Emeline Brulé | University of Sussex (original) (raw)
Papers by Emeline Brulé
Interaction Design and Children
Interactional synchrony, the spontaneous coordination of movements during interaction, is increas... more Interactional synchrony, the spontaneous coordination of movements during interaction, is increasingly considered important in research on the development of non-verbal communication by autistic children. There is evidence that interventions using embodiedinteraction technologies to support interactional synchrony are possible, but we do not have a shared framework in Human-Computer Interaction (HCI) for designing and evaluating such systems. We discuss existing measurement and evaluation tools used in experimental psychology and consider how the prevalent approach could be adapted to naturalistic HCI study contexts, with input from domain experts. We report on an exploratory case study evaluating a full-body interactive musical system with a group of ten autistic children. We provide methodological recommendations for the evaluation of future systems focusing on interactional synchrony, highlight limitations of current measurement tools and suggest mitigations. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI); HCI design and evaluation methods.
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
Proceedings of the 29th Conference on l'Interaction Homme-Machine
Watches benet from a long design history. Designers and engineers have successfully built devices... more Watches benet from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low delity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group. CCS CONCEPTS • Human-centered computing → Interaction devices;
Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility
Proceedings of the 2020 ACM Designing Interactive Systems Conference
Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts
Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts
Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
Proceedings of the 29th Conference on l'Interaction Homme-Machine - IHM '17, 2018
Watches benet from a long design history. Designers and engineers have successfully built devices... more Watches benet from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low delity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group. CCS CONCEPTS • Human-centered computing → Interaction devices;
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18, 2018
This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory... more This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world.
This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory... more This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world.
L'objet livre face au numérique vient soulever des problématiques propres à la rencontre de deux ... more L'objet livre face au numérique vient soulever des problématiques propres à la rencontre de deux médias. Les productions d'artistes abordant ces questions s'inscrivent dans un champ de tensions qui se développe entre livre imprimé, livre-objet plastique et livre dit numérique. Le livre imprimé édité s'inscrit dans une économie (d'offre et de demande, de reproductibilité) – dont le livre d'artiste tend à s'émanciper (pièce unique, fanzine ou multiple). Le livre imprimé en grand tirage fait preuve d'une certaine transparence de l'énonciation éditoriale, d'une disparition du support matériel au profit du texte. Au contraire, le livre d'artiste adoptera des formes aux jeux plastiques les plus divers. Cette dernière démarche interroge la forme du livre-objet, et déborde de la définition traditionnelle du « livre », jusqu'à parfois la mettre à mal. Des expérimentations d'artistes sur les formes plastiques, des jeux sur le volume et le support attribués à ce livre-objet mettent au défi les pratiques de lecture.
We report on the design process leading to the creation of MapSense, a multi-sensory interactive ... more We report on the design process leading to the creation of MapSense, a multi-sensory interactive map for visually impaired children. We conducted a formative study in a specialized institute to understand children's educational needs, their context of care and their preferences regarding interactive technologies. The findings (1) outline the needs for tools and methods to help children to acquire spatial skills and (2) provide four design guidelines for educational assistive technologies. Based on these findings and an iterative process, we designed and deployed MapSense in the institute during two days. It enables collaborations between children with a broad range of impairments, proposes reflective and ludic scenarios and allows caretakers to customize it as they wish. A field experiment reveals that both children and caretakers considered the system successful and empowering.
Several design practitioners claim to follow an open design philosophy, using open sourcing mater... more Several design practitioners claim to follow an open design philosophy, using open sourcing material, models or tools. But there has been little work on framing the properties of artifacts produced that way, nor on studying how " openness " influence design processes (Aitamurto, Holland & Hussain, 2015). In this paper, we propose to investigate Open Design through examples of prosthetic hands. These highly specific and personalized devices have to answer highly sensitive social, personal, subjective and functional requirements. They perfectly illustrate the challenges the Open Paradigm may help tackling, such as greater inclusivity through the reduction of stigma, access to social participation and empowerment of users in general. First, we build upon the related work to identify properties of openness. We then present the methodology used to review nine different prosthetic hands. Building upon these examples, we frame a critical perspective on openness and how this paradigm encompasses or informs other design practices. We conclude by presenting our current and future work, to provide perspectives on the applications of our essay.
Interaction Design and Children
Interactional synchrony, the spontaneous coordination of movements during interaction, is increas... more Interactional synchrony, the spontaneous coordination of movements during interaction, is increasingly considered important in research on the development of non-verbal communication by autistic children. There is evidence that interventions using embodiedinteraction technologies to support interactional synchrony are possible, but we do not have a shared framework in Human-Computer Interaction (HCI) for designing and evaluating such systems. We discuss existing measurement and evaluation tools used in experimental psychology and consider how the prevalent approach could be adapted to naturalistic HCI study contexts, with input from domain experts. We report on an exploratory case study evaluating a full-body interactive musical system with a group of ten autistic children. We provide methodological recommendations for the evaluation of future systems focusing on interactional synchrony, highlight limitations of current measurement tools and suggest mitigations. CCS CONCEPTS • Human-centered computing → Human computer interaction (HCI); HCI design and evaluation methods.
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
Proceedings of the 29th Conference on l'Interaction Homme-Machine
Watches benet from a long design history. Designers and engineers have successfully built devices... more Watches benet from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low delity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group. CCS CONCEPTS • Human-centered computing → Interaction devices;
Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility
Proceedings of the 2020 ACM Designing Interactive Systems Conference
Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts
Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts
Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
Proceedings of the 29th Conference on l'Interaction Homme-Machine - IHM '17, 2018
Watches benet from a long design history. Designers and engineers have successfully built devices... more Watches benet from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low delity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group. CCS CONCEPTS • Human-centered computing → Interaction devices;
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18, 2018
This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory... more This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world.
This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory... more This paper argues for designing geo-technologies supporting non-visual sensory knowledge. Sensory knowledge refers to the implicit and explicit knowledge guiding our uses of our senses to understand the world. To support our argument, we build on an 18 months field-study on geography classes for primary school children with visual impairments. Our findings show (1) a paradox in the use of non-visual sensory knowledge: described as fundamental to the geography curriculum, it is mostly kept out of school; (2) that accessible geo-technologies in the literature mainly focus on substituting vision with another modality, rather than enabling teachers to build on children's experiences; (3) the importance of the hearing sense in learning about space. We then introduce a probe, a wrist-worn device enabling children to record audio cues during field-trips. By giving importance to children's hearing skills, it modified existing practices and actors' opinions on non-visual sensory knowledge. We conclude by reflecting on design implications, and the role of technologies in valuing diverse ways of understanding the world.
L'objet livre face au numérique vient soulever des problématiques propres à la rencontre de deux ... more L'objet livre face au numérique vient soulever des problématiques propres à la rencontre de deux médias. Les productions d'artistes abordant ces questions s'inscrivent dans un champ de tensions qui se développe entre livre imprimé, livre-objet plastique et livre dit numérique. Le livre imprimé édité s'inscrit dans une économie (d'offre et de demande, de reproductibilité) – dont le livre d'artiste tend à s'émanciper (pièce unique, fanzine ou multiple). Le livre imprimé en grand tirage fait preuve d'une certaine transparence de l'énonciation éditoriale, d'une disparition du support matériel au profit du texte. Au contraire, le livre d'artiste adoptera des formes aux jeux plastiques les plus divers. Cette dernière démarche interroge la forme du livre-objet, et déborde de la définition traditionnelle du « livre », jusqu'à parfois la mettre à mal. Des expérimentations d'artistes sur les formes plastiques, des jeux sur le volume et le support attribués à ce livre-objet mettent au défi les pratiques de lecture.
We report on the design process leading to the creation of MapSense, a multi-sensory interactive ... more We report on the design process leading to the creation of MapSense, a multi-sensory interactive map for visually impaired children. We conducted a formative study in a specialized institute to understand children's educational needs, their context of care and their preferences regarding interactive technologies. The findings (1) outline the needs for tools and methods to help children to acquire spatial skills and (2) provide four design guidelines for educational assistive technologies. Based on these findings and an iterative process, we designed and deployed MapSense in the institute during two days. It enables collaborations between children with a broad range of impairments, proposes reflective and ludic scenarios and allows caretakers to customize it as they wish. A field experiment reveals that both children and caretakers considered the system successful and empowering.
Several design practitioners claim to follow an open design philosophy, using open sourcing mater... more Several design practitioners claim to follow an open design philosophy, using open sourcing material, models or tools. But there has been little work on framing the properties of artifacts produced that way, nor on studying how " openness " influence design processes (Aitamurto, Holland & Hussain, 2015). In this paper, we propose to investigate Open Design through examples of prosthetic hands. These highly specific and personalized devices have to answer highly sensitive social, personal, subjective and functional requirements. They perfectly illustrate the challenges the Open Paradigm may help tackling, such as greater inclusivity through the reduction of stigma, access to social participation and empowerment of users in general. First, we build upon the related work to identify properties of openness. We then present the methodology used to review nine different prosthetic hands. Building upon these examples, we frame a critical perspective on openness and how this paradigm encompasses or informs other design practices. We conclude by presenting our current and future work, to provide perspectives on the applications of our essay.