[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2468356.2468746acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

AniThings: animism and heterogeneous multiplicity

Published: 27 April 2013 Publication History

Abstract

This paper explores the metaphor of animism as a methodological framework for interaction design and, in particular, advocates for a form of animism the authors term 'heterogeneous multiplicity.' Animism can make valuable contributions within ubiquitous computing contexts, where objects with designed behaviors tend to evoke a perception that they have autonomy, intention, personality and an inner life. Furthermore, animism that supports heterogeneous multiplicity offers unique opportunities to stimulate human creativity through embodied engagement with an ecology of things. To demonstrate the concept of heterogeneous multiplicity, the authors present a speculative design project, AniThings, that intertwines multiple animistic collaborators to position activities of digital resource discovery and curation beyond the narrow domain of recommendation engines and personal feeds. The project illustrates an ecology of six tangible, interactive objects that, respectively, draw from a variety of digital resources and inhabit a range of variously positioned stances towards their human collaborators and each other. This diversity of behaviors, resources, and positionality makes AniThings ideal for supporting open-ended ideation and collaborative imagining activities.

References

[1]
Van Allen, P. 2007. /models/. New Ecology of Things. H. Willis, ed. Media Design Program at Art Center College of Design.
[2]
Van Allen, P. 2004. Productive Interaction: Designing for drivers instead of passengers. Southern California Digital Culture Group. University of Southern California.
[3]
Bennett, J. 2009. Vibrant Matter: A Political Ecology of Things. Duke University Press.
[4]
Beran, T.N. et al. 2011. Understanding how children understand robots: Perceived animism in child--robot interaction. International Journal of Human-Computer Studies. 69, 7--8 (Jul. 2011), 539--550.
[5]
Bleecker, J. 2009. Design Fiction: A short essay on design, science, fact and fiction. Near Future Laboratory.
[6]
DiSalvo, C. 2012. Adversarial Design (Design Thinking, Design Theory). MIT Press.
[7]
Hutchins, E. 1996. Cognition in the Wild, Issue 1995. Mit Press.
[8]
Inagaki, K. and Hatano, G. 1987. Young Children's Spontaneous Personification as Analogy. Child Development. 58, 4 (1987), 1013--1020.
[9]
Latour, B. 1999. Pandora's Hope: Essays on the Reality of Science Studies. Harvard University Press.
[10]
Laurel, B. 2008. Designed Animism. (Re)Searching the Digital Bauhaus (Human-Computer Interaction Series). Springer. 384.
[11]
McVeigh-Schultz, J. et al. 2012. Extending the Lifelog to Non-human Subjects : Ambient Storytelling for HumanObject Relationships. ACM Multimedia. (2012), 1205-- 1208.
[12]
McVeigh-Schultz, J. et al. 2012. Vehicular Lifelogging : New Contexts and Methodologies for Human-Car Interaction. CHI. (2012).
[13]
Mortensen, D.H. "It's in Love with You" Communicating Status and Preference with Simple Product Movements. CHI.
[14]
Murphy, K.M. 2005. Collaborative imagining : The interactive use of gestures, talk, and graphic representation in architectural practice. Semiotica. 156, 1/4 (2005), 113--145.
[15]
Murray, J.H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press.
[16]
Norman, D. 2009. The Design of Future Things. Perseus Books Group.
[17]
Piaget, J. 1959. The Language and Thought of the Child. Routledge & Kegan Paul.
[18]
Picard, R.W. 2000. Affective Computing. The MIT Press.
[19]
Resistance is Futile: Reading Science Fiction Alongside Ubiquitous Computing: .
[20]
Schön, D.A. 1983. The Reflective Practitioner. Basic Books.
[21]
Sengers, P. Cultural Informatics: Artificial Intelligence and the Humanities. Surfaces: Special Issue on Humanities and Computing - Whose Driving? 8.
[22]
Sterling, B. 2009. Design fiction. interactions. 16, 3 (May. 2009), 20.
[23]
Suchman, L.A. 1987. Plans and Situated Actions: The Problem of Human-Machine Communication (Learning in Doing: Social, Cognitive and Computational Perspectives). Cambridge University Press.
[24]
Tanenbaum, J. et al. 2012. Steampunk as design fiction. CHI (Austin, TX., 2012).
[25]
Turing, A.M. 1950. Computing Machinery and Intelligence. Mind. LIX, 236 (1950), 433--460.
[26]
Turkle, S. 2006. A Nascent Robotics Culture: New Complicities for Companionship. American Association for Artificial Intelligence AAAI (2006).
[27]
Turkle, S. 2005. The Second Self: Computers And The Human Spirit. Mit Press.
[28]
Wardrip-Fruin, N. 2009. Expressive Processing: Digital Fictions, Computer Games, and Software Studies. MIT Press.
[29]
Weizenbaum, J. 1976. Computer Power and Human Reason: From Judgment to Calculation. Freeman.

Cited By

View all
  • (2023)Personality for Virtual Assistants: A Self-Presentation ApproachAdvanced Virtual Assistants - A Window to the Virtual Future [Working Title]10.5772/intechopen.1001934Online publication date: 22-Jun-2023
  • (2021)Synergistic Social Technology: Designing Systems with ‘Needs’ that Encourage and Support Social InteractionDesigning Interactive Systems Conference 202110.1145/3461778.3462021(1419-1432)Online publication date: 28-Jun-2021
  • (2021)Eyecam: Revealing Relations between Humans and Sensing Devices through an Anthropomorphic WebcamProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445491(1-13)Online publication date: 6-May-2021
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
April 2013
3360 pages
ISBN:9781450319522
DOI:10.1145/2468356
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 April 2013

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. animism
  2. creative collaboration
  3. design fiction
  4. ecology of things
  5. heterogeneous multiplicity
  6. speculative design
  7. ubiquitous computing

Qualifiers

  • Research-article

Conference

CHI '13
Sponsor:

Acceptance Rates

CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)74
  • Downloads (Last 6 weeks)10
Reflects downloads up to 10 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Personality for Virtual Assistants: A Self-Presentation ApproachAdvanced Virtual Assistants - A Window to the Virtual Future [Working Title]10.5772/intechopen.1001934Online publication date: 22-Jun-2023
  • (2021)Synergistic Social Technology: Designing Systems with ‘Needs’ that Encourage and Support Social InteractionDesigning Interactive Systems Conference 202110.1145/3461778.3462021(1419-1432)Online publication date: 28-Jun-2021
  • (2021)Eyecam: Revealing Relations between Humans and Sensing Devices through an Anthropomorphic WebcamProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445491(1-13)Online publication date: 6-May-2021
  • (2021)Expanding Affective Computing Paradigms Through Animistic Design PrinciplesHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85623-6_9(115-135)Online publication date: 30-Aug-2021
  • (2021)Socio-Technical HCI Design in a Wider ContextHuman Work Interaction Design10.1007/978-3-030-71796-4_10(267-280)Online publication date: 24-Sep-2021
  • (2020)Becoming a Robot - Overcoming Anthropomorphism with Techno-MimesisProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376507(1-12)Online publication date: 23-Apr-2020
  • (2019)The Data Hungry HomeProceedings of the Halfway to the Future Symposium 201910.1145/3363384.3363390(1-10)Online publication date: 19-Nov-2019
  • (2019)Objects with IntentACM Transactions on Computer-Human Interaction10.1145/332527726:4(1-33)Online publication date: 17-Jun-2019
  • (2019)Mapping the Landscape of Creativity Support Tools in HCIProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300619(1-18)Online publication date: 2-May-2019
  • (2019)The Materiality of Interaction & Intangible Heritage: Interaction Design2019 8th Mediterranean Conference on Embedded Computing (MECO)10.1109/MECO.2019.8760092(1-6)Online publication date: Jun-2019
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media