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39
Making by Making Strange: Defamiliarization and the Design of Domestic Technologies
- ACM Trans. Comput.-Hum. Interact
, 2005
"... This paper argues that because the home is so familiar, it is necessary to make it strange, or defamiliarize it, in order to open the design space for it. Critical approaches to technology design are of both practical and social importance in the home. Home appliances are loaded with cultural associ ..."
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Cited by 49 (3 self)
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This paper argues that because the home is so familiar, it is necessary to make it strange, or defamiliarize it, in order to open the design space for it. Critical approaches to technology design are of both practical and social importance in the home. Home appliances are loaded with cultural associations such as the gendered division of domestic labor that are easy to overlook. Further, homes are not the same everywhere – even in one country. Peoples ’ aspirations and desires differ greatly across and between cultures. The target of western domestic technology design is often not the user, but the consumer. Web refrigerators that create shopping lists, garbage cans that let advertisers know what is thrown away, cabinets that monitor their contents and order more when supplies are low are central to current images of the wireless, digital home of the future. Drawing from our research in the United States, the United Kingdom and Asia, we provide three different narratives of defamiliarization. A historical reading of American kitchens provides a lens with which to scrutinize new technologies of domesticity, an ethnographic account of an extended social unit in England problematizes taken-for-granted domestic technologies, and a comparative ethnography of the role of information and communication technologies in the daily lives of urban Asia's middle classes reveals the ways in which new technologies can be ‘captured ’ and domesticated in unexpected ways. In the final section of the paper, we build on these moments of defamiliarization to suggest a broad set of challenges and strategies for design in the
Understanding Experience in Interactive Systems
, 2004
"... Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the ..."
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Cited by 29 (3 self)
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Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the experience that results. This paper attempts to clarify experience in interactive systems. We characterize current approaches to experience from a number of disciplines, and present a framework for designing experience for interactive system. We show how the framework can be applied by members of a multidisciplinary team to understand and generate the kinds of interactions and experiences new product and system designs might offer.
The aesthetic turn: unravelling recent aesthetic approaches to human-computer interaction
- DIGITAL CREATIVITY
, 2005
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Motorcyclists Using Hocman - Field Trials on Mobile Interaction
- In Proceedings of the 5th International Mobile HCI 2003 conference
, 2003
"... We have performed an ethnographic study that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of biking. We summarized these findings into a set of design requirements for a service supporting mobile interaction among motorcyclists. The Hocman pro ..."
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Cited by 7 (2 self)
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We have performed an ethnographic study that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of biking. We summarized these findings into a set of design requirements for a service supporting mobile interaction among motorcyclists. The Hocman prototype is designed to meet these requirements. It is an application for handheld devices equipped with wireless ad hoc networking interfaces. It uses a peer-topeer architecture to accomplish sharing of HTML documents with peers in the immediate proximity. The aim of sharing is to spark social interaction among motorcyclists during brief encounters. We report a field trial on the prototype service in its naturalistic setting. Despite the unmanageable setting, e.g. the vast area, the speed, and unacquainted users, we demonstrate field trials as an effective approach to get feedback on how well a prototype service fulfils the design requirements. The results indicate that the conceptual idea of Hocman was appreciated, which suggest that the focus on interaction in traffic encounters fit with current practice of motorcycling.
Toward an integrative multimodeling interface: a human-computer interface approach to interrelating model structures
, 2004
"... Among the different sorts of challenges for the modeling and simulation community, two types of challenges face us: challenges that optimize space and time for the computer, and challenges that improve the human interface to the modeling and simulation process itself. While of these types of challen ..."
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Cited by 6 (3 self)
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Among the different sorts of challenges for the modeling and simulation community, two types of challenges face us: challenges that optimize space and time for the computer, and challenges that improve the human interface to the modeling and simulation process itself. While of these types of challenges are important for the future health of simulation, we present a grand challenge of the latter variety, based on an area termed integrative multimodeling. The purpose of integrative multimodeling is to provide a human-computer interaction environment that allows components of different model types to be linked to one another—most notably dynamic models used in simulation to geometry models for the phenomena being modeled. We specify current modeling practices in simulation and proceed to justify a need for the challenge. We then follow this with two areas: aesthetic computing and the RUBE software framework, which supports customized “notations” for dynamic models constructed using the eXtensible Markup Language (XML).
Pliability as an experiential quality: Exploring the aesthetics of interaction design. Artifact 1(12):55–66
"... Accepted for publication in Artifact. Digital design materials are temporal as much as they are spatial, which means that specific concepts are needed for understanding the use experiences of digital artifacts and the aesthetics of interaction design. In this paper, the quality of pliability is intr ..."
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Cited by 6 (2 self)
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Accepted for publication in Artifact. Digital design materials are temporal as much as they are spatial, which means that specific concepts are needed for understanding the use experiences of digital artifacts and the aesthetics of interaction design. In this paper, the quality of pliability is introduced to characterize the degree to which interaction feels involving, malleable, and tightly coupled—and hence to which degree it facilitates exploration and serendipity in use. Three sets of contrasting artifact examples from different domains (online maps, digital-image management, and online thesaurii) are analyzed with respect to pliability. It is argued that the use of everyday digital products, normally perceived as instrumental and utility-oriented, has an important experiential-aesthetic dimension consisting of temporal and visuo-tactile qualities (including pliability). The paper concludes with a discussion of related work and the role of experiential qualities in interaction design.
Exploring Affective Design for Physical Controls
- in Proc. of ACM Conference on Human Factors in Computing Systems (CHI '07), CHI Letters
, 2007
"... Physical controls such as knobs, sliders, and buttons are experiencing a revival as many computing systems progress from personal computing architectures towards ubiquitous computing architectures. We demonstrate a process for measuring and comparing visceral emotional responses of a physical contro ..."
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Cited by 6 (3 self)
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Physical controls such as knobs, sliders, and buttons are experiencing a revival as many computing systems progress from personal computing architectures towards ubiquitous computing architectures. We demonstrate a process for measuring and comparing visceral emotional responses of a physical control to performance results of a target acquisition task. In our user study, participants experienced mechanical and rendered friction, inertia, and detent dynamics as they turned a haptic knob towards graphical targets of two different widths and amplitudes. Together, this process and user study provide novel affect- and performance-based design guidance to developers of physical controls for emerging ubiquitous computing environments. Our work bridges extensive human factors work in mechanical systems that peaked in the 1960’s, to contemporary trends, with a goal of integrating mechatronic controls into emerging ubiquitous computing systems. Author Keywords Haptic display, physical control, design process, affect, rotary Fitts-like task.
Grounding Experience: Relating Theory and Method to Evaluate the User Experience of Smartphones
- Proceedings of the 2005 Annual Conference on European Association of Cognitive Ergonomics
"... The field of Human Computer Interaction (HCI) has become increasingly concerned with user experience. A variety of theoretical accounts of what experience is have been articulated in recent years which offer a number of important insights but it can be unclear how they inform design. While they stre ..."
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Cited by 6 (0 self)
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The field of Human Computer Interaction (HCI) has become increasingly concerned with user experience. A variety of theoretical accounts of what experience is have been articulated in recent years which offer a number of important insights but it can be unclear how they inform design. While they stress the importance of aspects of experience such as anticipation and reflection they seldom offer data collection or analysis techniques, nor do they demonstrate how such data can be related to the design process. This paper examines several techniques to analyse and evaluate user’s experiences of interactive technology and demonstrates how a grounded theory approach can be used to generate design ideas. The paper presents three evaluative cases studies of user experience with the Orange SPV E200 “Smartphone”.
Behavioral overlays for non-verbal communication expression on a humanoid robot, Auton
- Robots
, 2006
"... communication display behaviors to an autonomous humanoid robot, including the use of proxemics, which to date has been seldom explored in the field of human-robot interaction. In order to allow the robot to communicate information non-verbally while simultaneously fulfilling its existing instrument ..."
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Cited by 4 (2 self)
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communication display behaviors to an autonomous humanoid robot, including the use of proxemics, which to date has been seldom explored in the field of human-robot interaction. In order to allow the robot to communicate information non-verbally while simultaneously fulfilling its existing instrumental behavior, a “behavioral overlay ” model that encodes this data onto the robot’s pre-existing motor expression is developed and presented. The state of the robot’s system of internal emotions and motivational drives is used as the principal data source for non-verbal expression, but in order for the robot to display this information in a natural and nuanced fashion, an additional para-emotional framework has been developed to support the individuality of the robot’s interpersonal relationships with humans and of the robot itself. An implementation on the Sony QRIO is described which overlays QRIO’s existing EGO architecture and situated schema-based behaviors with a mechanism for communicating this framework through modalities that encompass posture, gesture and the management of interpersonal distance. 1
Fun Experience with Digital Games: a Model Proposition
"... Abstract. Currently there is no accepted model of player experience in games. There are heuristics in the literature that help determine the quality of a video game. Some models try to assess enjoyment through flow, or extend current usability methods. Recent research on user experience describes ke ..."
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Cited by 4 (0 self)
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Abstract. Currently there is no accepted model of player experience in games. There are heuristics in the literature that help determine the quality of a video game. Some models try to assess enjoyment through flow, or extend current usability methods. Recent research on user experience describes key elements of a model of user experience with games, but do not take into consideration emotional reactions games triggered during this experience, and antecedent aspects of user profile that influences game players ’ preferences and may modify players ’ beliefs towards the title. This framework extends current usability methods by creating a tool where the relationship among game components gets clear. User tests showed a variety of relationships established among game components that lead or interfere in fun with games in a given platform.

