Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3001773.3001786acmotherconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
research-article

Towards an Agenda for Sci-Fi Inspired HCI Research

Published: 09 November 2016 Publication History

Abstract

Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in the development of the two disciplines. Therefore, in this exploratory position paper we report on the insights attained through a day long workshop amongst scientists and researchers on how the collaboration between science fiction and Human Computer Interaction (HCI) can be advanced. Discussions in the workshop focused on detailing the relationship between HCI and science fiction. In conclusion, as our main contribution an action plan and agenda is presented for facilitating deeper influences amongst the two disciplines.

References

[1]
Isaac Asimov. 1975. How Easy to See the Future! Asimov on Science Fiction (1975).
[2]
Ida Bark, Asbjørn Følstad, and Jan Gulliksen. 2006. Use and usefulness of HCI methods: results from an exploratory study among Nordic HCI practitioners. In People and Computers XIX The Bigger Picture. Springer, 201--217.
[3]
Baymax 2015. Baymax. (2015). http://gizmodo.com/8-real-life-robots-that-inspired-big-hero-6-1643663925.
[4]
Mark A Blythe and Peter C Wright. 2006. Pastiche scenarios: Fiction as a resource for user centred design. Interacting with Computers 18, 5 (2006), 1139--1164.
[5]
Marie Chan, Daniel Estève, Jean-Yves Fourniols, Christophe Escriba, and Eric Campo. 2012. Smart wearable systems: Current status and future challenges. Artificial intelligence in medicine 56, 3 (2012), 137--156.
[6]
Catherine Courage and Kathy Baxter. 2005. Understanding your users: a practical guide to user requirements: methods, tools, and techniques. Gulf Professional Publishing.
[7]
Sean Davies. 2013. Delivering on design aspirations [Design Science Fiction]. Engineering & Technology 8, 8 (2013), 52--55.
[8]
Lucas S Figueiredo, Mariana GM Gonçalves Maciel Pinheiro, Edvar XC Vilar Neto, and Veronica Teichrieb. 2015. An Open Catalog of Hand Gestures from Sci-Fi Movies. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 1319--1324.
[9]
Matthieu J Guitton. 2012. The immersive impact of meta-media in a virtual world. Computers in Human Behavior 28, 2 (2012), 450--455.
[10]
Brian David Johnson. 2011. Science Fiction Prototyping:Designing the Future with Science Fiction. Morgan & Claypool. 190--190 pages.
[11]
David Kirby. 2009. The future is now: Diegetic prototypes and the role of popular films in generating real-world technological development. Social Studies of Science (2009).
[12]
David A Kirby. 2011. Lab coats in Hollywood: Science, scientists, and cinema.
[13]
Santosh Kumar, Wendy J Nilsen, Amy Abernethy, Audie Atienza, Kevin Patrick, Misha Pavel, William T Riley, Albert Shar, Bonnie Spring, Donna Spruijt-Metz, and others. 2013. Mobile health technology evaluation: the mHealth evidence workshop. American journal of preventive medicine 45, 2 (2013), 228--236.
[14]
Joseph Lindley and Paul Coulton. 2015. Back to the future: 10 years of design fiction. In Proceedings of the 2015 British HCI Conference. ACM, 210--211.
[15]
Conor Linehan, Ben J Kirman, Stuart Reeves, Mark A Blythe, Joshua G Tanenbaum, Audrey Desjardins, and Ron Wakkary. 2014. Alternate endings: using fiction to explore design futures. In CHI'14 Extended Abstracts on Human Factors in Computing Systems. ACM, 45--48.
[16]
Aaron Marcus. 2013. The history of the future: sci-fi movies and HCI. interactions 20, 4 (2013), 64--67.
[17]
Aaron Marcus. 2015. The past 100 years of the future: HCI and user-experience design in science-fiction movies and television. In SIGGRAPH Asia 2015 Courses. ACM, 15.
[18]
Aaron Marcus, Donald A Norman, Rudy Rucker, Bruce Sterling, and Vernor Vinge. 1992. Sci-fi at CHI: Cyberpunk novelists predict future user interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 435--437.
[19]
Aaron Marcus, Elliot Soloway, Bruce Sterling, Michael Swanwick, and Vernor Vinge. 1999. Opening pleanary: sci-fi@ CHI-99: science-fiction authors predict future user interfaces. In CHI'99 extended abstracts on Human factors in computing systems. ACM, 95--96.
[20]
Minority Report 2015. Minority Report. (2015). http://www.fastcodesign.com/3046205/7-questions-for-the-guy-who-designed-minority-reports-futuristic-uis.
[21]
Omar Mubin, Mohammad Obaid, Eduardo Sandoval, and Morten Fjeld. 2015. Using Video Preferences to Understand the Human Perception of Real and Fictional Robots. In Proceedings of the 3rd International Conference on Human-Agent Interaction. ACM, 33--39.
[22]
Nine News 2016. Victorian government wants Australia-wide hoverboard ban. (2016). http://www.9news.com.au/national/2016/01/06/07/20/statewide-crackdown-on-hoverboards-in-vic.
[23]
nordichi 2016. Future Scenarios. (2016). http://www.nordichi2016.org/participate/future-scenarios/.
[24]
Partrick Purdy 2013. From Science Fiction to Science Fact: How Design Can Influence the Future. (2013). http://uxpamagazine.org/science-fiction-to-science-fact/.
[25]
Aaron Quigley, Alan Dix, Wendy E Mackay, Hiroshi Ishii, and Jürgen Steimle. 2013. Visions and visioning in chi: Chi 2013 special interest group meeting. In CHI'13 Extended Abstracts on Human Factors in Computing Systems. ACM, 2545--2548.
[26]
Eduardo Benitez Sandoval, Omar Mubin, and Mohammad Obaid. 2014. Human Robot Interaction and Fiction: A Contradiction. In Social Robotics. Springer, 54--63.
[27]
Michael Schmitz, Christoph Endres, and Andreas Butz. 2008. A survey of human-computer interaction design in science fiction movies. In Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment. ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering), 7.
[28]
Science and Entertainment 2015. Science and Entertainment. (2015). http://www.scienceandentertainmentexchange.org/about.
[29]
Steven Spielberg, Philip K Dick, and Janusz Kaminski. 2002. Minority Report (2002). Dreamworks Pictures/Twentieth Century Fox.
[30]
Joshua Tanenbaum. 2014. Design fictional interactions: why HCI should care about stories. interactions 21, 5 (2014), 22--23.
[31]
Mengyao Zhao. 2013. Seek it or let it come: how designers achieve inspirations. In CHI'13 Extended Abstracts on Human Factors in Computing Systems. ACM, 2779--2784.

Cited By

View all
  • (2023)Comparative Study of Roadmapping and Sci-fi Prototyping Methods to Develop a Knowledge Management Framework2023 Portland International Conference on Management of Engineering and Technology (PICMET)10.23919/PICMET59654.2023.10216877(1-11)Online publication date: Jul-2023
  • (2022)Lessons Learned About Designing and Conducting Studies From HRI ExpertsFrontiers in Robotics and AI10.3389/frobt.2021.7721418Online publication date: 28-Jan-2022
  • (2022)Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517492(1-20)Online publication date: 29-Apr-2022
  • Show More Cited By

Index Terms

  1. Towards an Agenda for Sci-Fi Inspired HCI Research

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
    November 2016
    373 pages
    ISBN:9781450347730
    DOI:10.1145/3001773
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 09 November 2016

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. HCI
    2. interaction design
    3. science fiction

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    ACE2016

    Acceptance Rates

    Overall Acceptance Rate 36 of 90 submissions, 40%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)42
    • Downloads (Last 6 weeks)5
    Reflects downloads up to 30 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)Comparative Study of Roadmapping and Sci-fi Prototyping Methods to Develop a Knowledge Management Framework2023 Portland International Conference on Management of Engineering and Technology (PICMET)10.23919/PICMET59654.2023.10216877(1-11)Online publication date: Jul-2023
    • (2022)Lessons Learned About Designing and Conducting Studies From HRI ExpertsFrontiers in Robotics and AI10.3389/frobt.2021.7721418Online publication date: 28-Jan-2022
    • (2022)Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517492(1-20)Online publication date: 29-Apr-2022
    • (2022)Visions of Artificial Intelligence and Robots in Science Fiction: a computational analysisInternational Journal of Social Robotics10.1007/s12369-022-00876-z14:10(2123-2133)Online publication date: 18-Jul-2022
    • (2022)Charting Science Fiction in Computer Science LiteratureIntelligent Technologies for Interactive Entertainment10.1007/978-3-030-99188-3_7(100-126)Online publication date: 25-Mar-2022
    • (2021)An Immersive Investment Game to Study Human-Robot TrustFrontiers in Robotics and AI10.3389/frobt.2021.6445298Online publication date: 4-Jun-2021
    • (2021)Demonstrating a Memory Orb — Cylindrical Device Inspired by Science FictionProceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia10.1145/3490632.3497873(239-241)Online publication date: 5-Dec-2021
    • (2021)“I Am Iron Man”Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445758(1-14)Online publication date: 6-May-2021
    • (2021)Data EpicsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445241(1-17)Online publication date: 6-May-2021
    • (2021)Science Fiction—An Untapped Opportunity in HCI Research and EducationDesign, User Experience, and Usability: UX Research and Design10.1007/978-3-030-78221-4_3(34-47)Online publication date: 3-Jul-2021
    • Show More Cited By

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media