I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game.
Our current understanding of human interaction with hybrid or augmented environments is very limited. Here we focus on 'tangible interaction', denoting systems that rely on embodied interaction, tangible manipulation, physical representation of data, and embeddedness in real space. This synthesis of prior 'tangible' definitions enables us to address a larger design space and to integrate approaches from different disciplines. We introduce a framework that focuses on the interweaving of the material/physical and the social, contributes to understanding the (social) user experience of tangible interaction, and provides concepts and perspectives for considering the social aspects of tangible interaction. This understanding lays the ground for evolving knowledge on collaboration-sensitive tangible interaction design. Lastly, we analyze three case studies, using the framework, thereby illustrating the concepts and demonstrating their utility as analytical tools.
This paper reports on the evaluation of a digitallyaugmented exhibition on the history of modern media. We discuss visitors' interaction with installations and corresponding interaction design issues, drawing on results from analysis of logfiles, interviews, and observation in the museum. We see this as an exploration into interaction design of interactive installations for public settings, using the evaluation as a case study on what makes an installation engaging and how it can provide an engaging experience for groups.
Abstract-Information visualization has become a popular tool to facilitate sense-making, discovery and communication in a large range of professional and casual contexts. However, evaluating visualizations is still a challenge. In particular, we lack techniques to help understand how visualizations are experienced by people. In this paper we discuss the potential of the Elicitation Interview technique to be applied in the context of visualization. The Elicitation Interview is a method for gathering detailed and precise accounts of human experience. We argue that it can be applied to help understand how people experience and interpret visualizations as part of exploration and data analysis processes. We describe the key characteristics of this interview technique and present a study we conducted to exemplify how it can be applied to evaluate data representations. Our study illustrates the types of insights this technique can bring to the fore, for example, evidence for deep interpretation of visual representations and the formation of interpretations and stories beyond the represented data. We discuss general visualization evaluation scenarios where the Elicitation Interview technique may be beneficial and specify what needs to be considered when applying this technique in a visualization context specifically.
The importance of values in design work is gaining increasing attention. However, some of the work to date takes an approach which starts with generic values, or assumes values are constant. Through discussion of three accounts of value discovery and value evolution in projects focused on exploring novel uses of ubiquitous computing, we complement current thinking by arguing for the use of users' values as a resource in the co-design process. In particular, this paper shows how users' values: (a) are spontaneously expressed whether or not particular elicitation methods are used; (b) are not fixed, but can change dynamically during the co-design process in response to ideas, prototypes and demonstrators; (c) help mediate and shape the relationships of users to designers; (d) can support users' creative, functional and technical engagement in codesign -areas that can often prove difficult. Focusing on practical examples that demonstrate this approach, we conclude that values may act as a central resource for co-design in a larger variety of ways than has hitherto been recognised.
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