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Kidkit guides children into alarming atmospheres: designing for embodied habituation in hospital wards
This paper presents the concept of Embodied Habituation as an architectural approach to designing contextualized technologies. It does so by identifying Middle Ground Experiences acknowledging how spaces are inhabited with ambiguous qualities that ...
Design principles of hand gesture interfaces for microinteractions
We experience a drastic increase in post-desktop input devices and interaction techniques but still lack in specific and applicable design principles for these systems. This paper presents a set of design principles for hand gesture based ...
Designing for sociability: a relational aesthetic approach to service encounter
The significant role of interpersonal interaction during service production has been pointed out by various scholars. This paper starts with an overview of existing design approaches (scripting, contextual, and meta-design approach) dealing with ...
Designing for anticipation, confidence, and inspiration
In this paper we introduce two tools and describe a process to design for distinct positive emotions. The tools offer detailed knowledge of three emotions: anticipation, confidence, and inspiration. Eighteen product and interaction designers ...
Meditations on YouTube
This paper reports findings from a study of meditation videos posted on YouTube. It reports on both the features they offer and the kinds of comments posted. The most-viewed one hundred videos referenced faith-based traditions, "new age" spirituality, ...
The whisper pillow: a study of technology-mediated emotional expression in close relationships
Emotional expression is crucial to feeling close to each other. However, current lifestyles and working situations often reduce the opportunities for "relatedness experiences". The present paper presents the Whisper Pillow, an interactive artifact for ...
Become a member of the last gentlemen: designing for prosocial driving
- Martin Knobel,
- Marc Hassenzahl,
- Simon Männlein,
- Melanie Lamara,
- Josef Schumann,
- Kai Eckoldt,
- Matthias Laschke,
- Andreas Butz
We present Last Gentlemen a simple interactive in-car system designed to foster considerate driving. Based on interviews about considerate driving and general psychological research on prosocial behavior, we designed a concept revolving around the ...
User experience and usage scenarios of audio-tactile interaction with virtual objects in a physical environment
Augmented reality (AR) systems enable new user experiences while the user is interacting with virtual objects in the physical space. The virtual objects have mostly been presented visually, overlaid on the physical world. In this paper, we present an ...
Overcoming procrastination with ReMind
"Never put off till tomorrow what you can do today!" is easier said than done. Actually doing something we intend to do is often hampered by procrastination. This paper presents ReMind, a calendar/to-do-list-like object to overcome procrastination. An ...
Capturing prolonged interactive experiences: a review of visual approaches in user research
Each user of interactive systems experiences prolonged engagement with applications, products and systems. Because of limitations of contemporary long-term user research methods and imperfection in human memory, approaches for longitudinal user ...
Exploring usage scenarios on social devices: balancing between surprise and user control
Mobile devices and social media are designed primarily to support communication between remote people. However, the sensors in modern smart phones allow also proxemic interactions between the devices and their co-located users. In such interactions, ...
Towards understanding the potential of sketching animated visualizations in generative workshops
The research presented in this paper aims at increasing our understanding of how tools to rapidly create and manipulate animations can influence the design process in a positive way. We are especially interested in creative activities that are conducted ...
Blending the repertory grid technique with focus groups to reveal rich design relevant insight
In the context of better understanding and describing the role of modality in data representations, this paper proposes the blending of the Repertory Grid Technique, a proven and tested elicitation method, with focus group methods, thereby offering ...
Exploring relationships between interaction attributes and experience
Not long ago, interaction was predominantly determined by technology itself or adhered to simple principles of efficiency (e.g., only three clicks away). Today interaction has to "feel good" and has to be "beautiful". This poses the question of how to ...
Engage me, do!: engagement catalysers to ignite a (design) conversation
This paper reflects on the possibilities of embodiment and skilful coping to connect people and to catalyse a constructive (design) "conversation" among people with different backgrounds, during transformative collaboration. We do this by illustrating ...
Designing interactive systems for the experience of time
User experience (UX) has become a central theme in user-centered design. It draws attention to the experiential side of use and sets new requirements for software design. Waiting and interruptions can be a source of negative experiences with interactive ...
Alternatives: exploring the car's design space from an experience-oriented perspective
Cars play an important role in many individual and social practices, often resulting in positive experiences, such as the freedom of the daily commute, the joys of intensive conversations, or the excitement of a discovered place. In this paper, we use ...
Reflections on experience-driven design: a case study on designing for playful experiences
User experience (UX) has been recognized as an important quality factor of interactive products and services. Current design practices aim at ensuring a generally pleasurable or satisfying UX. However, approaches and methods for designing for specific ...
Glitch, please: datamoshing as a medium-specific application of digital material
Digital material, the computation and information that makes digital devices function, can be ethereal and difficult to conceptualize in terms of its material properties. In terms of experience design, this can make it difficult to tap into the ...
Exploration into lighting dynamics for the design of more pleasurable luminaires
In this paper a study is described that shows how user perception studies can potentially provide designers with guidance into how to design pleasurable lighting effects using dynamic lighting. The advent of the LED within the lighting industry has been ...
Digitally complemented zoomorphism: a theoretical foundation for human-animal interaction design
From an interspecies perspective, we advocate for a theoretical foundation aimed at facilitating further research towards digitally mediated human-animal interaction. The proposed framework follows an approach we call 'digitally complemented zoomorphism'...
Narratives in design: a study of the types, applications and functions of narratives in design practice
Several design studies have looked at the potential of using narratives to enrich the design process or to create more engaging experiences with designed objects. However, the concept of narrative is still fuzzy and open to interpretations, due to its ...
Information embodiment: how products communicate through dynamic sensory features
Products are more and more required to communicate messages to users, as ICT is invading the realm of everyday objects. This paper explores the possibility to communicate bits of information to the user through dynamic changes in the product sensory ...
The playful experiences (PLEX) framework as a guide for expert evaluation
The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been ...
The poetics of design fiction
Design fiction is an emergent field within HCI and interaction design the understanding of which ultimately relies, so we argue, of an integrative account of poetics and design praxis. In this paper we give such an account. Initially, a precise ...
Hypnotist framing: hypnotic practice as a resource for poetic interaction design
Interaction design has noticed that different notions of users reflect different underlying paradigms, ranging from task-oriented operators, cognitive users, to phenomenological individuals. When exploring non-task-oriented interaction such as poetic ...
Exploring the design space of shape-changing objects: imagined physics
In this paper we describe the outcomes from a design exercise in which eight groups of designers designed and built hardware sketches in the form of playful shape-changing prototypes, generatively working with Rasmussen et al's [31] eight unique types ...
Index Terms
- Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
DPPI '13 | 53 | 27 | 51% |
Overall | 53 | 27 | 51% |