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Sökning: WFRF:(Sturdee Miriam)

  • Resultat 1-10 av 11
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1.
  • Lengyel, Denise, et al. (författare)
  • Hands-On Workshop on Tabletop Role-Playing for Inclusive Design: Imagining Sustainable Futures for Older Adults'
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - 9798400708749 ; , s. 289-293
  • Konferensbidrag (refereegranskat)abstract
    • Older adults' are often seen as a homogeneous group, disregarding their actual diversity in attitudes, abilities, and needs. This stereotypical view can seep into the research and design of digital technologies when developing for this age group, which can lead to those technologies not matching up with actual needs and abilities and thus not being picked up or engaged with. The goal of this workshop is to explore Tabletop Role-Playing Games (TTRPGs) as a method for HCI/UX to promote reflection on the concept of older adults' and to raise awareness for the heterogeneity of this demographic. The TTRPG adventure will be set in a sustainable future where a socio-ecological transformation has taken place; a transformation that can be significantly aided by digital technologies, which additionally stresses the need for a deeper reflection on the heterogeneity of all demographics involved in such a transformation, including older adults'. This workshop will contribute to an improved understanding of TTRPG as an approach to understanding diversity, paving the way to further research into inclusive design of digital technology for sustainability and beyond.
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2.
  • Lewis, Makayla, et al. (författare)
  • Doodle Away: An Autoethnographic Exploration of Doodling as a Strategy for Self-Control Strength in Online Spaces
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • We think we are not alone when we say: navigating the new online spaces surrounding us is more difficult than we could have predicted. In this paper, we explore doodling as a tool for self-control while attending passive online spaces. We, four researchers in the field of Human-Computer Interaction, engaged in doodling during our online meetings, seminars, and conferences. We also kept an autoethnographic diary along with a collection of our doodles. We reflected and then discussed through affinity diagramming, whereby five themes were developed: More than human, Designerly ways of sketching, Traces of time and space, Emotional aesthetics & thoughts, Sketching materials, techniques, and tangible characteristics. We conclude by inviting the HCI community to contribute with their doodles during the CHI2023 conference in Hamburg or remotely.
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3.
  • Lewis, Makayla, et al. (författare)
  • Futuring (CHI)Art: Building a Collective Common Future
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • Human-Computer Interaction and the Arts have a relatively recent history, but computers have opened the world to new forms of expression and wide audiences. The way in which we think of art has changed, from webcomics and digital painting to AI-generated imagery and NFTs. However, these changes have also caused tension, and a disparity between what art is, and how it reconciles with research. This workshop aims to bring together artists and researchers to explore the current worldview of HCI and Art and speculate as to its possible, plausible, and probable futures, via discussion, collaboration, and the formation of new expressive artworks, objects, and performances. Through this process, we will also create a roadmap for a common future and imagine new ways of sharing this dual practice with the SIGCHI community and beyond.
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4.
  • Lewis, Makayla, et al. (författare)
  • Is it Art, is it HCI? Exploring Tensions Between Practice and Research
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. ; CHI 2023
  • Konferensbidrag (refereegranskat)abstract
    • Art has the weight of our history as a people behind it, whilst in comparison, Human-Computer Interaction is relatively young. Artistic practice is a propeller of the innovations within HCI but works in this area often focus on the user study, the interaction, or the need for empirical evaluation. The plurality and tensions in art practice clash with this focus. Arts need not define the beholder as a 'user', but the addition of interaction and technology challenges its purpose. Aesthetics in isolation is not seen as impactful output, but as we investigate ways to bring art and HCI together, should we not focus on process and influence? This panel brings together a diverse group of artists, designers, practitioners, makers, and researchers, focusing on the challenges and variety of approaches in this space. The aim is to build dialogue to encourage a plurality of practices and creative responses in HCI.
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5.
  • Lewis, Makayla, et al. (författare)
  • SketCHI 5.0: Diversity & Accessibility at the core of Sketching in HCI
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • Sketching is a universal tool, one that has been with us from the earliest days of humanity. This freehand technique is visible both in analog and computational form using 'pencils' and 'pens', although the creation of a sketch requires human consideration and action. It is the act of sketching that we will examine in the context of cross-cultural, diverse, and accessible sketching in HCI, where it is embodied in ideation, design spaces, storytelling, impact, and much more - a sketch can be a section of code, rapid prototyping, algorithmic recognition, digital representation and more. SketCHI 5.0 will bring CHI attendees from around the world together to discuss and co-create thoughts, resources, and exemplars around the topic of Diversity and Accessibility at the core of Sketching in HCI practice.
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6.
  • Lewis, Makayla, et al. (författare)
  • Traveling arts x HCI sketchbook : exploring the intersection between artistic expression and human-computer interaction
  • 2024
  • Ingår i: CHI '24: Extended abstracts of the 2024 CHI Conference on human factors in computing systems. - : Association for Computing Machinery (ACM). - 9798400703317
  • Konferensbidrag (refereegranskat)abstract
    • When thinking of arts in HCI, one might be tempted to keep one's eyes focused on prominent realms such as sketching for UX Design and design probes from participants. A closer look shows that practices go beyond this, involving a variety of arts-based expressions by researchers, the researched and third parties, e.g. graphic facilitators. Inspired by Toselli's Sketchnote Army Travelling Sketchbook, researchers and artists contributed to a 'Travelling Sketchbook for Arts in HCI', showcasing their arts-based practice in HCI. The resulting sketchbook explores the intersection between HCI and artistic expression, illuminating what it means to use art in HCI. It shows the breadth of Arts in HCI, illustrating the many fruitful possibilities for extending existing research and dissemination methods in HCI. It also calls into question current practices, which often do not recognise the significance of artist attribution, and, in turn, advocates for equal authorship between principal researchers and contributing artists.
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7.
  • Matviienko, Andrii, et al. (författare)
  • Learning from Cycling: Discovering Lessons Learned from CyclingHCI
  • 2024
  • Ingår i: CHI 2024 - Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Cycling plays an essential role in sustainable mobility, health, and socializing. This workshop aims to collect and discuss the lessons learned from Cycling Human-Computer Interaction (CyclingHCI). For this, we will gather researchers and experts in the field to discuss what we learned from designing, building, and evaluating CyclingHCI systems. We will start the workshop with three lessons learned from CyclingHCI defined by the organizers and their experience in the field, which include (1) a lack of theories, tools, and perspectives, (2) knowledge about designing for safety and inclusive cycling, and (3) evaluation methods and environments. Taken together, with this work, we aim to promote interactive technology to get more people cycling, profiting from the many associated benefits.
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8.
  • O'Keefe, Brian J., et al. (författare)
  • Designing Blended Experiences : Laugh Traders
  • 2023
  • Ingår i: C&C '23. - New York, NY : Association for Computing Machinery (ACM). - 9798400701801 - 9781450383769 ; , s. 116-128
  • Konferensbidrag (refereegranskat)abstract
    • Digital transformation is increasingly blurring the line between what is software and what is the world, requiring designers to harmoniously blend digital and physical products, services and spaces if they want to orchestrate meaningful experiences that are specifically aimed at the interweaving relationships between people, places and things. Traditional approaches to product design, interaction design, and user experience design do not often take this new context into account. The pictorial details the results of a twelve-day workshop focusing on real-world audience and performer problems during the Edinburgh Festival Fringe: it illustrates how two distinct tools, the Blended Experiences Tool and the Evaluation Tool, focusing on the creation of a blended experience and respectively meant to provide a structured way to approach the generative and reflective stages of the design process, can be used to address this gap. This pictorial illustrates the theoretical framing supporting the Blended Experiences Tool; describes how the workshop produced Laugh Traders, a speculative experience centering on attending and reviewing comedy shows; provides a page-by-page pictorial storyboard of the Laugh Trader experience; introduces the Evaluation Tool and applies it to Laugh Trader to measure the relevance, complexity, and attractiveness of the resulting blended experience. Preliminary reflections conclude the pictorial. © 2023 ACM.
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9.
  • Samuelsson-Gamboa, Mafalda, 1988, et al. (författare)
  • Conversational Composites: A Method for Illustration Layering
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450399777 ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • The conversational nature of sketches is a widespread topic of research. Understanding drawing as a cognitive activity is commonly accepted, and many of the most extensively used methods within Human-Computer Interaction recruit sketching as a technique for ideation, explanation, documentation, and conversation. To further develop the use of this illustration process as a tool of knowledge production, we suggest a novel sketching method. We present Conversational Composites: a flexible method grounded in the material and tangible qualities of sketching in different forms and media, creating physical and digital layers of conversation between participants. We present and reflect on the proposed method through an applied case of a conversation between a PhD student and her supervisor, and offer suggestions on how it may be adapted and appropriated by other researchers in the HCI community.
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10.
  • Samuelsson-Gamboa, Mafalda, 1988, et al. (författare)
  • Screenshots as Photography in Gamescapes: An Annotated Psychogeography of Imaginary Places
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - 9781450383769 ; , s. 506-518
  • Konferensbidrag (refereegranskat)abstract
    • Travel is an integral part of our lives, whether for work or leisure. Since the advent of photography, we have documented our journeys, often sharing the images with friends and family to reflect upon the experience, tell stories, or invite commentary. We often lose ourselves in digital media - film, documentary and games - particularly during times when physical travel is unavailable. In this pictorial, we explore the travels of a single player through hundreds of games, presenting annotated game screenshots as photo-documentary through gamescapes, and as a form of the New Games Journalism. We present a New Games Travelogue traversing and formulating the psychogeography of games as imaginary places, and through this process, we unveil transdisciplinary tensions in negotiating and perceiving the importance of visual knowledge in games research, encouraging other researchers to join us in this practice.
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