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In this thesis, we explore designing for enjoyable interactions with public installations based on body motion tracking . We also discuss evaluation of user experience related to such installations. The subject of user experience (UX) is sparsely researched, and its theoretical foundations and methodological approaches are highly debated. A central issue within this debate is the transferability and application of different theories and concepts from research to specific UX design and evaluation practices. Another issue is the application of theories to the study of UX in different use contexts. To tackle these problems, we decided to ‘jump in at the deep end’. We set out to design an audiovisual installation that facilitated for enjoyable user experiences, without clearly defining our goals or methodological approach beforehand. We immersed ourselves in the subject matter throughout the design process by researching technologies, concepts, theories, and methods while doing practica...
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2005
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCIhow should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: 'secretive,' where manipulations and effects are largely hidden; 'expressive,' where they tend to be revealed enabling the spectator to fully appreciate the performer's interaction; 'magical,' where effects are revealed but the manipulations that caused them are hidden; and finally 'suspenseful,' where manipulations are apparent but effects are only revealed as the spectator takes their turn.
THE VARIETIES OF USER EXPERIENCE: BRIDGING EMBODIED METHODOLOGIES FROM SOMATICS AND PERFORMANCE TO HUMAN COMPUTER INTERACTION ABSTRACT: Embodied Interaction continues to gain significance within the field of Human Computer Interaction (HCI). Its growing recognition and value is evidenced in part by a remarkable increase in systems design and publication focusing on various aspects of Embodiment. The enduring need to interact through experience has spawned a variety of interdisciplinary bridging strategies in the hope of gaining deeper understanding of human experience. Along with phenomenology, cognitive science, psychology and the arts, recent interdisciplinary contributions to HCI include the knowledge-rich domains of Somatics and Performance that carry long-standing traditions of embodied practice. The common ground between HCI and the fields of Somatics and Performance is based on the need to understand and model human experience. Yet, Somatics and Performance differ from normative HCI in their epistemological frameworks of embodiment. This is particularly evident in their histories of knowledge construction and representation. The contributions of Somatics and Performance to the history of embodiment are not yet fully understood within HCI. Differing epistemologies and their resulting approaches to experience identify an under-theorized area of research and an opportunity to develop a richer knowledge and practice base. This is examined by comparing theories and practices of embodied experience between HCI and Somatics (Performance) and analyzing influences, values and assumptions underlying epistemological frameworks. The analysis results in a set of design strategies based in embodied practices within Somatics and Performance. The subsequent application of these strategies is examined through a series of interactive art installations that employ embodied interaction as a central expression of technology. Case Studies provide evidence in the form of rigorously documented design processes that illustrate these strategies. This research exemplifies ‘Research through Art’ applied in the context of experience design for tangible, wearable and social interaction.
Proceedings of the …, 2007
In this article we present a theoretical framework and some models for assisting the conception of tactile communication devices. In order to propose relevant concepts and successful innovative products, designers and more generally design teams need to anticipate as early as possible the user experience that will emerge from actual use of the product they are developing. The way the designer imagines the qualities of the product inevitably has strong consequences for the possible experience that will be available to the user. However, it is very difficult to accurately anticipate the actual experience of the user; and the lack of knowledge concerning the final user is particularly drastic in the case of hightechnology applications, where the potentialities of the technology are hugely superior to the acceptability of the final users. In order to remedy this difficulty, this article presents research from the fields of design, cognitive science and Virtual Reality, in order to understand how lived experience is constituted by the use of a technological device. The aim of this interdisciplinary research is to provide guidelines for anticipating user experience in the design process. In section 2 of this article, we present the fundamental theoretical notions which are the basis for defining the constitution of lived experience when a user takes hold of a perceptual interface. In section 3, we examine the constitution of the emotional values which accompany such lived experience. This enables us to propose some elements for understanding the social adoption of a perceptual interface. On the basis of some deliberately minimalist experiments, we address the question of the collective constitution of emotional values in communities which share common means of perceiving and interacting. We found that there are two kinds of perception over time: perceiving the other as part of environment, versus perceiving the activity of other perceiving me. It is by switching between these two kinds of perception that it becomes possible for one subject to understand the position from which the other subject perceives the scene. We call this process the constitution of a « point of view ». From this ability to constitute a system of "points of view", the feeling of sharing a common space with another intentional being can emerge. Finally, in section 4, we present the application of these considerations to the design of devices for interindividual interaction. We present the prototype of a device where the space of interaction is such as to afford "perceptual crossing", a key emotional factor in interpersonal interactions.
2007
The landscape of interactive technology design and evaluation is expanding. In the past, usability and task efficiency were the main focus for research in human computer interaction; evaluation methods worked from single user data over constrained tasks. This kind of work remains central to our discipline. However, new issues are complicating this scenario. For example, how do we design for quintessentially elusive concepts like "experience"? Especially when that experience is not singular, but social, where data are spread across many people, potentially many platforms and devices, and many settings. Where the lab test cannot shed light on ways that experience unfolds over time. The units of analysis and the data to be gathered are contested. In this workshop we invite discussion of interactive media experience and how to design for and evaluate it.
Towards a UX Manifesto
2009
Vendors, producers, and designers of interactive products and content become increasingly aware and interested in the notion of Experience. Experience-oriented design is a particular approach, which differs from others with respect to its strong focus on the needs and emotions of people and the positive aspects of product use. This workshop's objective is to take an experience-oriented perspective on the current practices in the design of iTV, related cross-and interactive media. We collect, share and discuss design ideas and solutions, which claim to be successful in enhancing the Experience. We will answer the two central questions of "What is experience?" and "How do we create it?" rather by a joint analysis and reflection of existing projects, their strengths and weaknesses (i.e., bottom-up) than by referring to abstract theoretical and methodological concepts (top-down). By that, we hope for insights into experience-oriented design in the iTV domain. These insights will be grounded on the expertise of people working in the field and are brought about by sharing and a guided reflection on their practices and concepts.
Behaviour & Information Technology, 2006
Over the last decade, 'user experience' (UX) became a buzzword in the field of humancomputer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience'. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal -a stimulus for further UX research.
2021
Digital Immersive Entertainment attracts thousands of people worldwide and can awaken new feelings and sensations in those who experience it. However, there is no standardized way of evaluating User eXperience (UX) and which UX measures should be considered in this context to determine whether the immersive experience was enjoyable and engaging for the audience. After considering how to evaluate the user experience in the context of immersive entertainment, we developed the Immersive UX, a UX evaluation framework considering important UX measures related to the evaluation of the immersive experience. In this sense, we based our framework on evaluating the following UX measures: flow, presence, and engagement. We carried out a study to investigate our framework’s feasibility by using it in a UX evaluation. This study examines how users felt when participating in a simulated cinema experience where they interacted with other people using different systems to support the immersive expe...
PhD dissertation defended on May 12, 2015 at the University of Luxembourg.
ACM Multimedia Conference, 2008
In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts.
Interacting with Computers, 2004
The research by is pivotal in promoting the use of psychophysiological measures in HCI. We argue that rather than inferring users' emotional states from the data, which is difficult to do reliably, the signals can be used to as an indicator of user cost, by monitoring changes in users' physiological responses. We applied this approach by monitoring Skin Conductance, Heart Rate and Blood Volume Pulse (as well as task performance and user satisfaction) to investigate the impact of media quality degradations on users. Five studies were conducted utilising this approach. Results show that psychophysiological data show responses to audio and video degradations: users respond to specific degradations with increased levels of arousal. In addition, psychophysiological responses do not always correlate with each other and subjective and physiological measures do not always concur, which means that psychophysiological data may detect responses that users are either not aware of, or cannot recall at post-session subjective assessment. We thus conclude that psychophysiological measures have a valuable role to play in media quality evaluation..
2020
This paper discusses the development of experiments to assess user experience with innovative artefacts, based on academic and market research. It discusses ecological validity in the use of naturalistic experiments and when artificial experiments are “good enough”. Due to its potential to keep the study’s internal validity high, the artificial scenario is the first choice. When artificial settings threaten the study’s external validity, naturalistic experiments are better choices. Design research requires flexibility when planning experiments, since the usual choices made in other sciences might not be the best ones to be made.
Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, 2020
Interactive installations engage people in different ways, many of which are different than originally intended by the designer. We present a model that illustrates the differences between the intended experience and the actual experience of people. The model is demonstrated through the analysis of one interactive installation at the Science Museum (London) and the various parameters are mapped and visualized. We suggest that the participants of interactive installations engage differently than originally intended by the designer, which can be defined here as "deviation". There are several levels of deviation, and the proposed model will illustrate the critical interaction stages and visualize the deviations. This model offers new tools for designers and curators alike. CCS CONCEPTS • Human-centered computing ~ Interaction design ~ Interaction design theory, concepts and paradigms
This article builds on the binary rhythms of transparency and reflectivity described by Bolter and Gromala (2003) as being central to the design of interfaces in digital artifacts. It starts from the concept of experience design and suggests that the experience of the interface might better be considered in terms of the ‘sensuous manifold’. The authors present the interactive kinetic light installation, Dancing in the Streets, as an example of how this sensuous manifold could be seen to work in practice. Many participants described this work as being ‘transparent’ and ‘magical’. The article analyses elements of the installation in relation to transparency/reflectivity to assess the reasons behind these descriptions, and to explore how the sensuous manifold experience was achieved for participants. The location of the installation is defined as a ‘non-place’ whose uncanniness contributed to the potential for ambiguity and liminality. The use of light as a medium for urban scenography was also a critical factor in the design of the interface. The images and their behaviour in relation to the participants created the final element of the artwork. The installation was successful in getting the people of York dancing in the streets. In doing so, it foregrounds the concept of the sensuous manifold as a useful concept for experience designers. Palmer, S.; Popat, S. (2007), International Journal of Performance Arts & Digital Media 2(3), pp.297-314 ISSN: 14794713
Heritage Science, 2024
Human-computer interaction, Artificial Intelligence, and the multilingualism of digital culture open up unexpected scenarios in the contemporary design of cultural spaces with the creation of artifacts in which the analogic and digital dimensions come together to enhance the experience. Sensors and devices track user movement in the real world and translate the inputs into commands through hand gestures, speech recognition, head movements, tangible interfaces, or a combination of these elements. Through theorical models, concepts and tools, the paper reports the evolution of "User Experience" applied to personalized enjoyment and use of cultural places. The functionalperformance survey of tools and technologies for perception, narrative and augmented interaction revealed models that highlight the diversity and richness of tangible and intangible cultural heritage through new forms of interaction and knowledge transfer. In this direction, new technological tools make it possible to detect, track and evaluate the personalized user experience by processing or producing large amounts of data. Therefore, on one hand the paper explores the limitations dictated by data management and user privacy in using such systems and, on the other, it prefigures new scenarios for amplifying and personalizing the user experience.
… on Ubiquitous Homeubiquitous society and …, 2005
Abstract. In this paper we review the current understanding of aesthetics. There are three aspects to aesthetics namely: the form, the action and the experience. We explore these aspects and highlight their relevance for entertainment. We then investigate ubiquitous entertainment ...
the Interact-2005 workshop on Space, Place, …, 2005
A steady stream of research in user experience (UX) has been produced over the last ten years. However, published work has not been reviewed and analysed to synthesise the knowledge developed. To address this issue, this article presents a review of theories, models and frameworks of UX from different disciplines. Based on the review a scenario in which user experience develops is proposed. Four elements have been identified that have a strong impact on user experience: the user, the interaction, the artefact, and the context. Each element is reviewed in detail, outlining its major characteristics.
Designing Interactive Systems Conference
Virtual Reality (VR) installations using head-mounted displays (HMD) are becoming increasingly popular in public spaces. However, VR's immersive nature engages only the HMD wearer and excludes everyone else in the public space, and there is little design knowledge of how to engage those not wearing an HMD. To address this, we draw from our experiences of having designed seven public VR installations to present a design space around the dimensions of "agency" and "interest" with four user engagement frames to articulate twelve diferent user roles. To guide designers to support all roles and to transition users between those roles, we complement the design space with a set of design tactics for public VR installations. We hope that these combined contributions will help designers engage more people with VR installations so that ultimately more people beneft from what VR has to ofer. CCS CONCEPTS • Human-centered computing → Interaction design; Interaction design theory, concepts and paradigms.
CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13, 2013
Mobile and ubiquitous systems create opportunities for new kinds of interactivity in public spaces. Examples of human-technology interactions in public spaces include interactive displays on different scales; mobile systems enabling projection in public environments; smart interactive and reactive objects; tangible interfaces; and public media arts. Human-system and mediated human-human interactions become public and visible to the people around the same space. This creates many possibilities and challenges for designing the user experience that arise primarily from the social and physical context. This workshop will bring together researchers, designers, practitioners and media artists to discuss elements and viewpoints of such new forms of experiences. The results of the workshop will be an "experience design space" and a research agenda for experiences with interactive systems used in public spaces.
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