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DPPI '13: Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
ACM2013 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
DPPI '13: Designing Pleasurable Products and Interfaces Newcastle upon Tyne United Kingdom September 3 - 5, 2013
ISBN:
978-1-4503-2192-1
Published:
03 September 2013
Sponsors:
Northumbria University
In-Cooperation:

Reflects downloads up to 26 Dec 2024Bibliometrics
Abstract

No abstract available.

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SESSION: Design principles
research-article
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 ...

research-article
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 ...

research-article
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 ...

research-article
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 ...

SESSION: Empirical studies
research-article
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, ...

research-article
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 ...

research-article
Become a member of the last gentlemen: designing for prosocial driving

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 ...

research-article
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 ...

research-article
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 ...

SESSION: Tools and methods
research-article
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 ...

research-article
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, ...

research-article
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 ...

research-article
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 ...

research-article
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 ...

SESSION: User experience
research-article
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 ...

research-article
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 ...

research-article
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 ...

research-article
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 ...

SESSION: Materiality and the senses
research-article
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 ...

research-article
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 ...

SESSION: Theories and frameworks
research-article
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'...

research-article
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 ...

research-article
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 ...

research-article
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 ...

SESSION: Design poetics
research-article
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 ...

research-article
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 ...

research-article
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 ...

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  1. Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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      Acceptance Rates

      DPPI '13 Paper Acceptance Rate 27 of 53 submissions, 51%;
      Overall Acceptance Rate 27 of 53 submissions, 51%
      YearSubmittedAcceptedRate
      DPPI '13532751%
      Overall532751%