Table of Contents

VOLUME XXVII.1 January - February 2020

  • WELCOME
    • So long and thanks for the features, forums, columns, and visuals

      Gilbert Cockton, Simone Barbosa

      In The Hitchhiker's Guide to the Galaxy, the answer to the ultimate question of "Life, the Universe, and Everything" was 42. Our answer to the five goals that we set for Interactions in 2016 is 432. This is our 18th and final issue as co-editors-in-chief; each issue typically has…

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  • Demo Hour
    • Demo hour

      Ryo Tada, Richard Vijgen, Jennifer Lang, T. McLeish, Paul Pangaro

      1. FULU FULU is a fingernail-mounted haptic interface for augmented reality in daily life. It allows users to experience haptic texture in the virtual world, while the finger pad remains open for experiencing the physical world. Users thus experience virtual and physical touch seamlessly and simultaneously. FULU creates touch…

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  • What are you reading?
    • What are you reading? Gordon Baxter

      Gordon Baxter

      What are you reading? Gordon Baxter

      I've always been a voracious reader, and I'm currently on target to read at least one book a week this year. I usually have three or four books on the go simultaneously—generally a novel, a biography, another nonfiction book, and sometimes a volume of poetry. As a fan of…

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  • Blog@IX
    • Synthesizing family perspectives on health: Creative activities to stimulate health conversations

      Jomara Sandbulte, Jordan Beck, Janice Whitaker, John Carroll

      Synthesizing family perspectives on health: Creative activities to stimulate health conversations

      Many families have difficulty following healthy behavior practices in their household. Since conversations about health and well-being can often be infrequent within families, cultivating these practices can be a challenge [1]. The Center for Human-Computer Interaction at Penn State University (PSU) sees this as an opportunity for experience design,…

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  • How was it made?
    • How was it made? A smartphone in the nursery

      Paulina Yurman

      How was it made? A smartphone in the nursery

      Describe what you made. I made a series of critical and evocative artifacts that explore the role of smartphones in the care of young children. I used them as conversational probes, to better understand experiences of using smartphones during childcare and, more generally, social ambivalences toward the presence of…

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  • Columns
    • Take root among the stars: If Octavia Butler wrote design fiction

      Gabriele Ferri, Inte Gloerich

      Take root among the stars: If Octavia Butler wrote design fiction

      The Butler Timeline (BT) is a parallel universe where renowned speculative fiction author Octavia E. Butler engaged in a critical dialogue with researchers in human-computer interaction, shaping the genre of design fiction differently from how it unfolded in our timeline. Here we present a meta-speculation, imagining what could have…

    • Coding knowledge

      Jonathan Bean

      Coding knowledge

      Knowledge is one of those things that just is. But even for those of us whose jobs depend on making new knowledge, questioning old knowledge, and moving knowledge around, the concept itself eludes easy definition. The Oxford English Dictionary is not much help; in what must be the apogee…

    • Designing for digital well-being

      Elizabeth Churchill

      Designing for digital well-being

      Digital well-being has become an important focus for many of us in the technology world. The scope of such a project is vast, of course, but for the purposes of this column, I'll just focus on our favorite and most familiar digital device: our smartphones. Estimates suggest that as…

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  • Day in the Lab
    • Center for HCI, University of Salzburg

      Martin Murer, Verena Fuchsberger, Alina Krischkowsky, Bernhard Maurer, Alexander Meschtscherjakov, Dorothé Smit, Manfred Tscheligi

      Center for HCI, University of Salzburg

      How do you describe your lab to visitors? The Center for Human-Computer Interaction is an interdisciplinary research organization at the University of Salzburg. Our research integrates different approaches. Depending on the research objective, we employ empirical, theoretical, design-driven, or artistic ways of generating knowledge. Three years ago, the relocation…

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  • Forums
    • A story of paradise: Interactive, digitally enhanced, and radioactive

      Lisa Nathan, Nassim Parvin

      A story of paradise: Interactive, digitally enhanced, and radioactive

      Stories have long been recognized as powerful drivers that mobilize individuals, communities, and societies. There are stories that chronicle individual lives and those that explore the nature of life itself, such as creation stories or morality tales. Stories that orient us toward life itself are collective stories; they shape…

    • Impact through alliances: Two stories

      Gregorio Convertino, Nancy Frishberg

      Impact through alliances: Two stories

      Give me a lever long enough and a fulcrum on which to place it, and I shall move the world. —Archimedes Insights Building on Archimedes' famous quote, we can metaphorically view strategic alliances as levers that can be used to move an organization toward its desired state. An…

    • Considering cultural probes in HCI4D/ICTD research

      Susan Wyche

      Considering cultural probes in HCI4D/ICTD research

      Nearly 20 years ago, Bill Gaver and colleagues introduced cultural probes to the HCI community [1]. Since then, HCI has seen widespread use of these designed objects that are meant to provide designers with glimpses into local cultures, to inspire design. To date, this approach has been underutilized in…

    • Toward supporting personalized tracking experiences in healthcare

      Eun Choe, Bongshin Lee

      Toward supporting personalized tracking experiences in healthcare

      Self-tracking is a powerful means to enhance people's awareness of their own behaviors, thoughts, and feelings. People use self-tracking to achieve various types of goals, such as to satisfy curiosity, to document data, and to change behaviors. To realize the full potential of self-tracking in pursuit of these different…

    • Interactive metamaterials

      Alexandra Ion, Patrick Baudisch

      Interactive metamaterials

      3D printers are celebrated for their ability to arrange matter freely in space. They convert digital models to physical objects, thereby making fabrication available for the masses. While many early adopters and researchers focused on using them to design the outer shape of objects, 3D printers also enable designing…

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  • Community square
    • The changing face(s) of the SIGCHI executive committee

      Helena Mentis

      The changing face(s) of the SIGCHI executive committee

      In just the past year, the SIGCHI Executive Committee (EC) has said goodbye to five members and welcomed seven new ones. That means by the time you read this, three-quarters of the EC will have been active only since January 2019. That's an entirely new EC! And we hope…

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  • Features
    • Special Topic: Live-streaming research in HCI: Introduction

      Raquel Robinson, Katherine Isbister

      Special Topic: Live-streaming research in HCI: Introduction

      Curious about live streaming? In this introduction, we'll provide an overview of this rapidly growing phenomenon, share a bit about our own live-streaming research, and preview the five articles in this Special Topic section. In the past decade, video sharing has become increasingly popular. Platforms used for broadcasting content…

    • Understanding and empowering interactions between streamer and audience in game live streams

      Pascal Lessel, Maximilian Altmeyer

      Understanding and empowering interactions between streamer and audience in game live streams

      For human-computer interaction, live streaming is a rich context in which to investigate not only one-to-many (streamer to audience) and many-to-many (audience members among themselves) interactions, but also how technology can facilitate both. Our research focuses on which interactive options viewers want to have in game live streams, and…

    • How live streaming does (and doesn’t) change creative practices

      C. Fraser, Mira Dontcheva, Joy Kim, Scott Klemmer

      How live streaming does (and doesn’t) change creative practices

      A digital illustrator prepares for a session of work. She has her sketches from yesterday open and her tablet ready; today she will draw over her sketches in color. But that's not all she has prepared. In a few moments she will go live, and people from all over…

    • What makes a live stream companion? Animation, beats, and parasocial relationships

      Lee Taber, Leya Baltaxe-Admony, Kevin Weatherwax

      What makes a live stream companion? Animation, beats, and parasocial relationships

      Live streaming has become a popular mode of entertainment for a wide range of interests. Fans of games and esports can tune in to watch and comment as competitions and events unfold in real time. Recently, in-real-life (IRL) streaming has become quite popular. In this streaming genre, streamers allow…

    • Live streaming in China for sharing knowledge and promoting intangible cultural heritage

      Zhicong Lu

      Live streaming in China for sharing knowledge and promoting intangible cultural heritage

      Chinese live-streaming services have been gaining traction in China in recent years, even more so than their European and North American counterparts, such as Twitch.tv [1], Facebook Live, and YouTube Live. More than half the Internet users in China regularly use live-streaming services such as Douyu, Huya, YY, Kuaishou,…

    • How live streaming church services promotes social participation in rural areas

      David Struzek, Martin Dickel, Dave Randall, Claudia Müller

      How live streaming church services promotes social participation in rural areas

      In 2000, Robert Putnam's Bowling Alone was published. It represented the culmination of a trend in community studies, which identified a decline in the solidarities that define "community" [1]. Of interest is the fact that Putnam's argument is founded in part on an analysis of religious behavior. Putnam was…

    • The problem with trolleys: Why machines might struggle to solve the unsolvable

      Alexander Mirnig

      The problem with trolleys: Why machines might struggle to solve the unsolvable

      From its invention in the late 18th century, the automobile has seen a steady stream of technological progress. After the initial efforts to make the Benz Patent-Motorwagen easier to control and to get the technology to a level at which it could be mass-produced (which did not happen until…

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  • Cover story
    • Digital crafts-machine-ship: Creative collaborations with machines

      Kristina Andersen, Ron Wakkary, Laura Devendorf, Alex McLean

      Digital crafts-machine-ship: Creative collaborations with machines

      More than intangible material, than tones or words, tangible material can teach that it has demands of its own and suggestions of its own for its forming, that it asks for a reaction. Creating means this reacting to material rather than the execution of a dream, as the layman…

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  • Special topic: live-streaming research in HCI
    • Special Topic: Live-streaming research in HCI: Introduction

      Raquel Robinson, Katherine Isbister

      Special Topic: Live-streaming research in HCI: Introduction

      Curious about live streaming? In this introduction, we'll provide an overview of this rapidly growing phenomenon, share a bit about our own live-streaming research, and preview the five articles in this Special Topic section. In the past decade, video sharing has become increasingly popular. Platforms used for broadcasting content…

    • Understanding and empowering interactions between streamer and audience in game live streams

      Pascal Lessel, Maximilian Altmeyer

      Understanding and empowering interactions between streamer and audience in game live streams

      For human-computer interaction, live streaming is a rich context in which to investigate not only one-to-many (streamer to audience) and many-to-many (audience members among themselves) interactions, but also how technology can facilitate both. Our research focuses on which interactive options viewers want to have in game live streams, and…

    • How live streaming does (and doesn’t) change creative practices

      C. Fraser, Mira Dontcheva, Joy Kim, Scott Klemmer

      How live streaming does (and doesn’t) change creative practices

      A digital illustrator prepares for a session of work. She has her sketches from yesterday open and her tablet ready; today she will draw over her sketches in color. But that's not all she has prepared. In a few moments she will go live, and people from all over…

    • What makes a live stream companion? Animation, beats, and parasocial relationships

      Lee Taber, Leya Baltaxe-Admony, Kevin Weatherwax

      What makes a live stream companion? Animation, beats, and parasocial relationships

      Live streaming has become a popular mode of entertainment for a wide range of interests. Fans of games and esports can tune in to watch and comment as competitions and events unfold in real time. Recently, in-real-life (IRL) streaming has become quite popular. In this streaming genre, streamers allow…

    • Live streaming in China for sharing knowledge and promoting intangible cultural heritage

      Zhicong Lu

      Live streaming in China for sharing knowledge and promoting intangible cultural heritage

      Chinese live-streaming services have been gaining traction in China in recent years, even more so than their European and North American counterparts, such as Twitch.tv [1], Facebook Live, and YouTube Live. More than half the Internet users in China regularly use live-streaming services such as Douyu, Huya, YY, Kuaishou,…

    • How live streaming church services promotes social participation in rural areas

      David Struzek, Martin Dickel, Dave Randall, Claudia Müller

      How live streaming church services promotes social participation in rural areas

      In 2000, Robert Putnam's Bowling Alone was published. It represented the culmination of a trend in community studies, which identified a decline in the solidarities that define "community" [1]. Of interest is the fact that Putnam's argument is founded in part on an analysis of religious behavior. Putnam was…

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  • Calendar
    • Featured conferences

      INTR Staff

      Featured conferences

      CSCW '20: 23rd Conference on Computer Supported Cooperative Work and Social Computing (Minneapolis, USA) Conference Dates: October 21–24, 2020 https://cscw.acm.org/2020/index.html Submission Deadlines Full Papers: January 15, 2020; April 15, 2020 CSCW is the premier venue for research in the design and use of technologies that affect groups, organizations, communities,…

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  • Exit
    • When does manipulation turn a design ‘dark’?

      Colin Gray, Shruthi Chivukula

      When does manipulation turn a design ‘dark’?

      Contributor: Colin M. Gray and Shruthi Sai Chivukula Curator/Editor: Anne Spaa Genre: Dark patterns, asshole design, design ethics Websites such as this one, shared on the "asshole design" subreddit, use fake errors or obstructionist language to block access to content or user choice, drawing on dark pattern strategies such…

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