Shake up the schoolyard Tieben, Rob; de Valk, Linda; Rijnbout, Pepijn ...
Proceedings of the 2014 conference on Interaction design and children,
06/2014
Conference Proceeding
Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate ...interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions.
Understanding traditional dynamic art forms can inspire interaction design for public spaces. This paper attempts to identify the elements in traditional dynamic art forms that could contribute to ...the design of interactive public art installations. We show an example how these elements can be utilized by designers in a projection-mapping installation to generate concepts for interactions and experiences in public spaces.
M-dimensions Gonçalves, Lígia; Campos, Pedro; Sousa, Margarida
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design,
10/2012
Conference Proceeding
Designing and evaluating digital interactive experiences for museums requires scrupulous attention to every aspect that contributes to an engaging and rich learning experience. The evaluation of ...interactive installations in museums is a very demanding endeavor due to the intersection of multiple research fields, such as human computer interaction, design and multimedia, museum studies, audience research, etc.
In this paper we introduce a novel framework with ten dimensions for guiding the design and evaluation of interactive installations, specifically tailored to museums. The conception of the framework was based on current usability evaluation methods and principles as well as museology literature. It was then iteratively refined and finally validated with and a long-term study about interactivity in all the interactive museums of a specific geographic region.
The results obtained emphasize the importance of adopting the proposed framework for future research on interactive museums evaluation.
OperaBooth Gelineck, Steven
Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound,
10/2014
Conference Proceeding
This paper describes the development and evaluation of an installation that explores intimate connections between remote strangers. The conceptual intension of the installation considers that music ...can be used as a universal language through which strangers can communicate. For that, several approaches have been taken to enhance the feeling of intimacy between the users of the installation. The paper describes related work within the field of mediated intimacy and musical interaction forming the initial goals of the system. It then describes the iterative development process, which includes two smaller prototype tests. The resulting installation implements two large human size boxes with a hole in each for inserting one's head. Inside the box users can view the face of the remote stranger. A special setup enables users to appear very close to each other while being able to look each other in the eye for an enhanced feeling of intimacy. Finally, a face-tracking algorithm detects when users open their mouth, which results in them triggering the voice of an opera singer. Thus, strangers (who are not musically skilled) are able to explore an opera-duet in a form of musical exploration and communication.
A collection of pervasive street games is presented in this paper, that constitute a new social form of play taking place in public spaces, such as city parks, public spaces and streets. The main ...characteristic of these games is the ability to scale to a large number of players (in some cases involving more than 40 players) and can engage players located simultaneously in dispersed areas. Players interact with each other using a wide range of hardware devices that are either generic (such as smart phones) or specific (such as wireless sensor devices). We discuss a set of fundamental issues related to game design emphasizing on the one hand the interaction of the players with the ubiquitous computing environment and on the other hand the embedding of the game rules within the environment. The games are developed using open source technologies and evaluated in a series of events such as the Athens Plaython 2012 festival. The feedback received from the players indicates that this new form of gaming is indeed very promising.
Recently, multimodal and affective technologies have been adopted to support expressive and engaging interaction, bringing up a plethora of new research questions. Among the challenges, two essential ...topics are 1) how to devise truly multimodal systems that can be used seamlessly for customized performance and content generation, and 2) how to utilize the tracking of emotional cues and respond to them in order to create affective interaction loops. We present PuppetWall, a multi-user, multimodal system intended for digitally augmented puppeteering. This application allows natural interaction to control puppets and manipulate playgrounds comprising background, props, and puppets. PuppetWall utilizes hand movement tracking, a multi-touch display and emotion speech recognition input for interfacing. Here we document the technical features of the system and an initial evaluation. The evaluation involved two professional actors and also aimed at exploring naturally emerging expressive speech categories. We conclude by summarizing challenges in tracking emotional cues from acoustic features and their relevance for the design of affective interactive systems.
Kalpana II Grover, Ishneet
CHI '13 Extended Abstracts on Human Factors in Computing Systems,
04/2013
Conference Proceeding
This extended abstract presents Kalpana II, a low cost learning installation with enhanced audio feedback that teaches users "Sun changes its trajectory in sky with change in location and time of the ...year". It is based on the previously published research paper, Kalpana: A Dome based Learning Installation for Indian Schools that evaluates three different mediums (Conventional paper based, screen based and Dome based medium) that can be used to teach the same topic.
With Kalpana, students can interact with simple known objects like globe and corresponding changes can be observed on Dome. These objects are made responsive to give visual and audio feedback. Kalpana empowered students to visualize the phenomenon that sun changes its trajectory in the sky with change in location or time of the year. Students interact with the interactive physical model and the corresponding response can be observed on dome supported with contextual audio feedback.
Interacting we experience the emptiness of the real and multiple options of data. We share desires, beliefs and values. I offer interactive installations as 'living' environments where a system of ...acquisition and transmission of data allows us to intervene in virtual worlds. Interfaces and neural networks recognise patterns and interpret signals from biological systems translating them into computing paradigms. During these dialogues we experience modified states of consciousness which I call "electronic trans-e". The post-biological feeling is a symbiosis of artificial and natural life. The real is in this interval, in an elliptical instance of TRANS-E.
We describe the design approach of an interactive exhibition called "The Interactive Laurissilva". The exhibition is about Madeira Island's endemic forest, and is composed of 15 sensor-based ...interactive installations. We discuss the interaction styles that were adopted, reflecting upon the ethnographic observation of visitors and we summarize the lessons learned.
This paper describes HUM, an interactive art installation which interprets the behavior of the visitors on different time scales to render visual and sonic artwork in real-time. HUM was presented at ...BRASS cultural center (Brussels, Belgium) in May 2009.