You are holding the proceedings of the 7th ACM Conference on Designing Interactive Systems --- DIS 2008. For the first time ever, one of the main SIGCHI conferences is being held on the African continent and we would like to thank those involved for taking a leap of faith and letting DIS take a trip to Africa. Our goal in bringing DIS to South Africa is two-fold. Firstly, there is a small emerging group of researchers within Africa who will benefit greatly from being exposed to the stimulating work produced by the DIS community. Secondly, we wanted to give the DIS community exposure to African Design. It is for this reason that DIS is co-located with the African Design Indaba --- the premier annual event for African designers. We hope that those attending DIS from other continents will be inspired by what they see here.
Proceeding Downloads
Envisioning systemic effects on persons and society throughout interactive system design
The design, development, and deployment of interactive systems can substantively impact individuals, society, and the natural environment, now and potentially well into the future. Yet, a scarcity of methods exists to support long-term, emergent, ...
Getting the message across: visual attention, aesthetic design and what users remember
An investigation into user attention and design quality in websites is described. The investigation combined reported attention to areas of interest, with free memory recall and a questionnaire to assess whether areas of interest that users attended to ...
Designing for inquisitive use
This paper presents the concept of inquisitive use and discusses design considerations for creating experience-oriented interactive systems that inspire inquisitive use. Inquisitive use is based on the pragmatism of John Dewey and defined by the ...
The role of a cohort in the design and evaluation of pervasive systems
In this paper, we describe a new methodology for the design and evaluation of pervasive systems. We have recruited a cohort of 30 participants who are engaging with an interdisciplinary pervasive computing project Cityware over 3 years. The cohort has ...
Paper interface to electronic medical records: a case of usage-driven technology appropriation
We conducted a 6-month project with a physical therapy clinic, involving equal parts ethnographic fieldwork and rapid prototyping. It differed from most reported user-informed design by having an explicit dual purpose. On the one hand, the prototype ...
Zebra: exploring users' engagement in fieldwork
Participatory Design is a design approach that provides a popular set of techniques for designing interactive systems in collaboration with end-users. Technology probes are one of such techniques, developed recently to encourage users' engagement with ...
Designing e-learning games for rural children in India: a format for balancing learning with fun
Poor literacy remains a barrier to economic empowerment in the developing world. Of particular importance is fluency in a widely spoken "world language" such as English, which is typically a second language for these low-income learners. We make the ...
Playground games: a design strategy for supporting and understanding coordinated activity
From a design point of view, coordination is radically undertheorized and under-explored. Arguably, playground games are the universal, cross-cultural venue in which people learn about and explore coordination between one another, and between the worlds ...
Towards guidelines for designing augmented toy environments
Combining interactive technology with traditional toys promises to significantly enhance the educational value of children's play. Designing such augmented toy environments, however, requires designers to take both the traditional, technology-less ...
The landscape's apprentice: lessons for place-centred design from grounding documentary
We propose that grounding documentaries can help designers to respond to non-western, non-urban spatial infrastructures. We describe locally-produced, in vivo video methods developed by indigenous Elders in Australia to persist and transfer their ...
Place-specific computing: conceptual design cases from urban contexts in four countries
An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new ...
Exploring true multi-user multimodal interaction over a digital table
True multi-user, multimodal interaction over a digital table lets co-located people simultaneously gesture and speak commands to control an application. We explore this design space through a case study, where we implemented an application that supports ...
Cognitive partnerships on the bench top: designing to support scientific researchers
There has been a growing interest to develop technologies for laboratory environments. However, existing systems are underdeployed in real research labs. In order to create more successful technologies for the creative laboratory setting, we need a ...
Supporting cooperative teamwork: information, action and communication in sailing
This paper provides details of an in-depth investigation into how racing sailors use information displays and devices, and shows that these devices act as communication loci and instigators of action. The paper presents a detailed look at how sailors ...
e-du box: educational multimedia with tangible-enhanced interaction
- André Wilson Brotto Furtado,
- Taciana Pontual Falcão,
- Alex Sandro Gomes,
- Carlos Eduardo,
- Monteiro Rodrigues,
- Roberto Sonnino
Media resources usage has significant impact on children literacy in the first school years in Brazil [5]. Computer software and tangible interfaces can help engage pupils in effective learning activities. Tangible interfaces built with familiar objects ...
Flutter: directed random browsing of photo collections with a tangible interface
Large collections of photographs are commonplace, and many interfaces for viewing, sorting and organizing them have been proposed. This work describes the design and implementation of a "living photo frame" - designed not to navigate or browse ...
Beyond the screen: designing immersive collaborative experiences for children through digital and physical interaction
This paper summarizes key points and findings of an interaction design research project coordinated between Carnegie Mellon University's School of Design (USA) and Technische Universiteit Eindhoven (The Netherlands). The interactive system concept ...
Bringing context to the foreground: designing for creative engagement in a novel still camera application
Sensor-based interaction has enabled a variety of new creative practices. With ubiquitous computing, designing for creative user experience with sensor-based devices benefits from new opportunities as well as new challenges. We propose a design approach ...
CityFlocks: designing social navigation for urban mobile information systems
CityFlocks is a mobile system enabling visitors and new residents in a city to tap into the knowledge and experiences of local residents, so as to gather information about their new environment. Its design specifically aims to lower existing barriers of ...
Handy navigation in ever-changing spaces: an ethnographic study of firefighting practices
This paper presents an ethnographic study, conducted to gain an insight of the practices around navigation of firefighters on the first line of intervention.
We argue that the common approach of looking only at the technical aspects is incomplete. We ...
Interaction as a component of meaning-making
Using a multi-media work of art, SenSpace, we investigate the relationship of meaning making and meaning-understanding to interaction. SenSpace is a multimedia installation that uses visual, audio and tactile cues to convey the Greek myth of Narcissus ...
Taming the situationist beast
The interplay between arts and HCI has become increasingly commonplace in the past years, offering new opportunities for approaching interaction, but also raising challenges in integrating methods and insights from across a great disciplinary divide. In ...
Evaluating usability: using models of argumentation to improve persuasiveness of usability feedback
Usability evaluation is widely accepted as a valuable activity in software development. However, how results effectively are fed back to developers is still a relatively unexplored area. We argue that usability feedback can be understood as an argument ...
Designing marketing experiences
The two-dimensional model presented in this article is a contribution to the discussion of the ways in which IT-based marketing experiences in a physical setting may be designed and understood. In the presentation of the model, the focus has been on ...
Constructivism, virtual reality and tools to support design
This paper describes a process for creating a design tool, which is based in constructivism. The process is described for the creation of a tool to help novices in designing virtual environment interactions, however it can be generalized to other design ...
Integrating agile methods for mixed reality design space exploration
Mixed reality - the close coupling of real world objects with computer generated information and functionality - has high potential for the creation of usable user interfaces. The implementation of practical applications that exploit these benefits ...
Sharing digital photographs in the home through physical mementos, souvenirs, and keepsakes
People now easily share digital photos outside the home via web publishing and gift-giving. Yet within the home, digital photos are hard to access and lack the physical affordances that make sharing easy and opportunistic. To promote in-home photo ...
Photo displays in the home
This paper examines an under explored area of digital photography, namely photo display. Using examples from a study undertaken with six families, we examine photo displays on mantelpieces, sideboards, and hallway walls, and in homeoffices. Using the ...
The past is a different place: they do things differently there
This paper reports the trial of a wearable data capture device, SenseCam, as a resource for digital narratives and uses data from the trial to reflect on the models of the 'mind' that underscore HCI. More particularly, over a period of one week, 5 ...
Projected cognition: capturing intent in descriptions of complex interaction
In a study of activity and usage of comparatively complex configurations - where users have multiple screens and/or multiple computers - we have noticed that accounts of what is being observed and reported are tricky to unify within a coherent ...
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
DIS '19 Companion | 415 | 105 | 25% |
DIS '19 | 415 | 105 | 25% |
DIS '18 | 487 | 107 | 22% |
DIS '18 Companion | 487 | 107 | 22% |
DIS '17 | 487 | 107 | 22% |
DIS '17 Companion | 487 | 107 | 22% |
DIS '16 | 418 | 107 | 26% |
DIS '16 Companion | 418 | 107 | 26% |
DIS '14 | 402 | 107 | 27% |
DIS Companion '14 | 402 | 107 | 27% |
DIS '02 | 139 | 44 | 32% |
DIS '00 | 127 | 48 | 38% |
Overall | 4,684 | 1,158 | 25% |