1. |
- 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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2. |
- 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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3. |
- Bertran, Ferran Altarriba, et al.
(författare)
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Technology for Situated and Emergent Play : A Bridging Concept and Design Agenda
- 2020
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Ingår i: Proceedings Of The 2020 Chi Conference On Human Factors In Computing Systems (CHI'20). - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450367080
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Konferensbidrag (refereegranskat)abstract
- Despite the capacity of play to spontaneously emerge in our daily life, the scope of application of play design in HCI is generally narrower, specifically targeting areas of pure leisure, or wholly utilitarian and productive play. Here we focus on the value of play design to respond to and support our natural gravitation towards emergent play that helps to meet our social and emotional needs. We present a bridging concept: Technology for Situated and Emergent Play, i.e. technology design that supports playful engagement that emerges interwoven with our everyday activities outside leisure, and that enriches these activities with socio-emotional value. Our intermediate-level contribution has value as a synthesis piece: it weaves together theories of play and play design and bridges them with concrete design examples. As a bridging concept, it contributes: i) theoretical grounding; ii) inspiring design exemplars that illustrate the theory and foreground its value; and iii) design articulations in the form of valuable experiential qualities and design features. Our work can help to focus design agendas for playful technology and inspire future designs in this space.
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4. |
- 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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5. |
- 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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6. |
- Kriglstein, Simone, et al.
(författare)
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Special Interest Group : The Present and Future of Esports in HCI
- 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
- Rapidly gaining in mainstream appeal, esports constitute a phenomenon at the intersection of different Human-Computer Interaction (HCI) perspectives-relating to games user research, multifaceted aspects of game design for performance and entertainment, design and support of social or interpersonal interaction, inclusion vs. toxicity in online communities, visualization of esports data, subdomains like physical esports, as well as connections with education and health contexts. This special interest group (SIG) will provide a space for HCI researchers and practitioners to connect and discuss themes at the intersection of HCI and esports. It will serve as a starting point for mapping the esports design and research landscape in order to identify and pursue opportunities for research, to increase awareness for collaboration in this domain within the HCI community, to share experiences and knowledge, and to establish a community to shape the future of esports.
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7. |
- Márquez Segura, Elena, et al.
(författare)
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Exploring the Design Space of Immersive Social Fitness Games : The ImSoFit Games Model
- 2021
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Ingår i: CHI '21. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380966 ; , s. 1-14
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Konferensbidrag (refereegranskat)abstract
- The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness—ImSoFit—Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players’ behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games.
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8. |
- Márquez Segura, Elena, et al.
(författare)
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Physical Warm-up Games : Exploring the Potential of Play and Technology Design
- 2021
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Ingår i: CHI '21. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450380966
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Konferensbidrag (refereegranskat)abstract
- Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
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9. |
- Robinson, Raquel, et al.
(författare)
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Edu-larp @ CHI
- 2023
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Ingår i: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. - : Association for Computing Machinery (ACM). - 9781450394222
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Konferensbidrag (refereegranskat)abstract
- Role-play has long been used as an active learning technique in educational and training contexts. In particular, Edu-larp (a structured, live action roleplay experience that teaches through social enactment and reflection [1]) has been used in therapeutic contexts, training courses, and even an entire course curriculum [4]. We propose to host a workshop at CHI 2023 which will connect CHI attendees of various disciplines interested in this topic, with the outcome to understand how edu-larp might be an effective way of augmenting existing teaching and research within HCI. During the workshop, attendees will participate in numerous edu-larp exercises designed to introduce and orient them to the concept, and facilitate discussion about the different ways edu-larp can be leveraged in the broad domain of HCI.
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10. |
- Turmo Vidal, Laia, et al.
(författare)
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Intercorporeal Biofeedback for Movement Learning
- 2023
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Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 30:3, s. 1-40
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Tidskriftsartikel (refereegranskat)abstract
- Technology-supported movement learning has received increased attention in HCI. Previous design research has mostly focused on individual experiences, even though the social and situated context is essential to movement learning practices. Based on the experiences from two design projects in the fitness domain featuring open-ended biofeedback artefacts, we propose Intercorporeal Biofeedback as a strong concept to support the design and use of biofeedback in such practices. We ground the concept in situated movement learning theory, phenomenology of social cognition, and HCI work on biofeedback. We articulate four key characteristics of intercorporeal biofeedback: it provides participants with a shared frame of reference, upon which they engage in fluid meaning allocation and use it to guide attention and action, becoming an interactional resource. Intercorporeal biofeedback can serve to guide future design work for situated, social movement practices.
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