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Sökning: WFRF:(Odom William)

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1.
  • Fedosov, Anton, et al. (författare)
  • A Dozen Stickers on a Mailbox : Physical Encounters and Digital Interactions in a Local Sharing Community
  • 2020
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 4:CSCW3
  • Tidskriftsartikel (refereegranskat)abstract
    • Many non-profit peer-to-peer exchange arrangements and profit-driven, multi-sided online marketplaces leverage underutilized resources, such as tools, to optimize their use to capacity. They often rely on a digital platform in pursuit of their social aspirations and/or economic objectives. We report on a field study of a local sharing community that employs a set of stickers illustrating different household items, typically placed on community members' mailboxes, along with complementary digital tools. The stickers are used to communicate the availability of resources among neighbors to facilitate social encounters and to encourage sustainable use and re-use of shared resources. Through in-depth qualitative interviews with sixteen participants, we describe the opportunities and limitations of this approach to peer-to-peer exchange. We offer insights for designers of resource sharing communities into facilitating face-to-face encounters and the online interactions needed to support them.
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2.
  • La Delfa, Joseph, 1990- (författare)
  • Cultivating Mechanical Sympathy : Making meaning with ambiguous machines
  • 2023
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Moving with a drone can be a captivating and reflective experience. A drone can easily grab my attention, yet its hold is distinctly different to a screen where my body goes missing and my eyes are held captive. Instead, my body feels alive and present. As if every part of it is playing a crucial role in keeping the drone in the air. The sensors on my body enable the drone to be sensitive to my movements, which in turn increases my sensitivity to the drone's movements. It's like carrying a cup of hot tea with a book under your arm, any sudden movement from any part of your body affects the tea in the cup and vice versa.In this thesis, I traced back through this experience and several other first-person experiences with machines to reflect on their constituent moments of sensing and acting. In doing so, I came to realise that these moments were fundamental to making meaning with machines, that is, how you come to understand its function and its purpose in your daily life. I used a combination of soma design and industrial design practice to draw from these first-person experiences and create three systems, Tai Chi in the Clouds, Drone Chi and How to Train Your Drone. Through the design of the first two systems, I attempted to distil the feeling of being a beginner tai chi student into a human-drone interaction. Subsequent user studies of these two systems demonstrated some degree of success, but it was the participants' own interpretations that sparked my curiosity and drove the creative process for the third system. I was fascinated by the tendency for participants to liken unfamiliar feelings to past experiences when faced with an ambiguous situation with a drone. This prompted me to reflect on the ambiguity that presented itself to me during the design process of Tai Chi in the Clouds and Drone Chi. There I found rich associations with my past experience racing go-karts and maintaining old cars. This culminated in the design of How to Train Your Drone, a more ambiguous human-drone interaction intended to support the participants’ own interpretations and allow their unique constellation of sensing and acting to drive the meaning making process.The subsequent analysis of a month-long user study led me to describe the unique and tacit relationship that unfolds between a human and a drone as Mechanical Sympathy. Mechanical Sympathy is a process of sensing and acting that leads to a cumulative appreciation ofhuman-with-machine. It does not, in the reductive sense, mean being emotionally sympathetic towards a machine, but rather a synergy or bodily understanding between human and machine that shapes how they can act together. This process entails fostering an awareness of your capabilities, limitations, and changing body in relation to a machine and vice versa. It also allows you to craft your own experiences with a machine and explore how that machine, in turn, shapes your aesthetic preferences. Through this process, you can reflect on what kinds of human-machine experiences hold value and meaning.Whilst analysing the interview data from How to Train Your Drone it became clear to me that the participants did not program the drones to perform some action as much as they shaped what the drone could and could not sense; how reality was presented to the drone. This was an important shift in perspective that led me to propose an expansion of the soma design program that considers designing interactive technology as less of a material to be mastered and more of an agent to evolve with — both for the designer and later for users. Central to this shift was the concept of the Umwelt, first introduced by Jakob von Uexküll which posits that we cannot know what it is like to be anything but human and therefore the realities of other beings are essentially unknowable. However, we can make meaning with them by paying attention, which, fittingly, is something that is required by both the soma design process and its resulting artefacts. Additionally, I looked to the fields of evolutionary robotics and human-robot interaction to bring structure to this expanded soma design program and situate it in the literature. Ultimately, I aimed to afford both the designer and the user novel ways to embrace ambiguity when interacting with machines by providing opportunities for aesthetic appreciation and meaning making. The thesis concludes with a speculative look at the challenges this approach to design faces in the context of daily life.
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3.
  • Lee-Smith, Matthew L., et al. (författare)
  • Data as a material for design : alternative narratives, divergent pathways, and future directions
  • 2023
  • Ingår i: CHI EA '23. - : ACM Digital Library. - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will bring together a diverse group of practitioners and researchers within the CHI community to discuss and explore data's increasing use as a material for design. This workshop encourages the submission of design exemplars, i.e., physical or digital works (in progress), design processes, or provocative or controversial pieces on the topic of data as a design material. If we are to continue to explore what data means as a design material and how we will continue to co-exist with them in our everyday lives through new and exciting ways and means, we must develop new strategies, tactics, tools, and outcomes. By bringing together products, processes, and provocations, this workshop will nurture and extend the continuation of research inquiring into data as a design material in its many forms. Our workshop will be conducted through physical and digital activities before, during, and after the onsite event at CHI 2023.
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4.
  • Proceedings of the 2018 Designing Interactive Systems Conference
  • 2018
  • Proceedings (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • We are pleased to welcome Designing Interactive Systems DIS 2018 to Hong Kong. DIS 2018 is the first of its kind in two ways. It is in Asia for the first time. It is also in an art and design school for the first time. The theme of the conference is Design and Diversity. The theme reflects a classic design theme - and also a foundational distinction in philosophy - of universals and particulars. Should we, as designers, follow Silicon Valley in its quest for products that engage everyone on the planet, or the architect Glenn Murcutt's conviction that he can only build in places he knows so well that his designs can be outstanding? The underlying logic of this question divides designers and design disciplines and emerges in every design process. This theme operated as a guiding tool for selecting our four keynotes, professors Jodi Forlizzi, Kun-pyo Lee, Phoebe Sengers and Erik Stolterman. During their years in design, they have lived through its diversities. We were happy that they accepted the challenge to share their experiences and thoughts about diversity to the benefit of our community. The theme was also our tool for directing the DIS community into the future. A few years from now, we hope, we will start to see answers to the challenges our keynotes are posing to us. The nucleus of the conference organization were two chairs and three technical chairs. This small group invited sixteen Subcommittee Chairs, three Pictorials chairs, and two chairs each for Workshops, Provocations and Work-in-Progress, Doctoral Consortium, and Demos. These chairs recruited 100 Associate Chairs, who recruited 1818 reviewers. Our review and decision schedule was brutal, but the organization worked through it efficiently, always with humor, and with collegial respect. DIS 2018 received 645 submissions: 405 for full papers and notes submissions; 71 for pictorials; 23 for workshops submissions; 107 for Provocations and Work-in-Progress (out of these, 19 were Provocations); 20 for Doctoral Consortium Submissions; and 19 for Demos. Acceptance rates were: 23% for papers and notes, 24% Pictorials, 55% for Workshops, 73% for Demos, 53% for PWiPs, and 50% for Doctoral Consortium. All this work led into a highly competitive conference between 9-13 June. June 9-10 were reserved for Workshops and Doctoral Consortium, and June 11-13 for 28 paper sessions. Pictorials are not in separate sessions; they are treated the same way as Full Papers. The 11th of June became an Experience Night of Demos, PWiPs, and a small design exhibition, which illuminated interaction design in Hong Kong and the Pearl River Delta. As extra, we organized a postconference trip to a few technology companies in Shenzhen, China.
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5.
  • Zhong, Ce, et al. (författare)
  • Exploring long-term mediated relations with a shape-changing thing : a field study of comorphing stool
  • 2023
  • Ingår i: CHI '23. - New York : Association for Computing Machinery (ACM). - 9781450394215
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a long-term field study of the coMorphing stool: a computational thing that can change shape in response to the surrounding light. We deployed 5 coMorphing stools to 5 participants' homes over 9 months. As co-speculators, the participants reflected on their mediated relations with the coMorphing stool. Findings suggest that they perceived the subtle transformations of the coMorphing stool in the early days of the deployment. After becoming familiar with these features, they interpreted their daily entanglements with the coMorphing stool in diverse personalized ways. Over time, the co-speculators accepted the coMorphing stool as part of their homes. These findings contribute new empirical insights to the shape-changing research field in HCI and enrich discussions on higher-level concepts in postphenomenology. Reflecting on these experiences promotes further HCI explorations on computational things.
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  • Resultat 1-5 av 5

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