2017
Reese Muntean, Alissa N. Antle, Brendan Matkin, Kate Hennessy, Susan Rowley, Jordan Wilson. 2017. Designing Cultural Values into Interaction Proceedings Article . In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI '17 Association for Computing Machinery, Denver, Colorado, USA, 6062–6074, .
Abstract | BibTeX | Tags: digital tabletops, indigenous heritage, intangible cultural heritage, museums, tangibles, value sensitive design
@inproceedings{10.1145/3025453.3025908,
title = {Designing Cultural Values into Interaction},
author = {Reese Muntean and Alissa N. Antle and Brendan Matkin and Kate Hennessy and Susan Rowley and Jordan Wilson},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/3025453.3025908},
doi = {10.1145/3025453.3025908},
isbn = {9781450346559},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems},
pages = {6062–6074},
publisher = {Association for Computing Machinery},
address = {Denver, Colorado, USA},
series = {CHI '17},
abstract = {In this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of elwkw -- Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology.},
keywords = {digital tabletops, indigenous heritage, intangible cultural heritage, museums, tangibles, value sensitive design},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of elwkw -- Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology.
Samarth Singhal, Carman Neustaedter, Yee Loong Ooi, Alissa N. Antle, Brendan Matkin. 2017. Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance Proceedings Article . In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW '17 Association for Computing Machinery, Portland, Oregon, USA, 98–110, .
Abstract | BibTeX | Tags: gloves, haptic, intimacy, long distance relationships, tangible, touch, vibrotactile, wearable
@inproceedings{10.1145/2998181.2998247,
title = {Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance},
author = {Samarth Singhal and Carman Neustaedter and Yee Loong Ooi and Alissa N. Antle and Brendan Matkin},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2998181.2998247},
doi = {10.1145/2998181.2998247},
isbn = {9781450343350},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing},
pages = {98–110},
publisher = {Association for Computing Machinery},
address = {Portland, Oregon, USA},
series = {CSCW '17},
abstract = {Many couples live apart due to work, educational situations, or frequent travel. While technology can help mediate these relationships, there is a lack of designs that allow couples to share a sense of touch over distance. We present a design case study of a tangible communication system called Flex- N-Feel--a pair of gloves that allows distance-separated couples to feel the flexing of their remote partners' fingers through vibrotactile sensations on their skin. We evaluated our design with nine couples where the system was augmented with either a Skype audio call or a video connection. Our study showed that participants enjoyed their conversation more with the gloves, felt more emotionally connected, and experienced intimate moments together. Couples used the glove for shared actions, playful episodes, intimate touches, and to simply feel each other's presence. Video was important to aid couples in understanding each other's actions. Our results illustrate that designs focusing on physical touch over distance should be open to appropriation such that they can augment existing communication routines and technologies.},
keywords = {gloves, haptic, intimacy, long distance relationships, tangible, touch, vibrotactile, wearable},
pubstate = {published},
tppubtype = {inproceedings}
}
Many couples live apart due to work, educational situations, or frequent travel. While technology can help mediate these relationships, there is a lack of designs that allow couples to share a sense of touch over distance. We present a design case study of a tangible communication system called Flex- N-Feel--a pair of gloves that allows distance-separated couples to feel the flexing of their remote partners' fingers through vibrotactile sensations on their skin. We evaluated our design with nine couples where the system was augmented with either a Skype audio call or a video connection. Our study showed that participants enjoyed their conversation more with the gloves, felt more emotionally connected, and experienced intimate moments together. Couples used the glove for shared actions, playful episodes, intimate touches, and to simply feel each other's presence. Video was important to aid couples in understanding each other's actions. Our results illustrate that designs focusing on physical touch over distance should be open to appropriation such that they can augment existing communication routines and technologies.
Rui Pan, Carman Neustaedter, Alissa N. Antle, Brendan Matkin. 2017. Puzzle Space: A Distributed Tangible Puzzle for Long Distance Couples Proceedings Article . In Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW '17 Companion Association for Computing Machinery, Portland, Oregon, USA, 271–274, .
Abstract | BibTeX | Tags: collaboration over distance, computer vision, jigsaw puzzle, long-distance relationships, tangible user interface
@inproceedings{10.1145/3022198.3026320,
title = {Puzzle Space: A Distributed Tangible Puzzle for Long Distance Couples},
author = {Rui Pan and Carman Neustaedter and Alissa N. Antle and Brendan Matkin},
url = {https://doi.org/10.1145/3022198.3026320},
doi = {10.1145/3022198.3026320},
isbn = {9781450346887},
year = {2017},
date = {2017-01-01},
booktitle = {Companion of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing},
pages = {271–274},
publisher = {Association for Computing Machinery},
address = {Portland, Oregon, USA},
series = {CSCW '17 Companion},
abstract = {Long-Distance Relationships (LDRs) are fairly common nowadays where couples rely on computer-mediated tools to stay connected. Yet few systems have explored how couples can share fun and playful activities together over distance. In this paper, we present the design of Puzzle Space, a distributed tangible jigsaw puzzle that allows LDRs to play remotely and synchronously. With Puzzle Space, couples move puzzle pieces on a table surface where movements are shown on the remote partner's screen. We expect that Puzzle Space could enable us to explore if the hybrid of physical and digital content in shared playful activities can help long-distance couples to stay connected and maintain a strong relationship.},
keywords = {collaboration over distance, computer vision, jigsaw puzzle, long-distance relationships, tangible user interface},
pubstate = {published},
tppubtype = {inproceedings}
}
Long-Distance Relationships (LDRs) are fairly common nowadays where couples rely on computer-mediated tools to stay connected. Yet few systems have explored how couples can share fun and playful activities together over distance. In this paper, we present the design of Puzzle Space, a distributed tangible jigsaw puzzle that allows LDRs to play remotely and synchronously. With Puzzle Space, couples move puzzle pieces on a table surface where movements are shown on the remote partner's screen. We expect that Puzzle Space could enable us to explore if the hybrid of physical and digital content in shared playful activities can help long-distance couples to stay connected and maintain a strong relationship.
2016
Alissa N. Antle, Brendan Matkin, Jill Warren. 2016. The Story of Things: Awareness through Happenstance Interaction Proceedings Article . In Proceedings of the The 15th International Conference on Interaction Design and Children, IDC '16 Association for Computing Machinery, Manchester, United Kingdom, 745–750, .
Abstract | BibTeX | Tags: augmented reality, children, environmental education, hands-on interaction, happenstance interaction, sensing systems, situated learning, wearable displays
@inproceedings{10.1145/2930674.2955211,
title = {The Story of Things: Awareness through Happenstance Interaction},
author = {Alissa N. Antle and Brendan Matkin and Jill Warren},
url = {https://doi.org/10.1145/2930674.2955211},
doi = {10.1145/2930674.2955211},
isbn = {9781450343138},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the The 15th International Conference on Interaction Design and Children},
pages = {745–750},
publisher = {Association for Computing Machinery},
address = {Manchester, United Kingdom},
series = {IDC '16},
abstract = {The Story of Things (SoT) system enables children to learn the story behind every object they touch in a typical day. Inspired by Living Media and the Internet of Things (IoT) our goal is to change children's awareness through hands-on interaction with the world they live in. A back-of-the-hand display is activated by stick-on finger sensors when a child touches an object. They can tap the display to select from a number of stories stored in a crowd sourced database about that object: the materials it was made from; the processes used to make it; how it impacts their body; how it will be disposed of; environmental or social rights challenges associated with the object; and how they can take positive action. This information is overlaid on the world through an augmented-reality contact lens. SoT will also enable children to see a trace of each day and in doing so help them better understand their environmental footprint and how their actions and choices can change the world for the better or worse.},
keywords = {augmented reality, children, environmental education, hands-on interaction, happenstance interaction, sensing systems, situated learning, wearable displays},
pubstate = {published},
tppubtype = {inproceedings}
}
The Story of Things (SoT) system enables children to learn the story behind every object they touch in a typical day. Inspired by Living Media and the Internet of Things (IoT) our goal is to change children's awareness through hands-on interaction with the world they live in. A back-of-the-hand display is activated by stick-on finger sensors when a child touches an object. They can tap the display to select from a number of stories stored in a crowd sourced database about that object: the materials it was made from; the processes used to make it; how it impacts their body; how it will be disposed of; environmental or social rights challenges associated with the object; and how they can take positive action. This information is overlaid on the world through an augmented-reality contact lens. SoT will also enable children to see a trace of each day and in doing so help them better understand their environmental footprint and how their actions and choices can change the world for the better or worse.
2015
Reese Muntean, Kate Hennessy, Alissa Antle, Susan Rowley, Jordan Wilson, Brendan Matkin. 2015. ʔeləw̓k̓ʷ – Belongings: tangible interactions with intangible heritage Journal Article . In Journal of Science and Technology of the Arts, vol. 7, no. 2, 59–69, 2015.
@article{Muntean_Hennessy_Antle_Rowley_Wilson_Matkin_2015,
title = {ʔeləw̓k̓ʷ – Belongings: tangible interactions with intangible heritage},
author = {Reese Muntean and Kate Hennessy and Alissa Antle and Susan Rowley and Jordan Wilson and Brendan Matkin},
url = {https://revistas.ucp.pt/index.php/jsta/article/view/7246},
doi = {10.7559/citarj.v7i2.159},
year = {2015},
date = {2015-07-01},
journal = {Journal of Science and Technology of the Arts},
volume = {7},
number = {2},
pages = {59--69},
keywords = {},
pubstate = {published},
tppubtype = {article}
}