Table of Contents
VOLUME XXVI.5 September-October 2019
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WELCOME
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More, more, more: More of you, more for you, more from you
Gilbert Cockton, Simone Barbosa
Hello, who are you? Does our content meet your needs and wants as a reader? Oh, and what are your pain points? We hope we can make them better! In case we can't, perhaps you can. Helena Mentis and Mark Perry pay tribute to the many SIGCHI volunteers in…
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Demo Hour
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Demo hour
Dick van Dijk, Nick Dulake, Daniela Petrelli, Mark Marshall, Hub Kockelkorn, Elena Not, Dario Cavada, Stefano Maule, Anna Pisetti, Adriano Venturini
1. The Loupe The Loupe resembles a magnifying glass. It is made of a round wooden frame that conceals a mobile phone. Visitors use the Loupe to discover more about objects on display. The Loupe shows an outline of a heritage object on the screen. The visitor then looks…
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What are you reading?
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What are you reading? Shaimaa Lazem
Shaimaa Lazem
I recently worked with an indigenous Egyptian community that took great pride in their heritage. Afterward, I could not help wondering if my cultural identity has become too hybrid because of my Western education. I found myself trying to establish links with my heritage by using Egyptian proverbs in…
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Blog@IX
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CSCW research @ Latin America
Claudia López, Cleidson de Souza, Laura Gaytán-Lugo, Francisco Gutierrez
After participating in SIGCHI Across Borders events, we proposed and ran a workshop at CSCW 2018 to 1) identify where CSCW and social computing research was being conducted in and about Latin America (LatAm), 2) characterize its common themes and methods, and 3) envision a shared agenda that could…
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How was it made?
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How was it made? TypeCase
Dougie Mann
Describe what you made. I made a physical keyboard for today's modern smartphones, attempting to bring back tactility to texting. Think Blackberry, or an old Nokia, where you could type very quickly on a physical board and without looking at the screen. I have tried to embody that nostalgic…
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Columns
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Whose stories underpin design? Reworking out methods with design fabulations
Daniela Rosner
Whose stories underpin design? And what methods might be possible if designers told those stories differently? These are the questions I explore in my book Critical Fabulations (MIT Press). Fabulation, from Latin fabulatus, means to "relate as a fable or myth" [1]. Foregrounding fabulation within design, I reflect on…
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Scaling UX with design systems
Elizabeth Churchill
I remember the delight of discovering that I could "view source" for a webpage and see the underlying html. Copy ... Paste into an editor ... A tweak here and there ... Publish ... And then, ta-da! My website. Very exciting! I have the same kind of excitement in…
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On tape and trust
Jonathan Bean
As I have become more involved in the world of high-performance building, a split in the way our culture talks about technology has become increasingly apparent. It first became clear when I attended two events back-to-back: the Solar Decathlon competition at the National Renewable Energy Laboratories in Golden, Colorado,…
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Day in the Lab
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Meaningful interactions lab (Mintlab)
Bieke Zaman, Roos Voorend, Lawrence Van den Bogaert, Elias Storms, Karin Slegers, Jessica Schoffelen, Kevin Sanders, Isa Rutten, Rob van Roy, Marije Nouwen, Çisem Özkul, Luciana Krebs, David Geerts, Chloé Dierckx, Jan Derboven, Oscar Alvarado
How do you describe your lab to visitors? Meaningful Interactions Lab (Mintlab) is a research group within the Institute for Media Studies (IMS) of the Faculty of Social Sciences at KU Leuven, Belgium. We strive to perform excellent human-computer interaction (HCI) research from a social sciences perspective. Our mission…
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Forums
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Farming within limits
Lindsay Barbieri, Sonya Ahamed, Sam Bliss
Here's the tragedy of agriculture in our time.... The politicians, the agricultural bureaucracies, the colleges of agriculture, and the agri-business corporations went all out to industrialize agriculture and to get first the people and then the animals off the land and into the factories. This was a mistake, involving…
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Large-scale and long-term co-design of digital health
Tariq Andersen
Digital health is expected to change healthcare as we know it. Many prototypes and sophisticated communication infrastructures that connect patients and clinicians have been developed and successfully demonstrated. Insights Unfortunately, research prototypes in digital health rarely become part of regular use in hospitals or by patients. The promises…
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Culture eats UX strategy for breakfast
Liam Friedland
What activities do UX leaders engage in to ensure they are in the room when important business decisions about product direction and business strategy are made? In preparing to give a presentation on leading UX teams as a core business competency, I asked this fundamental question of seven other…
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The future of tangible user interfaces
Lars Holmquist
The notion of tangible user interfaces (TUIs) was introduced by Hiroshi Ishii and Brygg Ullmer of the MIT Media Lab at the ACM CHI conference in 1997 [1]. The fundamental idea is that users should be able to "grasp and manipulate bits in the center of users' attention by…
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My heart is in Havana: Designing with marginalized African communities
Anicia Peters, Hafeni Mthoko, Shaimaa Lazem, Heike Winschiers-Theophilus, Maletsabisa Molapo
One of the goals of the Africa Human Computer Interaction (HCI) conference (AfriCHI) series is to build capacity in HCI teaching, research, and industry across the African continent. This is a daunting task, however, as a workshop and panel discussion on HCI education at the inaugural AfriCHI revealed [1].…
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Community square
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I am, you are, we are SIGCHI
Helena Mentis, Mark Perry
What is SIGCHI? What does SIGCHI do for me? Who in SIGCHI should I speak to? While these might seem like simple questions, the answers are not always straightforward. As an organization, SIGCHI supports more than 20 sponsored and more than 40 in-cooperation conferences, provides coordination for 56 chapters…
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Features
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Tangible interaction meets material culture: Reflections on the meSch project
Daniela Petrelli
Leo Caillard's Art Game series (Figure 1) captures the essence of the meSch project: to engage heritage audiences both physically and emotionally through unexpected interactions so their attention remains on the heritage, not the digital technology. meSch stands for Material Encounters with Digital Cultural Heritage; tangible and embodied interaction…
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Experimenting around IoT for heritage
Mark Marshall, Albrecht Schmidt, Thomas Kubitza
As museums and cultural heritage sites face constant pressure to offer an exciting visitor experience, they are consistently looking for new ways to quickly create engaging interactions for the exhibition floor. Yet most heritage professionals are not experts in the creation of such experiences; rather, they have expertise in…
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Crafting content across the physical-digital divide
Elena Not, Daniela Petrelli
Thirty years ago, content in museums and cultural heritage sites consisted mostly of labels, explanation panels, written leaflets, and books. The aim was to help visitors make sense of exhibits and places, understand the history behind their creation and usage, and appreciate their aesthetic values. Guidelines for effective label…
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Co-design goes large
Gabriela Avram, Luigina Ciolfi, Simona Spedale, Deborah Roberts, Daniela Petrelli
Within the cultural heritage sector, digital technology is evolving from something usually outsourced or commissioned to external experts to something more pervasively built into the skillset of heritage professionals. The do-it-yourself trend also enables heritage professionals to play a greater role, via tools and peer support for developing projects,…
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Bridging the gap between material science and human-computer interaction
Isabel Qamar, Rainer Groh, David Holman, Anne Roudaut
Many interactive devices such as laptops and mobile phones currently have static, planar shapes that are arguably not particularly adapted to the user. Recent developments in display and material technologies have enabled explorations into morphing devices [1,2] that can provide improved affordances for human interaction. From interactive spherical displays,…
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Cover story
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Communities to the left of me, bureaucrats to the right… Here I am, stuck in the middle
Andy Dow, Rob Comber, John Vines
Like many countries across the world, the U.K. government has shifted to a strategy of digital by default as a standard in how public services are delivered. The notion of government as a platform has placed digital tools, mobile applications, and networked infrastructures as core to a new generation…
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Special topic: the meSch project
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Tangible interaction meets material culture: Reflections on the meSch project
Daniela Petrelli
Leo Caillard's Art Game series (Figure 1) captures the essence of the meSch project: to engage heritage audiences both physically and emotionally through unexpected interactions so their attention remains on the heritage, not the digital technology. meSch stands for Material Encounters with Digital Cultural Heritage; tangible and embodied interaction…
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Experimenting around IoT for heritage
Mark Marshall, Albrecht Schmidt, Thomas Kubitza
As museums and cultural heritage sites face constant pressure to offer an exciting visitor experience, they are consistently looking for new ways to quickly create engaging interactions for the exhibition floor. Yet most heritage professionals are not experts in the creation of such experiences; rather, they have expertise in…
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Crafting content across the physical-digital divide
Elena Not, Daniela Petrelli
Thirty years ago, content in museums and cultural heritage sites consisted mostly of labels, explanation panels, written leaflets, and books. The aim was to help visitors make sense of exhibits and places, understand the history behind their creation and usage, and appreciate their aesthetic values. Guidelines for effective label…
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A conversation around the design and experience of artifacts
Nick Dulake, Eva Hornecker, Daniela Petrelli
To design a product for tangible interaction involves far more than the creation of a form. It requires us to fully understand how that form implements the concept, how it complements the technology, what it makes people do or feel, and how it augments the interactive experience. Over four…
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Co-design goes large
Gabriela Avram, Luigina Ciolfi, Simona Spedale, Deborah Roberts, Daniela Petrelli
Within the cultural heritage sector, digital technology is evolving from something usually outsourced or commissioned to external experts to something more pervasively built into the skillset of heritage professionals. The do-it-yourself trend also enables heritage professionals to play a greater role, via tools and peer support for developing projects,…
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Calendar
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Featured conferences
INTR Staff
QuASoQ '19: 7th International Workshop on Quantitative Approaches to Software Quality (Putrajaya, Malaysia) Conference Dates: December 2, 2019 http://quasoq2019.swc-rwth.de/ Submission Deadlines Full Papers: September 29, 2019 This workshop aims to gather together researchers and practitioners to exchange experience, present new promising approaches, and discuss how to set up, organize,…
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Exit
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Soft nails ∼♥[ASMR] Kleincomputer robotron KC87♥∼ video still
Nadja Buttendorf
Contributor: Nadja Buttendorf Curator/Editor: Anne Spaa Genre: Uncomfortable interaction, ASMR, online tech reviews, video The uncomfortable sensation of bent fingernails in an ASMR* video providing information on the GDR's Robotron KC 87. Footnotes * Autonomous Sensory Meridian Response. In most ASMR videos, only current high-tech utensils appear to…
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