Interaction Design Research Papers - Academia.edu (original) (raw)

Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach,... more

Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework's capacity to create and evaluate novel entertainment interfaces.

Immersive virtual environments (VEs) offer interactive, real-time visualization capabilities for engineers, architects, and scientists. This paper presents Virtual-SAP, an immersive VE application allowing users to assess building... more

Immersive virtual environments (VEs) offer interactive, real-time visualization capabilities for engineers, architects, and scientists. This paper presents Virtual-SAP, an immersive VE application allowing users to assess building structures and their response to various environmental conditions through an interactive designbuild-test-redesign cycle. Virtual-SAP has three distinct user interfaces that support its use with a high-end, multitracker VE system, with a low-cost portable VE system, or on the desktop. Two of these interfaces have been proven highly usable in user testing, and the third will be tested soon. Virtual-SAP is being used for both research and education.

Technology is playing a significant role in shaping the future of design. We are moving fast into a digital era where Artificial Intelligence, Machine Learning, Deep Learning, Big Data, the Internet of Things, Blockchain, Spatial... more

Technology is playing a significant role in shaping the future of design. We are moving fast into a digital era where Artificial Intelligence, Machine Learning, Deep Learning, Big Data, the Internet of Things, Blockchain, Spatial Computing, and several other technologies are becoming part of the designers' lexicon. The designers' roles are evolving, and the touchpoints they need to consider are growing in complexity. Integrating AI developments with User-centered Design and User Experience Design is becoming a challenging task. Motivated by this, we reviewed the literature to understand how AI is shaping the way designers think about their process and how they design for AI arti-facts. This research was important for evidencing how designers are adapting their mindsets, skills and knowledge to address these new technological possibilities. The overall search was conducted on ACM Digital Library, Google Scholar, and Springer, for publications about design and AI. The work identifies promising research clusters in the crossroads of Intelligent Systems, Human-Computer Interaction and Design, but few studies were found with concrete guidance on how to design for AI-driven services. By mapping the current literature on AI and Design, we contribute to a broad understanding of how current design methods need to adapt when interactions become living ecosystems and represent complex trade-offs to the designers. Therefore, new principles for human-AI interaction are becoming urgent to study.

An important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this... more

An important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this space and discuss a number of issues related to simulated emotion research. An overview of our own work in this area is then provided, along with forthcoming studies that we plan to conduct. We conclude with a number of suggestions of where future research in this space should focus.

Figure 1. Creepy Tracker is an open-source toolkit that provides spatial information about people and interactive surfaces. To do this, it resorts to multiple depth sensing cameras (A, B). It helps the design of systems that handle, for... more

Figure 1. Creepy Tracker is an open-source toolkit that provides spatial information about people and interactive surfaces. To do this, it resorts to multiple depth sensing cameras (A, B). It helps the design of systems that handle, for instance, (C) interactive tabletops, (D) vertical surfaces, (E) floor projections and even capture avatars for (F) telepresence or (G) virtual reality.

Gendered visual communication is a major part of contemporary, mediated discourse, yet these expressions are seldom reflected upon from a designers' perspective. Whose voices are empowered in tabloid newspapers and gendered magazines? In... more

Gendered visual communication is a major part of contemporary, mediated discourse, yet these expressions are seldom reflected upon from a designers' perspective. Whose voices are empowered in tabloid newspapers and gendered magazines? In what ways can we express gender? In this visual essay, I provide an auto-ethnographic perspective, and use personal reflections and visualisations to show a process of deconstructing, shaping and encoding gendered expressions on mobile platforms from my point of view, as a designer and a woman. The essay contributes to research writing methodologies, by questioning conventional ways in which scholarly research is presented. I draw on concepts of feministic speculative designs and gender-flips to demonstrate how the designer can change the meaning of digital spaces. I show this with two examples; an online newspaper design and a student project of an online women’s magazine. I found that an awareness of such gendered expressions can challenge existing norms, enable creativity, innovative designs and shape new meanings in popular cultural expressions.

The issue of aesthetics is complex, and the discussion on how to apply it to interaction design has hardly begun. Hence, there is not much written on how to teach this subject; this paper consists of a suggestion. Here, I will describe my... more

The issue of aesthetics is complex, and the discussion on how to apply it to interaction design has hardly begun. Hence, there is not much written on how to teach this subject; this paper consists of a suggestion. Here, I will describe my work with the course Aesthetics of Interaction, and my initial intentions behind it. The course consisted of lectures, literature discussions, excursions, exercises and feedback sessions, and the examination form was to hand in a portfolio. It turned out to be a creative and interesting journey with highlights such as the intricacies of designing playful interaction, evoking angst, mimicking Word's design, adding time to art, redesigning the Office assistant and more. These and the other parts of the course will be analyzed and discussed in relation to their learning outcomes in terms of my observations and the students' own comments. Consequently, possible changes and improvements will also be discussed.

How do designers of interactive media work on the dynamic aspects of their designs? Previous research has emphasised the role of gestures to express what users and computers do. This paper contributes with a detailed analysis of... more

How do designers of interactive media work on the dynamic aspects of their designs? Previous research has emphasised the role of gestures to express what users and computers do. This paper contributes with a detailed analysis of interaction design master students' enactments. Two kinds of enactive means for expressing behaviour are identified: interaction walkthroughs and improvised role play.

Appropriate design of the interaction between humans and robots will be a crucial factor for the acceptance of domestic robots. A promising approach is to equip robots with life-like and social characteristics. A coherent personality... more

Appropriate design of the interaction between humans and robots will be a crucial factor for the acceptance of domestic robots. A promising approach is to equip robots with life-like and social characteristics. A coherent personality expressed through behavior can help users to understand and predict the actions of a robot. We describe existing approaches for designing robot personality and argue that an integrated design process is needed.

The aim of this Master’s project was to find out how to design a haptic collaborative virtual environment (CVE) in terms of graphical user interface, haptic force feedback and functionalities in order to increase the perceived safety and... more

The aim of this Master’s project was to find out how to design a haptic collaborative virtual environment (CVE) in terms of graphical user interface, haptic force feedback and functionalities in order to increase the perceived safety and the actual safety in
handing over an object between persons interacting in the environment. The work has consisted of a review of related research and literature, development of relevant graphical and haptical design issues and implementation of a prototype. The prototype was implemented in two versions, free and constrained. Both versions had the same graphical and haptical user interface. The constrained version was developed with additional haptic feedback and functionalities in order to support a safe hand over. To evaluate the application I designed and conducted a user study that consisted of problem solving in both the versions of the CVE and an interview. The results showed that the free version was slightly more effective than the constrained version when the user was not informed about the differences. The users perceived the interaction in both the versions as intuitive and natural.

In this paper we present a work-in-progress interactive exhibit for the museum of Onna, a little town near to L'Aquila (Italy), almost completely destroyed by the earthquake of April 2009. The installation will be developed as an... more

In this paper we present a work-in-progress interactive exhibit for the museum of Onna, a little town near to L'Aquila (Italy), almost completely destroyed by the earthquake of April 2009. The installation will be developed as an environment in which visitors of the museum can interact with a natural interaction system and then discover the history of the disaster via rich multimedia contents. Visitors are detected through the adoption of an RFID-based technology, which allows to store their interaction history and build an interest profile used to enrich the experience. Different scenarios have been implemented and tested in order to evaluate the effectiveness of the proposed solution.

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The aim of this study is to explore how bringing art to life using Augmented Reality (AR) technology can affect viewer engagement and interest compared to the viewing of traditional static artwork. To... more

The aim of this study is to explore how bringing art to life using Augmented Reality (AR) technology can affect viewer engagement and interest compared to the viewing of traditional static artwork. To measure these properties this study uses a combination of surveys: The User Engagement Scale (UES) and a slightly modified version of the Museum Experience Scale (MES). The results from both questionnaires were aggregated to obtain a more accurate measurement of engagement, as the UES questionnaire is specifically focused on interactive systems while the MES is focused on an overall view of an exhibit. Using both questionnaires a more accurate measurement of “engagement” can be reached for the purposes of this study.

We deal in this paper with the problem of automatically generating the style and the layout of web pages and web sites in a real world application where many web sites are considered. One of the main difficulty is to take into account the... more

We deal in this paper with the problem of automatically generating the style and the layout of web pages and web sites in a real world application where many web sites are considered. One of the main difficulty is to take into account the user preferences which are crucial in web sites design. We propose the use of an interactive genetic algorithm which generates solutions (styles, layouts) and which lets the user select the solutions that he favors based on their graphical representation. Two encodings have been defined for this problem, one linear and fixed length encoding for representing the style, and one variable length encoding based on HTML tables syntax for the layout. We present the results obtained by our method and the analysis of users behavior.

The elderly face serious social, environmental, and physical constraints that impact their well-being. Some of the most serious of these are shrinking social connections, limitations in building new relationships, and diminished health.... more

The elderly face serious social, environmental, and physical constraints that impact their well-being. Some of the most serious of these are shrinking social connections, limitations in building new relationships, and diminished health. To address these issues, we have designed an augmented dancing environment that allows elders to select dance sequences from well-known movies and dance along with them. The goal of DanceAlong is twofold: (1) to provide entertainment and exercise for each individual user and (2) to promote social engagement within the group. We deployed DanceAlong in a cultural celebration at a senior community center and conducted evaluations. In this paper, we present the design process of DanceAlong, evaluations of DanceAlong, and design guidelines for creating similar interactive systems for the elderly.

We present a database-centric approach to web site development in which both application and web content data are managed by a database. The development process is based on three main stages of information modelling, document content... more

We present a database-centric approach to web site development in which both application and web content data are managed by a database. The development process is based on three main stages of information modelling, document content design and presentation specification. A Java framework based on the OMS object-oriented data management system has been developed to support the development life cycle from rapid prototyping through to operation. We describe how the framework supports access from heterogeneous clients and how it has been extended to include a web content manager.

As the need for Human Computer Interaction (HCI) designers increases so does the need for courses that best prepare students for their future work life. Multidisciplinary teamwork is what very frequently meets the graduates in their new... more

As the need for Human Computer Interaction (HCI) designers increases so does the need for courses that best prepare students for their future work life. Multidisciplinary teamwork is what very frequently meets the graduates in their new work situations. Preparing students for such multidisciplinary work through education is not easy to achieve. In this paper, we investigate ways to engage computer science students, majoring in design, use, and interaction (with technology), in design practices through an advanced graduate course in interaction design. Here, we take a closer look at how prior embodied and explicit knowledge of HCI that all of the students have, combined with understanding of design practice through the course, shape them as human-computer interaction designers. We evaluate the results of the effort in terms of increase in creativity, novelty of ideas, body language when engaged in design activities, and in terms of perceptions of how well this course prepared the stu...

With the ever-increasing amount of data, the world has stepped into the era of ''Big Data''. Presently, the analysis of massive and complex data and the extraction of relevant information, have been become essential tasks in many fields... more

With the ever-increasing amount of data, the world has stepped into the era of ''Big Data''. Presently, the analysis of massive and complex data and the extraction of relevant information, have been become essential tasks in many fields of studies, such as health, biology, chemistry, social science, astronomy, and physics. However, compared with the development of data storage and management technologies, our ability to gain useful information from the collected data does not match our ability to collect the data. This gap has led to a surge of research activity in the field of visual analytics. Visual analytics employs interactive visualization to integrate human judgment into algorithmic data-analysis processes. In this paper, the aim is to draw a complete picture of visual analytics to direct future research by examining the related research in various application domains. As such, a novel categorization of visual-analytics applications from a technical perspective is proposed, which is based on the dimensionality of visualization and the type of interaction. Based on this categorization, a comprehensive survey of visual analytics is performed, which examines its evolution from visualization and algorithmic data analysis, and investigates how it is applied in various application domains. In addition, based on the observations and findings gained in this survey, the trends, major challenges, and future directions of visual analytics are discussed.

People worldwide are increasingly acquiring virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value them, and how their experiences of them differ from material possessions. In this... more

People worldwide are increasingly acquiring virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value them, and how their experiences of them differ from material possessions. In this paper, we reflect on and synthesize findings from five studies we conducted over the past five years that investigated people's perceptions of and practices with virtual possessions. Through the higher-level perspective we adopt, we propose three thematic qualities that help characterize people's experiences with virtual possessions, as compared to their material things: placelessness, spacelessness, and formlessness. We draw on these proposed qualities as lenses to help frame future research and practice opportunities for better supporting value construction activities with virtual possessions.

With the functional revolution in modern cars, evaluation methods to be used in all phases of driverecar interaction design have gained importance. It is crucial for car manufacturers to discover and solve safety issues early in the... more

With the functional revolution in modern cars, evaluation methods to be used in all phases of driverecar interaction design have gained importance. It is crucial for car manufacturers to discover and solve safety issues early in the interaction design process. A current problem is thus to find a correlation between the formative methods that are used during development and the summative methods that are used when the product has reached the customer. This paper investigates the correlation between efficiency metrics from summative and formative evaluations, where the results of two studies on sound and navigation system tasks are compared. The first, an analysis of the J.D. Power and Associates APEAL survey, consists of answers given by about two thousand customers. The second, an expert evaluation study, was done by six evaluators who assessed the layouts by task completion time, TLX and Nielsen heuristics. The results show a high degree of correlation between the studies in terms of task efficiency, i.e. between customer ratings and task completion time, and customer ratings and TLX. However, no correlation was observed between Nielsen heuristics and customer ratings, task completion time or TLX. The results of the studies introduce a possibility to develop a usability evaluation framework that includes both formative and summative approaches, as the results show a high degree of consistency between the different methodologies. Hence, combining a quantitative approach with the expert evaluation method, such as task completion time, should be more useful for driverecar interaction design.

With the spread of Covid-19, the world of interaction technology research has completely changed: The pandemic has created a higher demand for technologies that allow us to avoid touching devices. Before the pandemic, the world had a... more

With the spread of Covid-19, the world of interaction technology research has completely changed: The pandemic has created a higher demand for technologies that allow us to avoid touching devices. Before the pandemic, the world had a harder time understanding the importance of touchless technology, and even then it was not imagined in this context. The gesture-based technologies and hand interaction that have been adopted in research have thus far not been popular outside of research labs. There are several issues in the design, development, and adoption of such technologies that should be addressed in the near future.

... Evaluation of Continuous Direction Encoding with Tactile Belts ..... 1 Marlin Pielot, Niels Henze, Wilko Heuten, and Susanne Boll ( ... 50 Richard Hall, Hemang Rathod, Mauro Maiorca, Ioanna Ioannou, Edmund Kazmierczak, Stephen... more

... Evaluation of Continuous Direction Encoding with Tactile Belts ..... 1 Marlin Pielot, Niels Henze, Wilko Heuten, and Susanne Boll ( ... 50 Richard Hall, Hemang Rathod, Mauro Maiorca, Ioanna Ioannou, Edmund Kazmierczak, Stephen 0' Leary, and Peter Harris ...

We present the design of the Snackbot, a robot that will deliver snacks in our university buildings. The robot is intended to provide a useful, continuing service and to serve as a research platform for long-term Human-Robot Interaction.... more

We present the design of the Snackbot, a robot that will deliver snacks in our university buildings. The robot is intended to provide a useful, continuing service and to serve as a research platform for long-term Human-Robot Interaction. Our design process, which occurred over 24 months, is documented as a contribution for others in HRI who may be developing social robots that offer services. We describe the phases of the design project, and the design decisions and tradeoffs that led to the current version of the robot.

This paper derives from a studyundertaken at an emergency service centre byresearchers at the Blekinge Institute ofTechnology, Sweden. It forms part of a projectinvolving partners at the university and inSwedish emergency service centres.... more

This paper derives from a studyundertaken at an emergency service centre byresearchers at the Blekinge Institute ofTechnology, Sweden. It forms part of a projectinvolving partners at the university and inSwedish emergency service centres. The focus inthis project was on the possibility ofdeveloping new technology for use in thesecentres. One vision for the new technology isto support distribution of calls and handlingof cases across several centres. Historicallythe work has been conducted in a number ofdifferent centres, where responsibilities arethus primarily geographically localised andwhere, as a result, practices in the differentcentres may be distinctively local. The study has focused on features of workfamiliar to the CSCW community, includingdocumenting and analysing current workpractices, understanding the properties of thetechnology in question, and perhaps mostimportantly how the technology functions inuse. Our focus in this paper exemplifies thesethemes through the analysis of three cases. Inthe first, the issue in question is the way inwhich an emergency is identified and dealtwith, it being the case that a typical problemto be dealt with by operators, and morecommonly in the days of mobile telephony, isthat of multiple reporting of a single case. Ofparticular interest here is the phenomenon oflistening-in, which is a function in theComputer Aided Dispatch system and by contrastthat of `overhearing', which is not. The secondand third cases focus on the relevance of largepaper maps, given the existence of computerizedmaps in these centres. Based on our ownanalysis and on work done by others in similarcontexts, we develop an argument for a sense oforganizational relevance that hopefullyintegrates existing analytic interests inemergency service work.

This paper presents a streamlined approach to human-computer interaction design called extreme designing. Extreme designing follows on the footsteps of agile methods and is analogous to extreme programming. However, it is not radically... more

This paper presents a streamlined approach to human-computer interaction design called extreme designing. Extreme designing follows on the footsteps of agile methods and is analogous to extreme programming. However, it is not radically committed to "user interface coding" (sketching or prototyping alone), but instead proposes to combine user interface sketches with a more structured representation such as an interaction model. By doing so, it brings together the advantages of sketching and prototyping as a communication tool, and of interaction modeling as a glue that binds together the sketches to allow designers to gain a more comprehensive view of and to reflection on the interactive artifact, thus promoting a more coherent and consistent set of design decisions.

The majority of smart home research has focused on novel technical artifacts, but has overlooked the issues surrounding social relationships in the home. We argue in favor of research that is sensitive to and functions within the social... more

The majority of smart home research has focused on novel technical artifacts, but has overlooked the issues surrounding social relationships in the home. We argue in favor of research that is sensitive to and functions within the social constraints of dual income family homes. This paper describes our grounded contextual fieldwork with real families in their homes, and identifies socially-aware concepts smart home systems will need to address.

The distinctive features of interactive sound installations in public space are considered, with special attention to the rich, if undoubtedly difficult, environments in which they exist. It is argued that such environments, and the... more

The distinctive features of interactive sound installations in public space are considered, with special attention to the rich, if undoubtedly difficult, environments in which they exist. It is argued that such environments, and the social contexts that they imply, are among the most valuable features of these works for the approach that we have adopted to creation as research practice. The discussion is articulated through case studies drawn from two of our installations, Recycled Soundscapes and Skyhooks (2006). Implications for the broader design of new musical instruments are presented.

There is a general dichotomy in popular culture on the future of robotics and artificial intelligence: the Humans-Against-the-Machines scenario versus the We-Become-Them scenario. The likely scenario is the latter, which is compatible... more

There is a general dichotomy in popular culture on the future of robotics and artificial intelligence: the Humans-Against-the-Machines scenario versus the We-Become-Them scenario. The likely scenario is the latter, which is compatible with an optimistic posthuman world. However, the technological and cultural paths to robotic integration still have many problems and pitfalls. This essay focuses on Human Robot Interaction issues that apply to adoption of robots in many aspects of life as well as adoption of robotics into humans themselves. The main message of the essay is that the evolution of intelligent species is dependent on interfaces.

Attaining simplicity is a key challenge in interaction design. Our approach relies on a minimalist design exercise to explore the communication capacity for interaction components. This approach results in expressive design solutions,... more

Attaining simplicity is a key challenge in interaction design. Our approach relies on a minimalist design exercise to explore the communication capacity for interaction components. This approach results in expressive design solutions, useful perspectives of interaction design and new interaction techniques.

As the current computing systems move from desktop and work settings into our everyday lives (e.g. mobile and ubiquitous systems) a growing interest is seen for designing interactive systems with experiential support. Some conceptual work... more

As the current computing systems move from desktop and work settings into our everyday lives (e.g. mobile and ubiquitous systems) a growing interest is seen for designing interactive systems with experiential support. Some conceptual work already exists that tries to analyze and understand users' experience with interactive systems but in practice this is still not frequently used. Drawing on the concepts from the domain of art, this paper introduces a way to conceptualize users' experience as the meanings or interpretations they construct during their interaction with or through the interactive systems. We consequently apply this conceptualization in a design project where we use it at an early concept design stage for designing aware technologies in care-taking situations.

Eğitim içeriklerinin aktarımı için günümüzdeki en yaygın yaklaşım olarak FeTeMM (STEM) kavramı ve yapısı benimsenmektedir. Kodlama bilgisi ile birlikte yaparak öğrenme (Maker Hareketi) yöntemi de bu genel yapının kapsamı dâhilinde... more

Eğitim içeriklerinin aktarımı için günümüzdeki en yaygın yaklaşım olarak FeTeMM (STEM) kavramı ve yapısı benimsenmektedir. Kodlama bilgisi ile birlikte yaparak öğrenme (Maker Hareketi) yöntemi de bu genel yapının kapsamı dâhilinde tartışılmaktadır. Türkiye'deki süre giden FeTeMM uygulamalarında, bir disiplin olarak görsel iletişim tasarımı üretiminin ele alınış biçimi problemli görünmektedir. Görsel iletişim tasarımı; estetik ve fonksiyon arasındaki dengeyi gözeterek, görsel-işitsel ve dokunmatik etkileşimlere yönelik problem çözme becerisi olarak tanımlanabilmektedir. Bu tanım üzerinden gidildiğinde, FeTeMM uygulamalarında dijital eğitim içerikleri oluşturulurken, görsel iletişim tasarımı alanı ile olan ilişki ve iş birliğinin yeniden yorumlanması gerekliliği gündeme gelmektedir. Bu doğrultuda, çalışma dahilinde iki temel problematik tartışılmaktadır: İlk olarak, Türkiye'deki FeTeMM yapısının görsel iletişim tasarımı alanı ile kurduğu ilişki irdelenmektedir. Özellikle tasarımın uygulanması, etkileşimlerin düzenlenmesi bağlamında içeriklerin ve yapının yeniden yorumlanması için önerilerde bulunulmaktadır. İkinci problematik olarak ise günümüz maker öğretmenlerin görsel iletişim tasarımı temel becerilerini kullanarak motivasyonlarını nasıl üst düzeyde tutacaklarına dair tartışma yürütülmektedir. Araştırma kapsamında, eğitim sahasındaki anlık durumu gözlemleyebilmek adına, Aydın il merkezinde yer alan 12 bilişim teknolojileri branş öğretmeni ile derinlemesine görüşmeler gerçekleştirilmiştir. Elde edilen bulgular üzerinden, öğretmenlerin FeTeMM sürecinde teknoloji ve görsel iletişim tasarımı ile ilişkileri değerlendirilmektedir. Bu bölgesel araştırma ile Türkiye genelinde uygulanan FeTeMM yaklaşımının güncel durumuna ilişkin bir ön görü oluşturulmaya çalışılmaktadır.

This paper explores the intersections within bodily materialism and future textiles by inquiring into embodied practices and materiality in care. By placing the body as a site of research, it centres around concepts of bodily care and the... more

This paper explores the intersections within bodily materialism and future textiles by inquiring into embodied practices and materiality in care. By placing the body as a site of research, it centres around concepts of bodily care and the body as an ecosystem, one that is always in flux and considers the fluidity of bodies and bodily fluids, such as urine, discharge, breath and sweat, as fluids with potential to design with. It looks at how bodies are acted upon by outside forces, and explore more-than-human relations as co-creators in co-habiting the space of the body and that around it. To illustrate this, the paper introduces a series of design research artefacts that take a variety of approaches to exploring the materiality of care in the everyday. First, an eTextile toolkit that aims to create bodily awareness through hands-on engagement with textile crafting technology, then a biotextile harvesting toolkit that involves the raw material of the intimate body that explores DIYbio in the context of the home, and lastly a set of wearable living material-based explorations that recognize biomimicry and symbiotic relationships in designing for chronic stress. In embracing notions of bodily materialism, this paper explores the bodily abject i.e. fluids and the more-than-human as crucial to engendering new modes of knowing in intimate and personal care through textile-based materials. The paper engages critically with textile design research and practice by placing material that embraces care as ambivalent at the forefront and thus challenging traditional approaches to health and care and, importantly, the design of future textiles.

A new methodology,for interactive design of turbomachinery blades ispresented. Software implementation,of the methods,provides a user interface that is intuitive to aero-designers while ,operating with stan- dardized geometric forms. The... more

A new methodology,for interactive design of turbomachinery blades ispresented. Software implementation,of the methods,provides a user interface that is intuitive to aero-designers while ,operating with stan- dardized geometric forms. The primary contribution is that blade sec- tions may ,be defined ,with respect to general ,surfaces of revolution which may ,be defined ,to represent the path of fluid flow through the

The advertising industry has evolved considerably during the history, going from simple drawings on a rock to the use of digital channels we have nowadays. With this evolution, its professionals have been forced to adapt to new... more

The advertising industry has evolved considerably during the history, going from simple drawings on a rock to the use of digital channels we have nowadays. With this evolution, its professionals have been forced to adapt to new methodologies, strategies and ways of working, in order to take full advantage of the evolving technologies and systems. However, the adaptation is not always as easy, fast and smooth as one would want it to be, since a great amount of new concepts and ideas must be understood before one can fully apply a new approach to an activity that has been performed for some time. Nowadays, with digital channels such as websites or apps, a gigantic change has occurred: from consuming advertisement to use it. Therefore, a new approach to its design is necessary in order to increase the success of the results, the approach Interaction design offers. Interaction design provides a set of methodologies and ideas focused on the design of the use, the experience, with a closer relationship and attention to the future users. However, despite the big synergy this field has with the new paradigm digital interactive content design offers, many have failed to start this relationship, due to either a lack of knowledge of the field itself, or about how to apply it successfully. With this master thesis I intend to provide a clear and detailed set of methods, which make up an improved design process for digital interactive content within the advertising industry. In order to do this, I studied how these companies work and which are their specific needs. The results from this thesis are useful for any advertising company, but especially for those having troubles adapting to the new paradigm digital channels introduce to their activities. However, and secondarily, other professionals such as smaller companies or freelance designers can find use to the resulting design process, since their way of working would benefit from the knowledge the leading advertising agencies have gathered through their experiences during the years.

The elder population is rising. In the United States, the number of those needing assistance far exceeds the number of care facilities available to help the aging population. This creates a great incentive to help elders remain... more

The elder population is rising. In the United States, the number of those needing assistance far exceeds the number of care facilities available to help the aging population. This creates a great incentive to help elders remain independently in their homes.

This proposed project aims to develop a research-driven interactive product that facilitates spatial skills of preschoolers. Here, we present the preliminary qualitative results of a user study with the paper prototype of Fungram, merging... more

This proposed project aims to develop a research-driven interactive product that facilitates spatial skills of preschoolers. Here, we present the preliminary qualitative results of a user study with the paper prototype of Fungram, merging physical tangram pieces on the screen within a narrative context. A pilot study was conducted with eight children between the ages of 25 and 48 months, who were presented tangible tangram pieces along with two sets of papers with and without narrative context. Our preliminary qualitative data indicates that narrative context helps children's coherence of abstract figures and triggers rotation of geometric tangram pieces. This study provide insights about children's user needs and action strategies within the proposed use scenario with graspable puzzle pieces related to screen interaction at this age range. We suggest that transmedia play expand opportunities for children to employ their spatial skills in different settings.

In this thesis I take up the challenge to see whether designers would benefit from using science fiction in order to extend their resources when generating novel interaction design concepts for emergency situations. I discuss the... more

In this thesis I take up the challenge to see whether designers would benefit from using science fiction in order to extend their resources when generating novel interaction design concepts for emergency situations. I discuss the relationship between the nature of fiction and design, and trademarks for emergency situations. I choose four scenes from different media types to analyse, further ideate and evaluate in order to derive final concepts, which I submitted to user testing. I argue that designers may well take science fiction into consideration when generating novel interaction design concepts in a successful way.

Improvements in bandwidth and computing led towards a growth of technological solutions in services. Also, users developed expectations and skills in their interaction with technology. Despite web and mobile technology makes available a... more

Improvements in bandwidth and computing led towards a growth of technological solutions in services. Also, users developed expectations and skills in their interaction with technology. Despite web and mobile technology makes available a great deal of advanced and engaging apps (e.g., social and geo-localized), less-sophisticated and appealing systems (e.g., automatic teller machines, ticket machines) still represent the most widespread contact points between organizations (e.g., banks, transportation companies) and their clients. In this scenario banks are challenging a service innovation by introducing new services in their ATM. However, this increase in services does not seem to match an appropriate level of usability and user experience. The present work investigates the relation between usability and user experience in kiosk through a usability evaluation and a further redesign process for an ATM of an Italian major bank. The redesign process, centered on the users needs, was aimed to solve usability issues and enhance the effectiveness of the system and the overall user experience 1) by operating major changes in the original structure and 2) by introducing new profile-based functions. In order to test the effectiveness of design hypothesis, a prototype was developed and tested with a sample of users.. Result showed an enhancement of user satisfaction and a reduction of the error rate mainly due to the introduction of profile-based functions.

This project investigates the potential for designing playful cognitive enrichment activities for captive elephants. We explore the usefulness of applying conceptual frameworks from HCI and game design to the problem of developing... more

This project investigates the potential for designing playful cognitive enrichment activities for captive elephants. We explore the usefulness of applying conceptual frameworks from HCI and game design to the problem of developing speciesspecific smart toys that promote natural behaviour and provide stimulation. 1 Figure 1. Foraging at Colchester Zoo, Feb 2014 2 11