Safety, Connection and Reflection: Designing with Therapists for Children with Serious Emotional Behaviour Issues
説明

Designing technologies to support mental health in children is a growing area of research. However less is known about how to design with therapists for children with serious emotional behaviour issues. We conducted a contextual enquiry at an organisation that provides therapy treatment for children of trauma backgrounds. A co-design with therapists of a reflective storytelling activity provided insight into how to integrate design research activities with therapy approaches. Our analysis produced a framework summarising the important elements of a facilitated reflective experience. The framework is intended to guide the design of technologies to support safety, connection, and reflection in scaffolding social emotional learning towards improved emotional behaviour for children. Future directions for applying the framework include: augmenting existing therapy activities with technology, technology to support children learning how to self-regulate their emotions outside the clinic, and technology to help parents in emotion coaching their child.

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Expressivity in Interaction, a Framework for Design
説明

Expressivity is frequently recurring as a term in HCI, but it is often approached from different perspectives. Affective computing prompted research into emotional expressivity, and with technology becoming more ubiquitous and tangible, the opportunities for expressive behaviors towards systems as well as the expressivity of systems increases. By analyzing exemplar research-through-design cases and a literature survey on the use of expressivity in interaction, we discuss how different perspectives and concepts contribute to understand expressivity in interaction. We integrate these perspectives and make them operational for interaction design by creating a framework including design considerations such as freedom of interaction, action-perception loops, multimodality, subtlety, ambiguity, skill development and temporal form. The framework is a result of a mixed-method approach including a review of existing definitions and scholarly artefacts, and a systematic literature review to identify design cases including an analysis of these design cases. We finally illustrate how the framework has been used to inform the design of a shape-changing soft-robotic interface. As a result, we contribute an integrated framework on how to design for expressivity in interaction.

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ADIO: An Interactive Artifact Physically Representing the Intangible Digital Audiobook Listening Experience in Everyday Living Spaces
説明

Although audiobooks are increasingly being used, people tend to perceive audiobook experiences as 'not real reading' due to its intangibility and ephemerality. In this paper, we developed ADIO, a device augmenting audiobook experience through representing personal listening state in the form of an interactive physical bookshelf. ADIO displays a user's listening progress through a pendant’s changing length and the user's digital audiobook archive titles. The result of our four-week in-field study with six participants revealed that ADIO provided proof of the user's listening-to, which brought a sense of reading and gave a trigger for recalling the listened-to audiobook content. Additionally, audiobooks' improved visibility reminded participants to listen to them, and ADIO's physical interaction allowed participants to form personal patterns for listening to audiobooks. Our findings proposed new methods for augmenting the audiobook listening experience at three stages and further implications for designing physical curation on users’ digital archives.

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Patterns for Representing Knowledge Graphs to Communicate Situational Knowledge of Service Robots
説明

Service robots are envisioned to be adaptive to their working environment based on situational knowledge. Recent research focused on designing visual representation of knowledge graphs for expert users. However, how to generate an understandable interface for non-expert users remains to be explored.

In this paper, we use knowledge graphs (KGs) as a common ground for knowledge exchange and develop a pattern library for designing KG interfaces for non-expert users.

After identifying the types of robotic situational knowledge from the literature, we present a formative study in which participants used cards to communicate the knowledge for given scenarios. We iteratively coded the results and identified patterns for representing various types of situational knowledge.

To derive design recommendations for applying the patterns, we prototyped a lab service robot and conducted Wizard-of-Oz testing. The patterns and recommendations could provide useful guidance in designing knowledge-exchange interfaces for robots.

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Proceed with Care: Reimagining Home IoT Through a Care Perspective
説明

As the internet is increasingly embedded in the everyday things in our homes, we notice a need for greater focus on the role care plays in those relationships—and therefore an opportunity to realize unseen potential in reimagining home Internet of Things (IoT). In this paper we report on our inquiry of home dwellers’ relationships to caring for their everyday things and homes (referred to as thingcare). Findings from our design ethnography reveal four thematic qualities of their relationships to thingcare: Care Spectacle, Care Liminality, Ontological Binding, and Care Condition. Using these themes as touchstones, we co-speculated to produce four speculative IoT concepts to explore what care as a design ethic might look like for IoT and reflect on nascent opportunities and challenges for domestic IoT design. We conclude by considering structures of power and privilege embedded within care practices that critically open new design imaginaries for IoT.

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Understanding Everyday Experiences of Reminiscence for People with Blindness: Practices, Tensions and Probing New Design Possibilities
説明

There is growing attention in the HCI community on how technology could be designed to support experiences of reminiscence on past life experiences. Yet, this research has largely overlooked people with blindness. We present a study that aims to understand everyday experiences of reminiscence for people with blindness. We conducted a qualitative study with 9 participants with blindness to understand their personal routines, wishes and desires, and challenges and tensions regarding the experience of reminiscence. Findings are interpreted to discuss new possibilities that offer starting points for future design initiatives and openings for collaboration aimed at creating technology to better support the practices of capturing, sharing, and reflecting on significant memories of the past.

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Blending into Everyday Life: Designing a Social Media-Based Peer Support System
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Peer support through social media has been shown to have significant potential to improve health care outcomes. Despite this, very little is understood about how to design a social media-based peer support system. We use the model of unplatformed design to structure a multi-phase design process of a WhatsApp-based peer support system, with and for participants undergoing extreme weight loss as part of a health care intervention into diabetes management. From a mixed-methods evaluation of a three-month deployment of the system and reflections upon the design process we explore the value of the model in facilitating the expression of authentic peer support, and identify how the unique characteristics of unplatformed design allowed for the creation of a peer support system that was responsive to participants’ existing everyday use of social media technologies.

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What Happens After Death? Using a Design Workbook to Understand User Expectations for Preparing their Data
説明

Digital data has become a key part of everyday life: people manage increasingly large and disparate collections of photos, documents, media, etc. But what happens after death? How can users select and prepare what data to leave behind before their eventual death? To explore how to support users, we first ran an ideation workshop to generate design ideas; then, we created a design workbook with 12 speculative concepts that explore diverging approaches and perspectives. We elicited reactions to the concepts from 20 participants (18-81, varied occupations). We found that participants anticipated different types of motivation at different life stages, wished for tools to feel personal and intimate, and preferred individual control on their post-death self-representation. They also found comprehensive data replicas creepy and saw smart assistants as potential aides for suggesting meaningful data. Based on the results, we discuss key directions for designing more personalized and respectful death-preparation tools.

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Keeper: A Synchronous Computer-Mediated Communication Environment Informed by In-Person Facilitation Practices to Ease and Improve Online Conversations
説明

Facilitation, or the craft and use of specific tools, methods, and practices to influence the way groups gather and converse to reach a goal, requires the nuanced craft of a facilitator to guide complex conversations. Online gathering spaces are often designed with neither the facilitator’s knowledge nor the range of tools their methods require, making online facilitation difficult. In this paper, we describe the design and evaluation of Keeper -- an online video call extension environment -- informed by the widespread, foundational facilitation method of Circle practice. We define three initial facilitator-driven goals of the platform: 1) enable tone setting, 2) ease the practice and smoothness of online conversation, and 3) improve social presence. After a qualitative study with 72 participants, semi-structured interviews with facilitators, and an RCT with 100 participants, we observe improved tone setting and ease of conversation and suggest several ways to further pursue improved online conversation.

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Machine Learning Uncertainty as a Design Material: A Post-Phenomenological Inquiry
説明

Design research is important for understanding and interrogating how emerging technologies shape human experience. However, design research with Machine Learning (ML) is relatively underdeveloped. Crucially, designers have not found a grasp on ML uncertainty as a design opportunity rather than an obstacle. The technical literature points to data and model uncertainties as two main properties of ML. Through post-phenomenology, we position uncertainty as one defining material attribute of ML processes which mediate human experience. To understand ML uncertainty as a design material, we investigate four design research case studies involving ML. We derive three provocative concepts: thingly uncertainty: ML-driven artefacts have uncertain, variable relations to their environments; pattern leakage: ML uncertainty can lead to patterns shaping the world they are meant to represent; and futures creep: ML technologies texture human relations to time with uncertainty. Finally, we outline design research trajectories and sketch a post-phenomenological approach to human-ML relations.

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Dark Patterns and the Legal Requirements of Consent Banners: An Interaction Criticism Perspective
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User engagement with data privacy and security through consent banners has become a ubiquitous part of interacting with internet services. While previous work has addressed consent banners from either interaction design, legal, and ethics-focused perspectives, little research addresses the connections among multiple disciplinary approaches, including tensions and opportunities that transcend disciplinary boundaries. In this paper, we draw together perspectives and commentary from HCI, design, privacy and data protection, and legal research communities, using the language and strategies of "dark patterns" to perform an interaction criticism reading of three different types of consent banners. Our analysis builds upon designer, interface, user, and social context lenses to raise tensions and synergies that arise together in complex, contingent, and conflicting ways in the act of designing consent banners. We conclude with opportunities for transdisciplinary dialogue across legal, ethical, computer science, and interactive systems scholarship to translate matters of ethical concern into public policy.

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Designing Civic Technology with Trust
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As the role technology plays in relationships between people and their governments grows, developing a better understanding of how trust can inform designing civic technologies with trust is urgent work for human computer-interaction researchers. This paper reports our efforts to design with trust through a two-year design-ethnography with the City of Atlanta Mayor’s Office of Immigrant Affairs. We developed a sociotechnical system—Code Enforcer—to help this office guide immigrant residents through successfully engaging the city’s code enforcement process. To inform the design process, we adapted our framework of trust-as-distance. While the framework was instrumental for integrating issues of trust throughout our design process, it also introduced tensions between how and by whom trust was enacted and interpreted. By reflecting on these tensions, we tease out the political and moral elements of designing with trust vital for HCI to navigate moving forward.

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