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- Altarriba Bertran, Ferran, et al.
(författare)
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Chasing play potentials in food culture : Learning from traditions to inspire future human-food interaction design
- 2020
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Ingår i: DIS '20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450369749 ; , s. 979-991
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Konferensbidrag (refereegranskat)abstract
- In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and analyzed a collection of 27 food traditions from diverse cultural backgrounds and historical periods. We highlight play forms and experiential textures that are underexplored in Human-Food Interaction (HFI) research. Our contribution is intended to inspire designers to broaden the palette of play experiences and emotions embraced in HFI.
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- Altarriba Bertran, Ferran, et al.
(författare)
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Chasing Play with Instagram : How Can We Capture Mundane Play Potentials to Inspire Interaction Design?
- 2020
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Ingår i: CHI EA '20. - Hawai'i, USA : Association for Computing Machinery (ACM). - 9781450368193
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Konferensbidrag (refereegranskat)abstract
- Play and playfulness permeate our daily lives and are often the target of interaction designers. Yet, designing for play while embracing the idiosyncrasies of users and their contexts is challenging. Here we address recent calls for new situated and emergent play design methods by turning to social media, which is currently a source of inspiration for arts, crafts, fashion, and more. We present @chasing.play: an exploration of how Instagram may help designers capture and share instances of mundane playful engagement to inspire play design. We report on the findings of a pilot study where we experimented with the tool, and raise a challenges and open questions we plan to address in the future. Our work can trigger discussions among researchers about the potential of social media as a design tool and inspire action towards collectively defining strategies to leverage that potential.
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- Back, Jon, 1977-, et al.
(författare)
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Playing close to home : Interaction and emerging play in outdoor play installations
- 2018
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Ingår i: CHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356206 - 9781450356213
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Konferensbidrag (refereegranskat)abstract
- Outdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it.
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- Bertran, Ferran Altarriba, et al.
(författare)
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Social Media as a Design and Research Site in HCI : Mapping Out Opportunities and Envisioning Future Uses
- 2021
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Ingår i: Extended abstracts of the 2021 CHI conference on human factors in computing systems (CHI'21). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380959
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Konferensbidrag (refereegranskat)abstract
- In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.
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- Chisik, Yoram, et al.
(författare)
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Chasing play potentials in food culture : Embracing children’s perspectives
- 2020
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Ingår i: IDC '20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380201 ; , s. 46-53
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Konferensbidrag (refereegranskat)abstract
- In this one-day workshop, we will explore how food related culture and traditions can guide the design of playful technologies and experiences. Using food as an accessible starting point, we aim to bring together a diverse set of participants in order to share and make creative use of playful traditions and food stuffs through hands-on prototyping, play and discussion. At the end of the day we expect to further advance our methodological inquiry with insights on how children’s natural affinity to play can be leveraged in co-design explorations aimed at chasing play potentials in foods and food related practices as well as expand the repository of play-food potentials we have been curating for the past months. Overall the workshop will contribute to enriching the set of tools available for designers interested in play and technologies for everyday use, in and beyond the food domain.
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- Duval, Jared, et al.
(författare)
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Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
- 2023
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Ingår i: The 25th International ACM SIGACCESS Conference on Computers and Accessibility. - : Association for Computing Machinery (ACM). - 9798400702204
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Konferensbidrag (refereegranskat)abstract
- The paramount measure of success for a machine learning model has historically been predictive power and accuracy, but even a gold-standard accuracy benchmark fails when it inappropriately misrepresents a disabled or minority body. In this work, we reframe the role of machine learning as a provocation through a case study of participatory work co-creating exergames by employing machine learning and its training as a source of play and motivation rather than an accurate diagnostic tool for children with and without Sensory Based Motor Disorder. We created a design probe, Cirkus, that supports nearly any aminal locomotion exergame while collecting movement data for training a bespoke machine learning model. During 5 participatory workshops with a total of 30 children using Cirkus, we co-created a catalog of 17 exergames and a resulting machine-learning model. We discuss the potential implications of reframing machine learning’s role in Assistive Technology for values other than accuracy, share the challenges of using “messy” movement data from children with disabilities in an everchanging co-creation context for training machine learning, and present broader implications of using machine learning in therapy games.
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- Elvitigala, Don Samitha, et al.
(författare)
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Grand Challenges in SportsHCI
- 2024
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Ingår i: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems. - : Association for Computing Machinery (ACM).
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Konferensbidrag (refereegranskat)abstract
- The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.
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