Haakon Faste | Carnegie Mellon University (original) (raw)
Papers by Haakon Faste
Stereoscopic Displays and Virtual Reality Systems VI, 1999
We have built a hand-held palette for touch-based interaction in virtual reality. This palette in... more We have built a hand-held palette for touch-based interaction in virtual reality. This palette incorporates a high-resolution digitizing touch screen for input. It is see-through, and therefore does not occlude objects displayed behind it. These properties make it suitable for direct manipulation techniques in a range of virtual reality display systems. We implemented several interaction techniques based on this palette for an interactive scientific visualization task. These techniques, the tool's design, and its limitations are discussed in this paper.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, 2013
ABSTRACT In this paper we describe the results of a design-driven study of collaborative ideation... more ABSTRACT In this paper we describe the results of a design-driven study of collaborative ideation. Based on preliminary findings that identified a novel digital ideation paradigm we refer to as chainstorming, or online communication brainstorming, two exploratory studies were performed. First, we developed and tested a distributed method of ideation we call cheatstorming, in which previously generated brainstorm ideas are delivered to targeted local contexts in response to a prompt. We then performed a more rigorous case study to examine the cheatstorming method and consider its possible implementation in the context of a distributed online ideation tool. Based on observations from these studies, we conclude with the somewhat provocative suggestion that ideation need not require the generation of new ideas. Rather, we present a model of ideation suggesting that its value has less to do with the generation of novel ideas than the cultural influence exerted by unconventional ideas on the ideating team. Thus brainstorming is more than the pooling of "invented" ideas, it involves the sharing and interpretation of concepts in unintended and (ideally) unanticipated ways.
In the fields of design, ranging from the arts to technology and computer engineering, the phrase... more In the fields of design, ranging from the arts to technology and computer engineering, the phrase "design research" has numerous uses and meanings. There are many ways (indeed, perhaps an infinite number of ways) that such research can be performed, and many ways that design can manifest "research." This paper compares and contrasts variant approaches to design research practice, as described in recent literature on design, to discuss how design and research both benefit from a holistic understanding of the design research landscape. While practicing designers tend to know exactly what they mean when describing their activities as "research," more rigorously oriented academic or technical researchers are easily confused by the vagaries of design. Moreover, designers do not necessarily take the functional "research value" of traditional research approaches for granted, since despite the theoretical and empirical rigor of these methods they may not actionably address real human needs in meaningful ways.
In this paper we describe the results of a design-driven study of collaborative ideation. Based o... more In this paper we describe the results of a design-driven study of collaborative ideation. Based on preliminary findings that identified a novel digital ideation paradigm we refer to as chainstorming, or online communication brainstorming, two exploratory studies were performed. First, we developed and tested a distributed method of ideation we call cheatstorming, in which previously generated brainstorm ideas are delivered to targeted local contexts in response to a prompt. We then performed a more rigorous case study to examine the cheatstorming method and consider its possible implementation in the context of a distributed online ideation tool. Based on observations from these studies, we conclude with the somewhat provocative suggestion that ideation need not require the generation of new ideas. Rather, we present a model of ideation suggesting that its value has less to do with the generation of novel ideas than the cultural influence exerted by unconventional ideas on the ideating team. Thus brainstorming is more than the pooling of "invented" ideas, it involves the sharing and interpretation of concepts in unintended and (ideally) unanticipated ways.
This paper examines the role of narrative in the process of interactive experience design, focusi... more This paper examines the role of narrative in the process of interactive experience design, focusing on the potential uses of narrative in prototyping and iteration efforts to uncover deeper and more meaningful responses from users by engaging them in the co-creation of narratives of use around the design. We created a series of narrative fictions with embedded design concepts, and built low-fi prototype artifacts for directed storytelling sessions with twelve participants. We conclude with a discussion of findings regarding the opportunities to more effectively use narrative techniques and immersive storytelling to create valuable experiences between designers and users.
Abstract This paper reviews and extends educational principles from recent learning sciences lite... more Abstract This paper reviews and extends educational principles from recent learning sciences literature to address the nuanced needs of creative design education. We have performed a variety of ethnographic and qualitative research activities, including interviews with design students and learning experts, as well as reflecting on our experiences as design educators and practitioners.
Doing research is, in part, an act of foresight. Even though it is not explicit in many projects,... more Doing research is, in part, an act of foresight. Even though it is not explicit in many projects, we especially value research that is still relevant five, ten or more years after it is completed. However, published research in the field of interactive computing (and technology research in general) often lacks evidence of systematic thinking about the long-term impacts of current trends. For example, trends on an exponential curve change much more rapidly than intuition predicts. As a result, research may accidentally emphasize nearterm thinking. When thinking about the future is approached systematically, we can critically examine multiple potential futures, expand the set of externalities under consideration, and address both negative and positive forecasts of the future. The field of Futures Studies provides methods that can support analysis of long-term trends, support the identification of new research areas and guide design and evaluation. We survey methods for futuristic thinking and discuss their relationship to Human Computer Interaction. Using the sustainability domain an example, we present a case study of a Futures Studies approach-the Delphi Method. We show how Futures Studies can be incorporated into Human Computer Interaction and highlight future work such as rethinking the role of externalities in the validation process.
This investigation examines recent literature from management science, social computing and desig... more This investigation examines recent literature from management science, social computing and design to develop a framework for understanding the mechanisms that would enable open innovation platforms to more effectively address the most pressing areas of human need reported and reportable by such systems. The many challenges that must be overcome to solve the creative, ethical, and strategic focus problems implicit in existing open innovation systems are described. The paper concludes with specific recommendations for research on such systems, including how highly contextual end-user needs can be satisfied to encourage entrepreneurship and market success. This will only be possible if participants contributing to open innovation systems are enabled to leverage the power of the system for themselves, leading to increasingly open innovation environments.
Legacy is the meaningful and complex way in which information, values, and possessions are passed... more Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three interactive systems to investigate how digital materials might be passed down in the future. We conducted in-home interviews with ten parents using the systems to provoke discussion about how technology might support or complicate their existing practices. Sessions revealed parents desired to treat their digital information in ways not fully supported by technology. Findings are interpreted to describe design considerations for future work in this emerging space.
ABSTRACT Legacy is the meaningful and complex way in which information, values, and possessions a... more ABSTRACT Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three interactive systems to investigate how digital materials might be passed down in the future.
Traditionally, physical goods have played an important role in how people define their environmen... more Traditionally, physical goods have played an important role in how people define their environments, identities, relationships, and legacies. Certainly, this is still true, but digital information and media is being integrated into these practices as a way of sharing and archiving information about their lives and experiences. As people capture and share increasingly significant aspects of their life digitally and online, it is important that we examine what it might mean to hold on to and pass on this information. This issue is complicated by an uncertainty regarding the ways in which digital information ages and decays over time. Physical goods typically decay in ways that are visible, natural, and slow-moving; it is a present and expected component of the lifespan of physical objects and environments. Additionally, processes such as repair and maintenance are deeply integrated into many ubiquitous physical objects.
Workers in microtask work environments such as Mechanical Turk typically do not know if or how th... more Workers in microtask work environments such as Mechanical Turk typically do not know if or how they fit into a workflow. The research question we posed here was whether displaying information about the number of other workers doing the same task would motivate better or poorer work quality. In experiment 1, we varied the information about co-workers presented to the worker and the number of his or her co-workers: "you" or "you alone" are doing a task, or "you" plus 5, 15, or 50 co-workers. We compared these conditions with a no-social information control. In experiment 2, we crossed the number of coworkers (5 vs. 50) with the type of incentive (individual or group). Results show that visual presentations of coworkers changed workers' perceptions of co-workers, and that the more co-workers participants perceived, the lower their work quality. We suggest future work to determine the kinds of co-worker information that will reduce or increase work quality in microtask settings.
Abstract In this paper we explore the potential of using photos and images to promote social conn... more Abstract In this paper we explore the potential of using photos and images to promote social connections in the online space. We have conducted contextual interviews focusing on users' photo sharing, organizing, and viewing behaviors to identify the mechanisms and motivations driving image-based social media. Our findings indicate that people are socially motivated by photographs, selective in what they view, and use photographic narratives to correspond with others and to browse information.
Abstract This investigation examines recent literature from management science, social computing ... more Abstract This investigation examines recent literature from management science, social computing and design to develop a framework for understanding the mechanisms that would enable open innovation platforms to more effectively address the most pressing areas of human need reported and reportable by such systems. The many challenges that must be overcome to solve the creative, ethical, and strategic focus problems implicit in existing open innovation systems are described.
ABSTRACT Passages is an immersive, multimodal, user-controlled artistic interface. It consists of... more ABSTRACT Passages is an immersive, multimodal, user-controlled artistic interface. It consists of a threedimensional interactive Virtual Environment that can be created, explored and interacted with in real-time. The installation has been exhibited in Grenoble, France, during the ENACTION_in_Arts conference (November 19-24, 2007) and in Pisa, Italy, during the Beyond Movement workshop (December 17-21, 2007). This paper outlines the design of the artistic installation Passages, and its potential in the field of rehabilitation.
Abstract Digital mind mapping tools present a fertile area for research on human-computer interac... more Abstract Digital mind mapping tools present a fertile area for research on human-computer interaction. We evaluated numerous existing mind mapping software applications, performed ethnographic research with a variety of users, and developed a framework of principles to inform the design of future tools for collaborative knowledge management.
haakonfaste.com
Among the billions of photos that have been contributed to online photo-sharing sites, there are ... more Among the billions of photos that have been contributed to online photo-sharing sites, there are many that are provocative, controversial, and deeply personal. Previous research has examined motivations for sharing images online and has identified several key motivations for doing so: expression, curation of identity, maintaining social connections, and recording experiences. However, few studies have focused on the perceived risks of posting photos online and even fewer have examined the risks associated with provocative, controversial, or deeply personal images. In our work, we used photo-elicitation interviews to explore the motivations for posting these types of images and the perceived risks of doing so. In this paper, we describe our findings from those interviews.
haakonfaste.com
Here we present our findings on the application of photography as a research method for supportin... more Here we present our findings on the application of photography as a research method for supporting humancomputer interaction design processes, based on previously developed methods from the social sciences.
Proceedings of the 2011 annual conference extended …, Jan 1, 2011
This paper explores the development of a new digital mind mapping tool for future research on int... more This paper explores the development of a new digital mind mapping tool for future research on interactive knowledge management systems, specifically with regard to real-time collaborative thinking. We have evaluated numerous existing mind mapping software applications, and performed ethnographic research with a variety of users, to develop a framework of principles to guide the design of future idea generation and management systems. Our findings indicate a rich opportunity space for digital mind mapping tools, particularly in the areas of facilitating collaboration and information storage and retrieval.
Proceedings of SPIE, Jan 1, 2009
We have employed methodologies of human centered design to inspire and guide the engineering of a... more We have employed methodologies of human centered design to inspire and guide the engineering of a definitive low-cost aesthetic multimodal experience intended to stimulate cultural growth. Using a combination of design research, trend analysis and the programming of immersive virtual 3D worlds, over 250 innovative concepts have been brainstormed, prototyped, evaluated and refined. These concepts have been used to create a strategic map for the development of highimpact virtual art experiences, the most promising of which have been incorporated into a multimodal environment programmed in the online interactive 3D platform XVR. A group of test users have evaluated the experience as it has evolved, using a multimodal interface with stereo vision, 3D audio and haptic feedback. This paper discusses the process, content, results, and impact on our engineering laboratory that this research has produced.
Stereoscopic Displays and Virtual Reality Systems VI, 1999
We have built a hand-held palette for touch-based interaction in virtual reality. This palette in... more We have built a hand-held palette for touch-based interaction in virtual reality. This palette incorporates a high-resolution digitizing touch screen for input. It is see-through, and therefore does not occlude objects displayed behind it. These properties make it suitable for direct manipulation techniques in a range of virtual reality display systems. We implemented several interaction techniques based on this palette for an interactive scientific visualization task. These techniques, the tool's design, and its limitations are discussed in this paper.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, 2013
ABSTRACT In this paper we describe the results of a design-driven study of collaborative ideation... more ABSTRACT In this paper we describe the results of a design-driven study of collaborative ideation. Based on preliminary findings that identified a novel digital ideation paradigm we refer to as chainstorming, or online communication brainstorming, two exploratory studies were performed. First, we developed and tested a distributed method of ideation we call cheatstorming, in which previously generated brainstorm ideas are delivered to targeted local contexts in response to a prompt. We then performed a more rigorous case study to examine the cheatstorming method and consider its possible implementation in the context of a distributed online ideation tool. Based on observations from these studies, we conclude with the somewhat provocative suggestion that ideation need not require the generation of new ideas. Rather, we present a model of ideation suggesting that its value has less to do with the generation of novel ideas than the cultural influence exerted by unconventional ideas on the ideating team. Thus brainstorming is more than the pooling of "invented" ideas, it involves the sharing and interpretation of concepts in unintended and (ideally) unanticipated ways.
In the fields of design, ranging from the arts to technology and computer engineering, the phrase... more In the fields of design, ranging from the arts to technology and computer engineering, the phrase "design research" has numerous uses and meanings. There are many ways (indeed, perhaps an infinite number of ways) that such research can be performed, and many ways that design can manifest "research." This paper compares and contrasts variant approaches to design research practice, as described in recent literature on design, to discuss how design and research both benefit from a holistic understanding of the design research landscape. While practicing designers tend to know exactly what they mean when describing their activities as "research," more rigorously oriented academic or technical researchers are easily confused by the vagaries of design. Moreover, designers do not necessarily take the functional "research value" of traditional research approaches for granted, since despite the theoretical and empirical rigor of these methods they may not actionably address real human needs in meaningful ways.
In this paper we describe the results of a design-driven study of collaborative ideation. Based o... more In this paper we describe the results of a design-driven study of collaborative ideation. Based on preliminary findings that identified a novel digital ideation paradigm we refer to as chainstorming, or online communication brainstorming, two exploratory studies were performed. First, we developed and tested a distributed method of ideation we call cheatstorming, in which previously generated brainstorm ideas are delivered to targeted local contexts in response to a prompt. We then performed a more rigorous case study to examine the cheatstorming method and consider its possible implementation in the context of a distributed online ideation tool. Based on observations from these studies, we conclude with the somewhat provocative suggestion that ideation need not require the generation of new ideas. Rather, we present a model of ideation suggesting that its value has less to do with the generation of novel ideas than the cultural influence exerted by unconventional ideas on the ideating team. Thus brainstorming is more than the pooling of "invented" ideas, it involves the sharing and interpretation of concepts in unintended and (ideally) unanticipated ways.
This paper examines the role of narrative in the process of interactive experience design, focusi... more This paper examines the role of narrative in the process of interactive experience design, focusing on the potential uses of narrative in prototyping and iteration efforts to uncover deeper and more meaningful responses from users by engaging them in the co-creation of narratives of use around the design. We created a series of narrative fictions with embedded design concepts, and built low-fi prototype artifacts for directed storytelling sessions with twelve participants. We conclude with a discussion of findings regarding the opportunities to more effectively use narrative techniques and immersive storytelling to create valuable experiences between designers and users.
Abstract This paper reviews and extends educational principles from recent learning sciences lite... more Abstract This paper reviews and extends educational principles from recent learning sciences literature to address the nuanced needs of creative design education. We have performed a variety of ethnographic and qualitative research activities, including interviews with design students and learning experts, as well as reflecting on our experiences as design educators and practitioners.
Doing research is, in part, an act of foresight. Even though it is not explicit in many projects,... more Doing research is, in part, an act of foresight. Even though it is not explicit in many projects, we especially value research that is still relevant five, ten or more years after it is completed. However, published research in the field of interactive computing (and technology research in general) often lacks evidence of systematic thinking about the long-term impacts of current trends. For example, trends on an exponential curve change much more rapidly than intuition predicts. As a result, research may accidentally emphasize nearterm thinking. When thinking about the future is approached systematically, we can critically examine multiple potential futures, expand the set of externalities under consideration, and address both negative and positive forecasts of the future. The field of Futures Studies provides methods that can support analysis of long-term trends, support the identification of new research areas and guide design and evaluation. We survey methods for futuristic thinking and discuss their relationship to Human Computer Interaction. Using the sustainability domain an example, we present a case study of a Futures Studies approach-the Delphi Method. We show how Futures Studies can be incorporated into Human Computer Interaction and highlight future work such as rethinking the role of externalities in the validation process.
This investigation examines recent literature from management science, social computing and desig... more This investigation examines recent literature from management science, social computing and design to develop a framework for understanding the mechanisms that would enable open innovation platforms to more effectively address the most pressing areas of human need reported and reportable by such systems. The many challenges that must be overcome to solve the creative, ethical, and strategic focus problems implicit in existing open innovation systems are described. The paper concludes with specific recommendations for research on such systems, including how highly contextual end-user needs can be satisfied to encourage entrepreneurship and market success. This will only be possible if participants contributing to open innovation systems are enabled to leverage the power of the system for themselves, leading to increasingly open innovation environments.
Legacy is the meaningful and complex way in which information, values, and possessions are passed... more Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three interactive systems to investigate how digital materials might be passed down in the future. We conducted in-home interviews with ten parents using the systems to provoke discussion about how technology might support or complicate their existing practices. Sessions revealed parents desired to treat their digital information in ways not fully supported by technology. Findings are interpreted to describe design considerations for future work in this emerging space.
ABSTRACT Legacy is the meaningful and complex way in which information, values, and possessions a... more ABSTRACT Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three interactive systems to investigate how digital materials might be passed down in the future.
Traditionally, physical goods have played an important role in how people define their environmen... more Traditionally, physical goods have played an important role in how people define their environments, identities, relationships, and legacies. Certainly, this is still true, but digital information and media is being integrated into these practices as a way of sharing and archiving information about their lives and experiences. As people capture and share increasingly significant aspects of their life digitally and online, it is important that we examine what it might mean to hold on to and pass on this information. This issue is complicated by an uncertainty regarding the ways in which digital information ages and decays over time. Physical goods typically decay in ways that are visible, natural, and slow-moving; it is a present and expected component of the lifespan of physical objects and environments. Additionally, processes such as repair and maintenance are deeply integrated into many ubiquitous physical objects.
Workers in microtask work environments such as Mechanical Turk typically do not know if or how th... more Workers in microtask work environments such as Mechanical Turk typically do not know if or how they fit into a workflow. The research question we posed here was whether displaying information about the number of other workers doing the same task would motivate better or poorer work quality. In experiment 1, we varied the information about co-workers presented to the worker and the number of his or her co-workers: "you" or "you alone" are doing a task, or "you" plus 5, 15, or 50 co-workers. We compared these conditions with a no-social information control. In experiment 2, we crossed the number of coworkers (5 vs. 50) with the type of incentive (individual or group). Results show that visual presentations of coworkers changed workers' perceptions of co-workers, and that the more co-workers participants perceived, the lower their work quality. We suggest future work to determine the kinds of co-worker information that will reduce or increase work quality in microtask settings.
Abstract In this paper we explore the potential of using photos and images to promote social conn... more Abstract In this paper we explore the potential of using photos and images to promote social connections in the online space. We have conducted contextual interviews focusing on users' photo sharing, organizing, and viewing behaviors to identify the mechanisms and motivations driving image-based social media. Our findings indicate that people are socially motivated by photographs, selective in what they view, and use photographic narratives to correspond with others and to browse information.
Abstract This investigation examines recent literature from management science, social computing ... more Abstract This investigation examines recent literature from management science, social computing and design to develop a framework for understanding the mechanisms that would enable open innovation platforms to more effectively address the most pressing areas of human need reported and reportable by such systems. The many challenges that must be overcome to solve the creative, ethical, and strategic focus problems implicit in existing open innovation systems are described.
ABSTRACT Passages is an immersive, multimodal, user-controlled artistic interface. It consists of... more ABSTRACT Passages is an immersive, multimodal, user-controlled artistic interface. It consists of a threedimensional interactive Virtual Environment that can be created, explored and interacted with in real-time. The installation has been exhibited in Grenoble, France, during the ENACTION_in_Arts conference (November 19-24, 2007) and in Pisa, Italy, during the Beyond Movement workshop (December 17-21, 2007). This paper outlines the design of the artistic installation Passages, and its potential in the field of rehabilitation.
Abstract Digital mind mapping tools present a fertile area for research on human-computer interac... more Abstract Digital mind mapping tools present a fertile area for research on human-computer interaction. We evaluated numerous existing mind mapping software applications, performed ethnographic research with a variety of users, and developed a framework of principles to inform the design of future tools for collaborative knowledge management.
haakonfaste.com
Among the billions of photos that have been contributed to online photo-sharing sites, there are ... more Among the billions of photos that have been contributed to online photo-sharing sites, there are many that are provocative, controversial, and deeply personal. Previous research has examined motivations for sharing images online and has identified several key motivations for doing so: expression, curation of identity, maintaining social connections, and recording experiences. However, few studies have focused on the perceived risks of posting photos online and even fewer have examined the risks associated with provocative, controversial, or deeply personal images. In our work, we used photo-elicitation interviews to explore the motivations for posting these types of images and the perceived risks of doing so. In this paper, we describe our findings from those interviews.
haakonfaste.com
Here we present our findings on the application of photography as a research method for supportin... more Here we present our findings on the application of photography as a research method for supporting humancomputer interaction design processes, based on previously developed methods from the social sciences.
Proceedings of the 2011 annual conference extended …, Jan 1, 2011
This paper explores the development of a new digital mind mapping tool for future research on int... more This paper explores the development of a new digital mind mapping tool for future research on interactive knowledge management systems, specifically with regard to real-time collaborative thinking. We have evaluated numerous existing mind mapping software applications, and performed ethnographic research with a variety of users, to develop a framework of principles to guide the design of future idea generation and management systems. Our findings indicate a rich opportunity space for digital mind mapping tools, particularly in the areas of facilitating collaboration and information storage and retrieval.
Proceedings of SPIE, Jan 1, 2009
We have employed methodologies of human centered design to inspire and guide the engineering of a... more We have employed methodologies of human centered design to inspire and guide the engineering of a definitive low-cost aesthetic multimodal experience intended to stimulate cultural growth. Using a combination of design research, trend analysis and the programming of immersive virtual 3D worlds, over 250 innovative concepts have been brainstormed, prototyped, evaluated and refined. These concepts have been used to create a strategic map for the development of highimpact virtual art experiences, the most promising of which have been incorporated into a multimodal environment programmed in the online interactive 3D platform XVR. A group of test users have evaluated the experience as it has evolved, using a multimodal interface with stereo vision, 3D audio and haptic feedback. This paper discusses the process, content, results, and impact on our engineering laboratory that this research has produced.