HCI
Patrick Tobias Fischer, Franziska Gerlach, Jenny Gonzalez Acuna, Daniel Pollack, Ingo Schäfer, Josephine Trautmann, Eva Hornecker. PerDis 2014 We describe the design process, technical concept and first insights from a lightweight... more
Patrick Tobias Fischer, Franziska Gerlach, Jenny Gonzalez Acuna, Daniel Pollack, Ingo Schäfer, Josephine Trautmann, Eva Hornecker. PerDis 2014
We describe the design process, technical concept and first insights from a lightweight in-the-wild evaluation of a movable interface for public places. Our wider aim is to understand how the environment can be utilized for novel interface types. Our moveable prototypes are an intermediate step that confirmed known behavioral patterns in public space but also revealed new ones (e.g. creative inclusion of urban furniture and trees) as a result of having multiple objects within a larger interaction space.
We describe the design process, technical concept and first insights from a lightweight in-the-wild evaluation of a movable interface for public places. Our wider aim is to understand how the environment can be utilized for novel interface types. Our moveable prototypes are an intermediate step that confirmed known behavioral patterns in public space but also revealed new ones (e.g. creative inclusion of urban furniture and trees) as a result of having multiple objects within a larger interaction space.
Research Interests:
Paul Marshall, Eva Hornecker. in: The SAGE Handbook of Digital Technology Research 2013
Research Interests:
Gesture Based Interface Using Motion and Image
Comparison
Comparison
Research Interests: HCI and Sixth Sense
The Kinect for Xbox is a powerful motion sensing input device first released in 2010 as an optional peripheral for the Xbox 360, and more recently packaged with the Xbox One. While the Kinect has achieved widespread success in ‘casual’... more
The Kinect for Xbox is a powerful motion sensing input device first released in 2010 as an optional peripheral for the Xbox 360, and more recently packaged with the Xbox One. While the Kinect has achieved widespread success in ‘casual’ motion games such as Kinect Sports or Just Dance, it has seen little uptake in ‘core’ game genres (such as first person shooters or role-play games). Our research provides an account of - and interrogates - existing uses of the Kinect in non-‘casual’ games. We have explored the positive and negative reception of the Kinect in these games based on online discussions, ‘Let’s Play’ videos and game reviews in order to understand successes and player frustrations. While many issues revolve around player virtuosity and control, in this abstract we discuss the contrasting implementations of voice in Tomb Raider and Splinter Cell to succinctly demonstrate a broader argument around the importance of considering player-identity in the use of ‘Natural User Interfaces’ (such as voice and gesture) in digital games.
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This paper describes SynKu, a mobile application that merges audio and image processing with human interpretation to speculate on the production of sensory objects. Sensory objects are representations of sensory phenomena interpreted and... more
This paper describes SynKu, a mobile application that merges audio and image processing with human interpretation to speculate on the production of sensory objects. Sensory objects are representations of sensory phenomena interpreted and used by both people and software. We discuss how the SynKu application enables us to explore how algorithms help to change and legitimate the reconstruction of sensory phenomena across self-tracking platforms.
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As modern information communication technologies are increasingly integrated in our public environment, challenges arise to render them locally relevant and meaningful. In this paper, we describe the design and evaluation of StreetTalk, a... more
As modern information communication technologies are increasingly integrated in our public environment, challenges arise to render them locally relevant and meaningful. In this paper, we describe the design and evaluation of StreetTalk, a set of situated public displays attached to house facades that were specifically designed to facilitate communication and interaction between households and their local neighborhood. We report on a participatory design process that resulted in a range of neighborhood communication concepts that reached beyond the traditional screen-based notion of public displays. Accordingly, three unique displays were deployed and critically evaluated during an eight-week in-the-wild field study, which aimed to describe the potential usefulness of making public displays more situated, such as by taking into account the individual preferences of households in terms of design and functionality, by exploring alternative means of public communication, and by facilitating content creation by lay households.
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Research Interests:
Easy7, India's 7th Annual National Conference on Advanced User Interface Practices was held on January 05, 2007 at The Leela Palace in Bangalore. Easy7 attracted four International speakers, all of them from the US: Jeremy Ashley of... more
Easy7, India's 7th Annual National Conference on Advanced User Interface Practices was held on January 05, 2007 at The Leela Palace in Bangalore. Easy7 attracted four International speakers, all of them from the US: Jeremy Ashley of Oracle, Sarah Bloomer of Sarah Bloomer & Co, Surya Vanka of Microsoft and Bill Scott of Yahoo! More than 200 professionals from all over the country participated. The Conference Chair was Pradeep Henry, who is a Director at US-headquartered Cognizant Technology Solutions and the Founding Director of Institute for Process-Efficient Technology.
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In this paper, we replicate a study of collaborative mobile phone use to share personal photos in groups of collocated people. The replication study was conducted in a different cultural context to check the generalizability of the... more
In this paper, we replicate a study of collaborative mobile phone use to share personal photos in groups of collocated people. The replication study was conducted in a different cultural context to check the generalizability of the findings from the original study in terms of the proposed interaction techniques, current photo sharing practices, and privacy. Our results confirm and expand the original findings. We report our main findings by comparing them to the key findings of the original study. Finally, we discuss possible reasons for some variance in the results.
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Cognition, Communication and Interaction is an edited collection of articles that examine the theoretical and methodological research issues that underlie the design and use of interactive technology. Present interactive designs are... more
Cognition, Communication and Interaction is an edited collection of articles that examine the theoretical and methodological
research issues that underlie the design and use of interactive technology. Present interactive designs are addressing the multi-modality of human interaction and the multi-sensory dimension of how we engage with each other. This book aims to provide
a trans-disciplinary research framework and methodology for interaction design. The analysis directs attention to three human capacities that our engagement with interactive technology has made salient and open to constant redefinition. These capacities are human cognition, communication and interaction.
In this book examination of these capacities is embedded in understanding the following foundations for design: concepts of “communication and interaction” and their application (Part 1); conceptions of “knowledge and cognition” (Part 2); the role of
aesthetics and ethics in design (Part 3).
research issues that underlie the design and use of interactive technology. Present interactive designs are addressing the multi-modality of human interaction and the multi-sensory dimension of how we engage with each other. This book aims to provide
a trans-disciplinary research framework and methodology for interaction design. The analysis directs attention to three human capacities that our engagement with interactive technology has made salient and open to constant redefinition. These capacities are human cognition, communication and interaction.
In this book examination of these capacities is embedded in understanding the following foundations for design: concepts of “communication and interaction” and their application (Part 1); conceptions of “knowledge and cognition” (Part 2); the role of
aesthetics and ethics in design (Part 3).
Research Interests:
This book explores how digital technology is altering the relationships between people and how the very nature of interface itself needs to be reconsidered to reflect this – how we can make sense of each other, handle ambiguities,... more
This book explores how digital technology is altering the relationships between people and how the very nature of interface itself needs to be reconsidered to reflect this – how
we can make sense of each other, handle ambiguities, negotiate differences, empathise and collectively make skilled judgments in our modern society. The author presents new directions for research at the relational-transactional intersection of contrasting disciplines of arts, science and technology,and in so doing, presents philosophical and artistic questions for future research on human connectivity in our digital age.
▶ Introduces the relational interface, which questions the historical idea of the interface as a conduit of the transactional and addresses an aesthetic and ethical balance
▶ Formulates tacit engagement as an emerging concept for the study of human relations
▶ Proposes a fundamental framework of mediation for expertise and decision making in complex human systems
▶ Critiques the concept of data and what makes for the success of knowledge transfer
we can make sense of each other, handle ambiguities, negotiate differences, empathise and collectively make skilled judgments in our modern society. The author presents new directions for research at the relational-transactional intersection of contrasting disciplines of arts, science and technology,and in so doing, presents philosophical and artistic questions for future research on human connectivity in our digital age.
▶ Introduces the relational interface, which questions the historical idea of the interface as a conduit of the transactional and addresses an aesthetic and ethical balance
▶ Formulates tacit engagement as an emerging concept for the study of human relations
▶ Proposes a fundamental framework of mediation for expertise and decision making in complex human systems
▶ Critiques the concept of data and what makes for the success of knowledge transfer
Research Interests: Psychology, Social Psychology, Information Science, Artificial Intelligence, Expert Systems, and 22 moreInformation Technology, Communication, Performing Arts, Music Technology, Digital Humanities, Social Research Methods and Methodology, Social Networks, Art, Social Sciences, Decision Making, Data Mining, Performance Studies, Gesture, Social and Cultural Anthropology, Behavioral Decision Making, Social Media, Sociology of the Body, Phenomenology of the body, Body in Performance, HCI, Databases, and Body Language
Research Interests:
Book resulting from my research for my PhD in Communication Sciences in Universidade Nova de Lisboa.
Livro resultante da investigação para a tese de doutoramento em Ciências da Comunicação, Universidade Nova de Lisboa.
Livro resultante da investigação para a tese de doutoramento em Ciências da Comunicação, Universidade Nova de Lisboa.