Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376345
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Making Design Memoirs: Understanding and Honoring Difficult Experiences

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Cited by 52 publications
(15 citation statements)
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“…First-person perspective has been applied in both interaction design and HCI by several researchers (Desjardins & Ball, 2018;Tsaknaki, 2021;Zhang & Wakkary, 2014). Devendorf et al (2020) present a method based on a first-person perspective to gain an understanding of difficult experiences. In soma design, it is important to cultivate the subjective felt experiences for developing an understanding of the soma to design somaesthetic interactions.…”
Section: Methodology: Transitioning Between First-and Secondperson Pe...mentioning
confidence: 99%
“…First-person perspective has been applied in both interaction design and HCI by several researchers (Desjardins & Ball, 2018;Tsaknaki, 2021;Zhang & Wakkary, 2014). Devendorf et al (2020) present a method based on a first-person perspective to gain an understanding of difficult experiences. In soma design, it is important to cultivate the subjective felt experiences for developing an understanding of the soma to design somaesthetic interactions.…”
Section: Methodology: Transitioning Between First-and Secondperson Pe...mentioning
confidence: 99%
“…We change the colour of the yarn on the first of each month so that we will be able to see changes and fluctuations throughout the year. In previous work researchers have used crafted data stories to initiate discussion on the invisible data sources in our lives such as everyday sounds [1], autobiographical experiences [5], as well as helping us create memoirs of difficult experiences [2,3]. Hand crafts in themselves can help create markers of time, and previous research in hand knitting has highlighted how these crafted results can become a record of the process [8,9].…”
Section: Implementation and Installationmentioning
confidence: 99%
“…For this project we adapted the Circular Knitic (2014) 1 , an open-hardware circular knitting machine developed by the artist duo Varvara and Mar (Varvara Guljajeva and Mar Canet). The parts were recreated and assembled by a local prototyping lab (Bayview Yards) from files the artists provided on github 2 and tutorials on instructables 3 with digital fabrication tools. Once we received the machine from the prototyping lab, we started hacking it so that it would visualize data combined from two sources: individuals who entered the Ottawa Art Gallery and those who interacted with the machine through the gallery's website.…”
Section: Hacking the Circular Kniticmentioning
confidence: 99%
“…Others have used physical means to express bodily phenomena, e.g., Ozaki's 'Menstruation Machine' (2010) enables the experience of menstruating to be wearable; 'Breathing Shell' makes breathing tangible (Tsaknaki et al, 2021, p. 2); 'Menarche Bits', a prototyping kit that resulted from a soma-based process, allows users to prototype body-worn technologies that make space for their experiences of menstruation (Juul Søndergaard et al, 2020); 'wear.x', a wearable, embodies experiences of migraine (Beuthel & Wilde, 2017); and 'BREATH and WARMTH', also wearables that provide representations of loneliness in remote relationships (Beuthel et al, 2021). Aligning with these examples, The Armor is a material reflection of difficult first-person experiences, similar to the one provided by Devendorf et al (2020), who propose 'Design Memoirs', designerly prototypes that narrate complex and difficult personal experiences. The Armor manifests experiences that are situated within a professional context, inviting others to engage with them bodily, through wearing and touching.…”
Section: Materials On the Bodymentioning
confidence: 99%