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Sökning: WFRF:(Sengers Phoebe)

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1.
  • Brynjarsdóttir, Hrönn, et al. (författare)
  • Sustainably unpersuaded: how persuasion narrows our vision of sustainability
  • 2012
  • Ingår i: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). - New York, NY, USA : ACM. - 9781450310154 ; , s. 947-956
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we provide a critical analysis of persuasive sustainability research from 2009-2011. Drawing on critical sociological theory of modernism, we argue that persuasion is based on a limited framing of sustainability, human behavior, and their interrelationship. This makes supporting sustainability easier, but leads to characteristic patterns of breakdown. We then detail problems that emerge from this narrowing of vision, such as how the framing of sustainability as the optimization of a simple metrics places technologies incorrectly as objective arbiters over complex issues of sustainability. We conclude by suggesting alternative approaches to move beyond these problems.
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2.
  • Håkansson, Maria, 1977, et al. (författare)
  • Beyond being green : Simple living families and ICT
  • 2013
  • Ingår i: CHI '13 Proceedings of the SIGCHI Conference on Human Factors in Computing Syste. - New York : ACM Press. - 9781450318990 ; , s. 2725-2734
  • Konferensbidrag (refereegranskat)abstract
    • Motivated by a need in sustainable HCI for studies of everyday practices, and a belief that a holistic view on sustainability is crucial to deeper understanding of how to design ICT to support sustainability, we here present a qualitative study of 11 simple living families in the US. Simple living refers to a lifestyle which is voluntarily simple out of concern for both the environment and quality of life. Our goal was to learn about a holistic view on sustainability and the role of ICT in helping and hindering families to live simply. The study contributes new insights about how holistic sustainability could be a valuable lens for HCI, revealing that sustainability is important to a wider range of areas in HCI than previously discussed. We conclude with implications for HCI for how to support sustainable practices beyond being "about" being green.
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3.
  • Håkansson, Maria, 1977, et al. (författare)
  • No easy compromise: Sustainability and the dilemmas and dynamics of change
  • 2014
  • Ingår i: Proceedings of the 2014 conference on Designing interactive systems (DIS '14). - New York, NY, USA : ACM. - 9781450329026 ; , s. 1025-1034
  • Konferensbidrag (refereegranskat)abstract
    • Sustainable HCI grapples with how to use technology design to make social change. This is made difficult by recurring dilemmas about how to truly make change, like how to increase the scale and duration of design impact. In this essay, we reflect on our own journey to better understand design for social change by taking inspiration from two groups that have long engaged in making change towards sustainability-simple living and organic farm families. We describe 5 key dilemmas that both the families and HCI designers struggle with and reflect on how we can learn from families' practices to negotiate these dilemmas. We contribute a deepened understanding of the dilemmas of and opportunities for making change for sustainable HCI.
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4.
  • Höök, Kristina, et al. (författare)
  • Sense and sensibility: evaluation and interactive art
  • 2003. - 1
  • Ingår i: Proceedings of the SIGCHI conference on Human factors in computing systems. - New York, NY, USA : ACM Press. ; , s. 241-248
  • Konferensbidrag (refereegranskat)abstract
    • HCI evaluation methods are useful for improving the design of interactive systems, yet they may be rejected by nontraditional technology disciplines such as media art. We have developed a two-tiered evaluation model that responds to the concerns of interactive artists and have used it to improve the design of an interactive artwork, the Influencing Machine, exploring issues in affective computing. The method was interpretive, focusing on giving the artists a grounded feeling for how the machine was interpreted and their message was communicated. We describe the resulting design of the Influencing Machine and the reactions of users. The study itself is part of the art piece - together these activities achieve the goal of the artists: to provoke our cultural notions of whether a machine can "have emotions".
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5.
  • Höök, Kristina, et al. (författare)
  • The enigmatics of affect
  • 2002. - 4
  • Konferensbidrag (refereegranskat)abstract
    • Affective computation generally focuses on the informatics of affect: structuring, formalizing, and representing emotion as informational units. We propose instead an enigmatics of affect, a critical technical practice that respects the rich and undefinable complexities of human affective experience. Our interactive installation, the Influencing Machine, allows users to explore a dynamic landscape of emotionally expressive sound and child-like drawings, using a tangible, intuitive input device that supports open-ended engagement. The Influencing Machine bridges the subjective experience of the user and the necessary objective rationality of the underlying code. It functions as a cultural probe, reflecting and challenging users to reflect on the cultural meaning of affective computation.
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  • Resultat 1-5 av 5

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