The ``E-conte,'' storyboard in English, is commonly referred to as the ``blueprint'' in Japanese animation (anime) production, consisting of scene illustrations, timing information, and textual descriptions. This paper introduces ``Griffith,'' a digital system for creating these storyboards. Due to its highly cultural and domain-specific nature, the tool design entailed an in-depth study of the E-conte process and a longitudinal collaboration with an experienced anime director and producers. The resulting system contributes not only domain knowledge, but also generalizable insights into a creativity support environment for visual storytelling, including the importance of vertical timelines and discrete yet integrated tools. To reflect on the interaction design, we presented Griffith to professionals with diverse roles in anime production. Our findings highlight the benefits of the Griffith user interface and the need for a socio-technical focus in designing creativity support tools.
https://doi.org/10.1145/3613904.3642121
Toolkits are an important means of sharing expertise and influencing practice. However, the work of making and sustaining toolkits is not well understood. We address this gap by conducting 20 semi-structured interviews with toolkit designers, focusing on toolkits intended to help practitioners such as librarians, teachers, and community workers. We analyze these interviews to surface key aspects of participants’ design journeys: (1) how their projects began; (2) how they conceptualized use; (3) how they collaborated with users; (4) and what happened once their toolkit was released. We illustrate these aspects through three narratives, and discuss our findings to provide considerations for designers and scholars. We highlight how designers co-construct communities alongside their toolkits, helping us form a more nuanced understanding of the social aspects underpinning toolkit projects. Collectively, these contributions can help us identify challenges and opportunities in this design space, laying the groundwork to increase toolkits' social impact.
https://doi.org/10.1145/3613904.3642681
Mid-air ultrasound haptic technology can enhance user interaction and immersion in extended reality (XR) applications through contactless touch feedback. Yet, existing design tools for mid-air haptics primarily support creating tactile sensations (i.e., tactons) which cannot change at runtime. These tactons lack expressiveness in interactive scenarios where a continuous closed-loop response to user movement or environmental states is desirable. This paper introduces AdapTics, a toolkit featuring a graphical interface for rapid prototyping of adaptive tactons—dynamic sensations that can adjust at runtime based on user interactions, environmental changes, or other inputs. A software library and a Unity package accompany the graphical interface to enable integration of adaptive tactons in existing applications. We present the design space offered by AdapTics for creating adaptive mid-air ultrasound tactons and show the design tool can improve Creativity Support Index ratings for Exploration and Expressiveness in a user study with 12 XR and haptic designers.
https://doi.org/10.1145/3613904.3642090
In this paper, we describe the design and evaluation of the toolkit Bitacora, addressed to practitioners working in non-profit organizations interested in integrating Twitter data into their work. The toolkit responds to the call to maintain the locality of data by promoting a qualitative and contextualized approach to analyzing Twitter data. We assessed the toolkit's effectiveness in guiding practitioners to search, collect, and be critical when analyzing data from Twitter. We evaluated the toolkit with ten practitioners from three non-profit organizations of different aims and sizes in Mexico. The assessment surfaced tensions between the assumptions embedded in the toolkit's design and practitioners' expectations, needs, and backgrounds. We show that practitioners navigated these tensions in some cases by developing strategies and, in others, questioning the appropriateness of using Twitter data to inform their work. We conclude with recommendations for researchers who developed tools for non-profit organizations to inform humanitarian action.
https://doi.org/10.1145/3613904.3642673
Technological advancements have resulted in great shifts in the production and consumption of news articles. This, in turn, lead to the requirement of new educational and practical frameworks. In this paper, we present a classification of data-driven news articles and related design patterns defined to describe their visual and textual components. Through the analysis of 162 data-driven news articles collected from news media, we identified five types of articles based on the level of data involvement and narrative complexity: Quick Update, Briefing, Chart Description, Investigation, and In-depth Investigation. We then identified 72 design patterns to understand and construct data-driven news articles. To evaluate this approach, we conducted workshops with 23 students from journalism, design, and sociology who were newly introduced to the subject. Our findings suggest that our approach can be used as an out-of-box framework for the formulation of plans and consideration of details in the workflow of data-driven news creation.
https://doi.org/10.1145/3613904.3641916