conference Designing Pleasurable Products and Interfaces

Fullname:Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces
Editors:Ilpo Koskinen; Turkka Keinonen
Location:Helsinki, Finland
Dates:2007-Aug-22 to 2007-Aug-25
Publisher:ACM
Standard No:ISBN: 1-59593-942-3, 978-1-59593-942-5; ACM DL: Table of Contents hcibib: DPPI07
Papers:44
Pages:532
  1. Imaginary interaction design
  2. Aesthetic interaction 1 -- play and pleasure
  3. Short papers
  4. Experience interaction
  5. Aesthetic interaction 2 -- bringing qualities to design
  6. New luxury in design
  7. Social interaction
  8. Aesthetic interaction 3 -- personal & intimate design
  9. Student papers and demos

Imaginary interaction design

On the experience of love: the underlying principles BIBAFull-Text 12-19
  Beatriz Russo; Paul Hekkert
In design research, general theories on experiential concepts have been accessed, conceptual models of experiences have been developed, and design strategies for experience have been presented. However, due to the complex nature of experiences and the multidisciplinary nature of design, we argue that designers may not be fully equipped with information to design for particular experiences. In our previous study, we adopted general theories of interpersonal love to conceptualize the 'experience of love' in person-product interaction. In this paper, we complete this conceptualization and present the underlying principles of love. The principles of love are fixed and predetermined 'modes of action' that trigger what is experienced as 'love' in the interaction with consumer products. We believe that, equipped with a complete and clear set of information over experiential concepts, designers and developers would be free to develop their own creativity and, consequently, have more control over their work.
Cultural differences and design methods for user experience research: Dutch and Korean participants compared BIBAFull-Text 21-34
  Jung-Joo Lee; Kun-Pyo Lee
As business competition globalizes, understanding user experience from various cultures plays a crucial role in design process. However, because most user research methods were developed in Western area, one may question if the expected result can be obtained when applying them to totally different culture. The paper explores cultural effects on the feedback collected in the process and result of user experience research conducted in two countries, the Netherlands and Korea. We presumed four factors which influence user research process: spontaneity of participation, uncertainty avoidance, tendency of problem criticism, and attitude within a group. After the two sets of user research in two countries, actual differences of results were revealed. Consequently, guidelines of user experience research in Korea were suggested based on discovered differences.
Designing the ground for pleasurable experience BIBAFull-Text 35-58
  Charles Lenay; Indira Thouvenin; Anne Guénand; Olivier Gapenne; John Stewart; Barthelemy Maillet
In this article we present a theoretical framework and some models for assisting the conception of tactile communication devices. In order to propose relevant concepts and successful innovative products, designers need to anticipate as early as possible the user experience that will emerge from actual use of the product they are developing. The way the designer imagines the qualities of the product has strong consequences for the possible experience that will be available to the user. However, it is very difficult to accurately anticipate the actual experience of the user; and the lack of knowledge concerning the final user is particularly drastic in the case of high-technology applications, where the potentialities of the technology are hugely superior to the acceptability of the final users. In order to remedy this difficulty, this article presents research from the fields of design, cognitive science and Virtual Reality, in order to understand how lived experience is constituted by the use of a technological device. The aim of this research is to provide guidelines for anticipating user experience in the design process. We found that there are two kinds of perception over time: perceiving the other as part of environment, versus perceiving the activity of other perceiving me. It is by switching between these two kinds of perception that it becomes possible for one subject to understand the position from which the other subject perceives the scene. We call this process the constitution of a « point of view ». From this ability to constitute a system of "points of view", the feeling of sharing a common space with another intentional being can emerge. Finally, we present the application of these considerations to the design of devices for interindividual interaction.

Aesthetic interaction 1 -- play and pleasure

Designing tangible artefacts for playful interactions and dialogues BIBAKFull-Text 61-75
  Frank Feltham; Frank Vetere; Stephan Wensveen
This paper reports on the design process and iterative development of two tangible artefacts that aim to encourage and explore playful interactions and dialogues between grandchildren and grandparents living at separate locations. These designed prototypes respond to the Magic Box which is a cultural probe specifically created to explore playful activity at-a-distance in a non-electronic way. This paper reports on the process of project definition, technical design requirements, scenario creation and iterative prototype development. We interpret the ethnographic data from the Magic Box research; we develop activity scenarios to describe potential activities; and we design and develop working interaction prototypes to be tested in the field in future studies.
Keywords: design, interaction design, intergenerational communication, ludic activity, phatic technologies, playful interaction
A study in play, pleasure and interaction design BIBAKFull-Text 76-91
  Brigid Costello; Ernest Edmonds
This paper focuses on the design of pleasurably playful interfaces within an interactive art context. It describes the development of a framework of thirteen pleasures of play and outlines the application of this framework during the design process of three interactive artworks. These processes included both initial conceptual development stages and later user evaluation studies. The paper compares the artist's view of the pleasures that might be experienced in each work with the actual pleasures experienced by users during evaluation sessions. The results suggest that the pleasure framework is a useful tool to aid in the design of playful interfaces.
Keywords: play, pleasure, user experience
Tranquil interaction: exploring archaic culture in the Kylä installation BIBAFull-Text 92-106
  Tommi Ilmonen
A group of people walks into a dark room. On the walls there are photographs of peasant life in Viena Carelia, taken in 1894. One of the people is carrying a candle in her hand. The flickering flame is the only source of light in the space. As she nears the first picture, a lullaby begins. After a while the group moves to the next picture. As they move the song changes by itself. This is Kylä -- an interactive installation that presents photographs and folk music from the 19th century Viena Carelia. The aim of the installation was to design a space that could create a rich experience of an archaic culture for the visitors. The installation is computer driven with novel candle-based interaction. This paper describes the design issues involved, two deployments of the installation, and how visitors have reacted to the system in the two contexts. Finally we elaborate on the style of the interaction -- tranquil interaction.

Short papers

Magical experiences in interaction design BIBAFull-Text 108-118
  Sam de Jongh Hepworth
This paper is a description of design experiments performed to investigate the use of magical experiences in interaction design of consumer electronics. Magical experiences are usually associated with a passive audience watching a magician, but it is interesting to see if interaction can also be a magical experience. Using inspiration from stage magic, industrial design, the consumer electronics company Bang & Olufsen, and related research in interaction design a set of key topics for developing magical experiences are proposed. The key topics are used to develop three design experiments. The design experiments are tested and the results are analyzed and discussed.
Mind the face BIBAFull-Text 119-134
  Froukje Sleeswijk Visser; Pieter Jan Stappers
Images of real people trigger designers to empathise with users. This paper explores the use of visual representations of a person's face in conveying results of user studies to design teams. Several small and large studies with different explorations around the search, choices and use of images are described. The paper concludes with tentative guidelines for selecting and creating effective images of users in design communication.
Measuring the emotional impact of websites: a study on combining a dimensional and discrete emotion approach in measuring visual appeal of university websites BIBAKFull-Text 135-147
  Kevin Capota; Marco van Hout; Thea van der Geest
In this paper a combined dimensional and discrete emotional approach is introduced for measuring emotions elicited by the visual appeal of websites. An online experiment was set out to measure the emotional experience of twelve screenshots of university websites. By indicating a position on the dimensions of pleasure and arousal, participants were asked to score corresponding emotion words that would relate to their position on the dimensions, plus random emotion words that were not related to their position. It was expected that scores on the corresponding emotion words would be higher than scores on the random emotion words. As expected, results showed that corresponding emotion words scored significantly higher, indicating that a combined dimensional and discrete emotion approach was feasible in measuring emotional experience elicited by visual appeal of websites.
Keywords: emotional response, visual appeal, website interfaces
Appropriation by adornments: personalization makes the everyday life more pleasant BIBAKFull-Text 148-157
  Petra Ahde
This paper describes the importance of adornments in the process of appropriation. When a product, place or space is singularized, it is made personal by marking or labeling it with visible or invisible signs. These visible signs are often adornments, but the invisible signs are in the mind of the owners. With these adornments people mark their pleasurable and significant products, places and spaces. The significance of an object can be experienced regardless of the value of the material. The pleasurable experiences related to the products, or pleasurable experiences in the places, make them important.
Keywords: appropriation, emotion, jewellery
Disabled persons as lead users in the domestic environment BIBAKFull-Text 158-167
  Susanne Jacobson; Antti Pirinen
The paper describes the results of a user study conducted to probe the user experience and preferences of disabled persons in their domestic environments in order to challenge and improve the current state of accessible design. The study indicates that current accessible products and environments fail to take into account the holistic user experience, particularly the emotional and aesthetic aspects. The study introduced innovative users who personalise their accessible products and environments in order to reflect their identity and lifestyle, thereby avoiding stigmatisation, and to integrate them into society, thereby averting alienation. This leads to nearly luxurious solutions, whose value for users rests beyond pure use. Innovative disabled users could act as lead users who inform and inspire designers.
Keywords: accessible design, disabled users, lead users, user experience, user innovation
Understanding luxury in the premium automotive industry BIBAKFull-Text 168-179
  Bernadette Law; Stephen Evans
This paper summarises the findings of investigations to date in understanding what luxury and premiumness mean to the high-end automotive consumer. Existing writings on luxury and premiumness are considered. An exploratory study was carried out in two countries using 309 respondents and 18 prestige cars. A "stream of consciousness" approach was used to capture respondent's views on a selection of vehicles. The codified transcripts were used to identify key differences between the top and bottom rated vehicles, in terms of the nature and quantity of emotional responses elicited. This paper describes some of these key product differences that were self-reported to impact upon a luxury response. Finally, suggestions are made as to the next steps required for this research.
Keywords: automotive, customer, luxury, product development

Experience interaction

Product behavior and appearance effects on experienced engagement during experiential and goal-directed tasks BIBAKFull-Text 181-193
  Marco M. C. Rozendaal; David V. Keyson; Huib de Ridder
This study examines how digital products can be designed towards increased levels of experienced engagement. An experiment was conducted in which 24 participants were asked to interact with a videogame that varied in behavior and appearance aspects during experiential and goal-directed tasks. Behavioral aspects were manipulated by varying the amount of possibilities in the game that also affected the complexity in human action. Appearance aspects were manipulated by varying the colorfulness, detail and asymmetry within the visual design. During experiential tasks participants were free to explore the game and during goal-directed tasks participants were given a goal that had to be completed as efficiently as possible. Results indicate that experienced engagement is based upon the extent the game provided rich experiences and by the extent the game provided a sense of control. Based on these results, recommendations for designing engaging interactions with digital products are discussed.
Keywords: control, engagement, product features, richness, task
My agent as myself or another: effects on credibility and listening to advice BIBAFull-Text 194-208
  Ian Li; Jodi Forlizzi; Anind Dey; Sara Kiesler
People consider other people who resemble them to be more persuasive. Users may consider embodied conversational agents, or ECAs, to be more persuasive if the agents resemble them. In an experimental study, we found that users rated the persuasiveness of agents that resemble them higher than other agents. However, actual advice-taking diverged from this pattern; when users created the agents, users changed their choices less when interacting with the agents that resembled them. We conducted a follow-up study and found that resemblance and self-esteem affect interactions with agents that resemble users. We discuss the use of self-report and behavioral data in evaluations of agent interfaces and how agents that resemble users might foster particular social interactions with a system. We suggest that agents that resemble users may be more persuasive in advising users about their actions and decisions.
How interface agents affect interaction between humans and computers BIBAFull-Text 209-221
  Jodi Forlizzi; John Zimmerman; Vince Mancuso; Sonya Kwak
For many years, the HCI community has harbored a vision of interacting with intelligent, embodied computer agents. However, the reality of this vision remains elusive. From an interaction design perspective, little is known about how to specifically design an embodied agent to support the task it will perform and the social interactions that will result. This paper presents design research that explores the relationship between the visual features of embodied agents and the tasks they perform, and the social attributions that result. Our results show a clear link between agent task and agent form and reveals that people often prefer agents who conform to gender stereotypes associated with tasks. Based on the results of this work, we provide a set of emerging design considerations to help guide interaction designers in creating the visual form of embodied agents.

Aesthetic interaction 2 -- bringing qualities to design

Collaborative design exploration: envisioning future practices with make tools BIBAFull-Text 223-238
  Kirsikka Vaajakallio; Tuuli Mattelmäki
We have seen a growing interest in user-centred approaches and methods to facilitate collaboration between different stakeholders and potential users in the design process. More discussion however is needed on the designer's role as facilitator and how co-design material can be transformed into design solutions. This paper describes how design opportunities for information and communication technologies were envisioned together with ageing workers in the midst of their work activities. 'Make Tools' were used to amplify ageing workers' creativity and to enable the enactment of use scenarios. The paper also discusses the designers' role in co-design and presents how generated ideas and scenarios were turned into design material in the project, named Active@work.
Interaction gestalt and the design of aesthetic interactions BIBAKFull-Text 239-254
  Youn-kyung Lim; Erik Stolterman; Heekyoung Jung; Justin Donaldson
Although there has been a drastic increase in the research of aesthetics of interaction, we still lack well-defined practical knowledge of how to design aesthetic interactions. In order to develop such knowledge, we adapt three important ways of thinking in designing interactions influenced by traditional design disciplines, namely, 1) understanding what it is that is designed -- i.e. interaction, 2) knowing what is possible to be manipulated when designing interactions -- i.e. attributes of interaction, and 3) mastering how to manipulate the attributes to shape the interactions. We explain our approach by arguing from the somaesthetic perspective. We propose the concept of interaction gestalt, as a way to achieve those three ways of thinking in design. We then propose a set of interaction gestalt attributes that can be used in designing aesthetic interactions. We end with a discussion of the implications and benefits of this approach in interaction design.
Keywords: aesthetic interactions, aesthetics of interaction, interaction design, user experience
Making sense: interactive sculptures as tangible design material BIBAKFull-Text 255-269
  Mads Vedel Jensen; Marcelle Stienstra
The field of tangible interaction shows an increasing focus on embodiment; how the body has a central role in how we as human beings experience, understand, and interact with the world we live in. In this paper we present a design exercise that has a strong focus on the body and how interaction is experienced. The exercise utilizes the designer's own bodily experiences in the design of new tangible interfaces. The design exercise was done with a group of design students. We asked them to design interactive sculptures to convey the interaction qualities they had extracted from video material. The interactive sculptures served as a physical reflective tool that allowed the students to test and experience the qualities of interaction they wanted to bring into a new design, before they moved on to designing the actual product. We conclude that interactive sculptures serve as a rich design material that provide the students with relevant insights and a richer vocabulary concerning interaction qualities from a bodily perspective.
Keywords: design methods, human actions, perceptual-motor skills, tangible interaction

New luxury in design

"Brands that Touch" and anthropology of consumption: towards an understanding of how to design pleasurable products BIBAFull-Text 271-281
  Vera Damazio; Júlia Lima; Bianca Dal Bianco; Cristiane de Menezes; Guilherme Meyer
This article focuses on "Brands that touch", or people's relationship with brands that incorporate meaningful experiences and evoke positive feelings. It views brands as synonymous with their products. It views, also, the act of choosing and using a product as a process of symbolic exchange and intends to bridge the fields of "Design & Emotion" and Anthropology of Consumption. Therefore, it presents some reflections based on personal stories about "brands that touch" gathered from interviews and conversations with people from different walks of life and on classic writings on theory of Anthropology of Consumption and some of the pioneering authors in the field such as Mary Douglas, Lévi-Strauss, among others. This article's central idea is that if we are to design pleasurable products, we must listen to users and understand the essence and content of a brand that touches them.
New luxury landscapes: trajectories, clusters and design directions BIBAFull-Text 282-295
  Cabirio Cautela; Marco Sammicheli; Francesco Zurlo
The aim of the present paper is that of identifying the new current luxury descriptors and the new luxury categories and forms to which different design configurations can be associated (that is the different project forms producing and produced by different luxury aspects) through a developmental and a geo-referred analysis on luxury perception. The evolution of consumption in services, in products and in buying models made new luxury concepts emerge: these concepts cannot be included in a single universal category and it is not even possible to fix one model of luxury design because of the many shapes in which it shows itself. For this reason it appears clearly necessary to search for the new luxury descriptors to which different luxury forms can be associated and to structure new varied project configurations on this basis.
Luxury & new luxury, quality & equality BIBAFull-Text 296-311
  Eli Blevis; Kevin Makice; William Odom; David Roedl; Christian Beck; Shunying Blevis; Arvind Ashok
This paper describes and compares notions of luxury and new luxury as a social notion of sustainability. The context of the discourse is sustainable interaction design (SID), defined in the paper and attributed to several sources. Several research questions are posed concerning the relationship between luxury, new luxury, quality, and equality in the context of SID. We propose an informal design critical framework that embeds interaction design in terms of luxury and sustainability. Several examples of products and services are analyzed in the proposed framework according to three themes: communications, computer software, and music. The paper concludes by reflecting on the research questions with respect to the framework.

Social interaction

Exploring design concepts for sharing experiences through digital photography BIBAKFull-Text 313-327
  Heekyoung Jung; Kay Connelly
In this research, we aim to explore meaningful design directions for future photography applications with a focus on the experiences around sharing. We review a wide-rage of photo-related applications, extracting emerging patterns of different photo-related interactions to inform a framework for their discussion. We extract two themes from the first stage of our analysis: contextual annotation and tangible representation, and then examine interesting application ideas around those themes. We categorize design ideas into four groups: augmentation of photo taking, editing as creating new memories, building new social networks through photo sharing, and tangible representation to mediate intimacy. Finally, we present user reactions to our design ideas. In addition to providing a framework for describing different photography applications, this work provides an example of an integrative approach to designing new sharing experiences through digital photography.
Keywords: contextual annotation, digital photography, sharing experiences, tangible representation
From entry to access: how shareability comes about BIBAFull-Text 328-342
  Eva Hornecker; Paul Marshall; Yvonne Rogers
Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research.
Interaction paradigms in technology-enhanced social spaces: a case study in museums BIBAFull-Text 343-356
  Franca Garzotto; Francesca Rizzo
This paper investigates, through a case study, the interaction paradigms that can be adopted in a museum exhibition involving hybrid interactive artifacts, i.e., installations that support visitors manipulating and interacting with physical and digital exhibits [6], [1]. We discuss the design principles and solutions we adopted in a temporary exhibition titled "The Fire and The Mountain", where we integrated technological and physical artifacts within a multi-sensory exhibition space to foster enjoyment, engagement, and, ultimately, learning, and to promote a variety of social behaviors among visitors interacting together and with hybrid exhibits. We also discuss a field study we carried on to evaluate the user experience in "The Fire and the Mountain", and the lessons we learnt.
Designing for new photographic experiences: how the lomographic practice informed context photography BIBAKFull-Text 357-374
  Sara Ljungblad
This paper reports on how we learned from an alternative practice in order to design engaging interactive technology intended for a more general user group. When investigating new types of digital photography we designed context photography, where real-time context data visually affects digital pictures as they are taken. To understand how to design for a meaningful photographic experience, we took inspiration from an amateur practice involving a particular type of analogue camera -- Lomography. This paper shows how such alternative or marginal practices can help to ground design of interactive technology in existing human interests, while at the same time leading to a novel design outcome.
Keywords: context photography, digital photography, experience design, lomography, transfer scenarios

Aesthetic interaction 3 -- personal & intimate design

How probes inform and influence the design process BIBAKFull-Text 377-391
  Andrés Lucero; Tatiana Lashina; Elmo Diederiks; Tuuli Mattelmäki
Design and research practitioners have applied probes in their design processes to find new ways of understanding user experience, allowing them to obtain a better understanding of their users and to inspire their designs. Usually in design practice and research, project leaders and managers expect an ultimate solution emerging as a result of probing. However, in most cases such a direct connection is not evident as probes inform and influence the design process in many different ways. We provide illustrative examples of these ways based on a study related to bathroom use for a lighting system. We present a generalization of our findings on how probes can help inform other design processes.
Keywords: I.m computing methodologies: miscellaneous
Reverse alarm clock: a research through design example of designing for the self BIBAKFull-Text 392-406
  Kursat F. Ozenc; James P. Brommer; Bong-keum Jeong; Nina Shih; Karen Au; John Zimmerman
This paper documents a first attempt at "designing for the self", an approach to designing products intended to help people move closer to their idealized sense of self as they perform a specific role through the interaction with a product. This work follows a research through design approach, applying theory from consumer behavior research to address the needs of dual-income parents with young children. The clock, called the reverse alarm clock attempts to meet the goal of "Design for the Self" in four ways. First, the clock communicates information about time in a form children can understand, and so help children learn to become more responsible. Second, it gives parents more control over their lives by allowing them in absentia to relatively control the expression of time to their children. Third, the interaction with the clock has been placed within the intimate bedtime ritual parents and children share. Fourth, by keeping young children from waking their parents in the middle of the night, the clock increases parents' emotional reserve to deal with the morning rush. This paper details the design process and evaluation of the reverse alarm clock and provides our insights on designing for the self through the reflection of our process.
Keywords: alarm clock, bedtime, children, clock, consumer behavior, designing for the self, material possession attachment, parents, social role, time, wakeup
It's about time: an affective and desirable alarm clock BIBAKFull-Text 407-420
  Kristin Klauser; Vanessa Walker
Transcending form, everyday objects evoke emotions and have meaning beyond their physical form. A successful design is dependent on the emotional relationship created between the object and the user and incorporates influential social and cultural concerns. The author presents an affective and desirable process that demonstrates how layers, forming the aesthetics of interaction, create engaging everyday designs. No.21 is an alarm clock designed in order to test the process model for desirable and affective designs. It is a system which promotes longevity by appealing to the needs of the user thus leading to the discovery of interaction.
Keywords: Kansei, affective design, desire, emotion

Student papers and demos

Kitchen album: concept based on progressive user research BIBAFull-Text 423-428
  Agustina Lagomarsino
The implementation of interactive technologies in everyday life environments increases day by day. The kitchen, as a working and social space in the home, offers an interesting environment for the implementation of interactive media technologies with an emotional background. This paper introduces an interactive digital application concept which proposes new ways to communicate cooking knowledge. The concept, which was developed on user research basis, helps to shorten distances imposed by time or geography by the collection and reproduction of audio and visual material. Within this paper I will also describe the development process of the idea, which has been based on a stepped conjugation of existing user research methods, which I call progressive user research.
MediaFranca: ubiquitous computing for youth engagement BIBAFull-Text 429-433
  Herbert Spencer; Shelley Evenson; John Zimmerman
Networking technology strives for maximizing the possibilities of connection among people; however, communication technology also promotes atomistic individualism in narrow communities of interest. Today's youths experience this paradox as the increasing emergence of mobile communication technology and networked devices contribute to a steady decline of social capital. This research explores opportunities for using ubiquitous computing and location-based media in order to develop design strategies for engaging young adults in the issues of their communities and providing them with a space where they can raise their voice.
Smart bag: managing home and raising children BIBAFull-Text 434-437
  Min Kyung Lee; Scott Davidoff; John Zimmerman; Anind K. Dey
Dual-income families experience stress as they attempt to manage the conflicting responsibilities of work, school, home, and enrichment activities. Opportunities exist for technology to provide support in managing their children's activities, helping parents feel more in control of their lives. In this paper, we explore opportunities to support children's activities. Based on our contextual fieldwork with dual-income families, we suggest a concept of the Smart Bag, which addresses two design opportunities: (i) a reminder system that helps people remember their schedules and what they need to take, and (ii) a reminder system that allows parents to engage in parenting.
Emotional interaction as a way of communication BIBAKFull-Text 438-445
  Helena Sustar; Panayiotis Zaphiris
The article presents the design and evaluation phase -- an example of an emotional interaction for elderly users as a means for interpersonal communication, management with the residence (smart house) and communication with the external environment. The proposed solution suggests using non-verbal communication (care for a garden) with the assistance of sound, colours, materials and shapes for creating an intuitive, fluid and permanent communication. The paper also reports on the evaluation phase of this kind of interaction by investigating whether it is suitable for different age group users. The evaluation phase was focused more on the 60+ year old elderly users. We evaluated this way of interaction in different situations: in communicating with relatives, taking medicine, recording reminders, controlling their home and using different services. Evaluation results showed that our users felt that this interaction is too simple and that older people in their fourth life period (around the eighties) do not appreciate this way of thinking.
Keywords: elderly people, interaction design, interface
The critter: a leather and felt interface for open-ended interaction BIBAFull-Text 446-450
  Hannah Regier
Leather and felt, as tangible interface materials, foster a unique user experience of empathy, heightened curiosity and intuitive communication. Demonstrated by way of a hand held device -- the Critter -- made of felt and leather, this work develops a language of tactile and visual communication based on the materials and form. By focusing on the relationship between the user and the object, the Critter becomes a foundation for open-ended interaction and user-defined functionality.
Slow messaging: intimate communication for couples living at a distance BIBAFull-Text 451-454
  Simon King; Jodi Forlizzi
Technology increasingly mediates communication between people, particularly when they live at a distance. For couples in long-distance relationships, these technologies are a primary means of exchanging not only information but also emotions. This one-year project explores the communication needs of couples living at a distance to design an intimate and emotional means of interaction specifically for this context. A user-centered design process revealed opportunities for interactions that show time and effort or those that connect people through a shared sense of place. These observed needs were used to develop concepts which where validated by representative users.
The aesthetics of touch in interaction design BIBAKFull-Text 455-460
  Nima Motamedi
The sense of touch has been traditionally neglected in aesthetics. However, interaction design seems to always require some level of tactility or body activity for the experience. In this paper, I first give an overview of the historical arguments against a tactile aesthetics and offer reasons why these reasons are no longer valid. In the second section, I briefly present two design projects exploring unique tactile interfaces in an attempt to reconcile tactility with the aesthetics of interaction.
Keywords: aesthetics, tactile interfaces, touch interfaces
From IC to I see: amusing interactive platform to improve kids' cognition process BIBAFull-Text 461-465
  Tao Ma; Rong Yong; Yue Meng
Kids' observation is a psychological behavior. It takes long to change their cognitive habit and get used to new ones. Our project aims to build an amusing interactive platform with electronic technology, which is easy for kids to control and can quickly improve their cognition process.
TILTle: exploring dynamic balance BIBAKFull-Text 466-472
  Paulina Modlitba; Dietmar Offenhuber; Moses Ting; Dido Tsigaridi; Hiroshi Ishii
In this paper we introduce a novel interface for exploring dynamic equilibria using the metaphor of a traditional balance scale. Rather than comparing and identifying physical weight, our scale can be used for contrasting digital data in different domains. We do this by assigning virtual weight to objects, which physically affects the scale. Our goal is to make complex comparison mechanisms more visible and graspable.
Keywords: HCI, dynamic equilibrium, interaction design, scale-based interfaces, tangible interfaces, virtual weight
Decisions decisions plant vessels BIBAFull-Text 473-484
  Jenny Liang
This paper describes concepts for a family of plant vessels that help users make decisions or reach goals. The concepts use plants to mark time or answer questions for the user, creating a connection between the user and the individual plant. These concepts seek to ultimately foster a connection between users and nature and raise awareness about nature's cycles. This paper describes the concepts and the process (including sketches) followed to derive these vessels.
Your dinner's calling: supporting family dinnertime activities BIBAKFull-Text 485-489
  Max Snyder; John Zimmerman; Jodi Forlizzi
Families want to eat dinner together, but lack the time or resources to achieve their desires. A human-centered research and design process explores dual-income American families to better understand their needs and desires to see if technology can help them achieve their goal of having dinner together more often. Literature review, observations, contextualized interviews, and journaling aided the development of concepts which where validated by families. A conceptual service leveraging the existing family infrastructure of mobile phones and personal computers is also explored through scenarios.
Keywords: evaluation/methodology, graphical user interfaces (GUI), interaction techniques, user-centered design
Shared moments: opportunities for mobile phones in religious participation BIBAFull-Text 490-494
  Rhiannon Sterling; John Zimmerman
The near ubiquity of mobile phones in the world and in people's lives, have created new opportunities for reinterpretation of what these devices are and what they do. One area that has recently seen some interest is the use of mobile phones in religious practice; however, designers currently lack a framework for designing in the space. This research explores the appropriate role for a mobile phone in religious practice looking specifically at Zen Buddhists. Despite the assumed dysfunction between mobile technology and Buddhist philosophy of being present in the world, we found many opportunities for the phone to help maintain and enhance the bonds between members the religious community, making them feel a stronger sense of participation.
Typology of the experiences BIBAFull-Text 495-504
  Marcos Buccini; Stephania Padovani
The human being does not separate emotion from cognition, even when using or buying a product. This is one of the reasons why product and interface designers started to consider the emotions and pleasures that a product can bring to the user as part of their creating process. So, words as feelings, emotions, experience, pleasure and beauty have become more relevant in usability and marketing research. Research in this field, however, is scarce and the efforts concentrate in the area of product design, with only a few studies in the field of graphic and digital design. The purpose of this paper is to contribute to fulfill this gap by identifying the different categories of experiences that design can provide.
Mobiles can't kiss and hug, so lets meet over coffee BIBAFull-Text 505-511
  Salil Sayed
In Social Interaction, happen the negotiation of cultural context. Through appreciating and sharing of each other's choices, members of a social group regenerate an image which is their cultural identity. In Anthropology there is a move towards seeing identity as a process rather than a product. This paper argues that the process happens in social interaction, and products are a means to record or memorize the image. Analyzing data from an ethnography done in Greece, I try to find answers to why the Greek people complain about not being able to kiss and hug on the mobile phone. Finally I show why the social interaction needs to be studied while zooming on the embedded process of identity creation in order to discover the desires that people impose on the products they use.
ExperienceLabs: investigating people's experiences in realistic "lab" settings BIBAFull-Text 511-515
  Jettie Hoonhout
Successful product development and innovation rests on a solid understanding of consumer needs and aspirations. End-user driven innovation is seen as key to customer satisfaction and profitable product development (e.g. Hoonhout, 2007). So, understanding what it is that the customer is really looking for, by collecting their feedback at different stages in the product development process, is imperative. In this process, one looks at the experience -- from utility and usability to the affective experience -- that is being provided, and tests if this meets the user's needs.
Disintermediating the PC: a product centric view on Web 2.0 BIBAFull-Text 516-519
  Tom Djajadiningrat; Steven Kyffin
In this position paper, we chart the internet's transition to Web 2.0 and the accompanying rise in user generated content. We trace back this transition to social needs: people's need for a sense of identity and a sense of belonging. We point out that working with digital content has become near impossible without the use of a PC: the PC has established itself as the 'spider in the web' of content capturing and rendering devices. We then argue that if we accept Web 2.0 leisure activities as a predominantly social phenomenon, these activities belong in the living room. However, for a number of reasons the PC is poorly suited to use in a living room context. As an alternative to a system configuration with centralized, PC-based control, we suggest that a network of dedicated, networked devices may be better suited to the home context.