In this paper we explore the motivations for, and practicalities of, incorporating 'implications for adoption' into HCI research practice. Implications for adoption are speculations which may be used in research projects to scrutinize and explore the implications and requirements associated with a technology's potential adoption in the future. There is a rich tradition within the HCI community of implementing, demonstrating, and testing new interactions or technologies by building prototypes. Usercentered design methods help us to develop prototypes to and move toward designs that are validated, efficient, and rewarding to use. However, these studies rarely shift their temporal focus to consider, in any significant detail, what it would mean for a technology to exist beyond its prototypical implementation, in other words how these prototypes might ultimately be adopted. Given the CHI community's increasing interest in technology-related human and social effects, the lack of attention paid to adoption represents a significant and relevant gap in current practices. It is this gap that the paper addresses and in doing so offers three contributions: (1) exploring and unpacking different notions of adoption from varying disciplinary perspectives; (2) discussing why considering adoption is relevant and useful, specifically in HCI research; (3) discussing methods for addressing this need, specifically design fiction, and understanding how utilizing these methods may provide researchers with means to better understand the myriad of nuanced, situated, and technologically-mediated relationships that innovative designs facilitate.
The shape-changing concept-where objects reconfigure their physical geometry-has the potential to transform our interactions with computing devices, displays and everyday artifacts. Their dynamic physicality capitalizes on our inherent tactile sense and facilitates object re-appropriation. Research both within and outside HCI continues to develop a diverse range of technological solutions and materials to enable shape-change. However, as an early-stage enabling technology, the community has yet to identify important applications and use-cases to fully exploit its value. To expose and document a range of applications for shape-change, we employed unstructured brainstorming within a public engagement study. A 74-participant brainstorming exercise with members of the public produced 336 individual ideas that were coded into 11 major themes: entertainment, augmented living, medical, tools & utensils, research, architecture, infrastructure, industry, wearables, and education & training. This work documents the methodology and resultant application ideas along with reflections on the approach for gathering application ideas to enable shape-changing interactive surfaces and objects.
Shape-changing interfaces are physically tangible, interactive devices, surfaces or spaces which allow for rich, organic and novel experiences with computational devices. Over the last fifteen years, research has produced functional prototypes over many use-applications, and reviews have identified themes and possible future directions-but have not yet looked at possible design or application based research. Here we gather this information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape-changing interfaces. Eight categories of prototype are identified, alongside recommendations for the field.
Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider 'worldbuilding' in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes. CCS CONCEPTS• Human-centered computing → Human computer interaction (HCI).
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