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- research-articleOctober 2022
Designerly Tele-Experiences: A New Approach to Remote Yet Still Situated Co-Design
- Ferran Altarriba Bertran,
- Alexandra Pometko,
- Muskan Gupta,
- Lauren Wilcox,
- Reeta Banerjee,
- Katherine Isbister
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 29, Issue 5Article No.: 44, Pages 1–30https://doi.org/10.1145/3506698The COVID-19 pandemic disrupted processes interaction designers took for granted, challenging some of our most commonplace design practices. Participatory and situated approaches have been impacted the most: where we engaged stakeholders in-person and in-...
- research-articleApril 2022
Pet-Robot or Appliance? Care Home Residents with Dementia Respond to a Zoomorphic Floor Washing Robot
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 512, Pages 1–21https://doi.org/10.1145/3491102.3517463Any active entity that shares space with people is interpreted as a social actor. Based on this notion, we explore how robots that integrate functional utility with a social role and character can integrate meaningfully into daily practice. Informed by ...
- research-articleOctober 2021
Playing Cool - Winter Weather's Influence on Location-Based Gaming
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 242, Pages 1–16https://doi.org/10.1145/3474669Location-based games are highly dependent on the physical environment. One important but often overlooked factor is weather. In this paper we focus on winter weather, as this is a common weather that is often not designed for specifically. By performing ...
- research-articleJune 2019
Affective effects of gamification: using biosignals to measure the effects on working and learning users
PETRA '19: Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive EnvironmentsPages 1–10https://doi.org/10.1145/3316782.3316783What emotional effects does gamification have on users who work or learn with repetitive tasks? In this work, we use biosignals to analyze these affective effects of gamification. After a brief discussion of related work, we describe the implementation ...
- extended-abstractDecember 2018
Designing playful situations for strangers in urban areas
AfriCHI '18: Proceedings of the Second African Conference for Human Computer Interaction: Thriving CommunitiesArticle No.: 53, Pages 1–3https://doi.org/10.1145/3283458.3283522Playful interactive game systems are seen as a new and exciting way to enhance social interactions. Although positive results have been reported from previous interventions, many of these games have focused on limited contexts involving players who are ...
- demonstrationDecember 2018
Yes/no-object: a communicative object that tries to establish boundaries
AfriCHI '18: Proceedings of the Second African Conference for Human Computer Interaction: Thriving CommunitiesArticle No.: 60, Pages 1–4https://doi.org/10.1145/3283458.3283511"Yes/No-Object" is an interactive object made of metal, electronics, loudspeakers and code. Using ultrasonic sensors, it continuously measures its distance from surrounding objects. It routinely generates and utters words. If anything is close to the ...
- courseOctober 2017
How to Do Gameful Design
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayPages 581–583https://doi.org/10.1145/3130859.3131446Gamification is an increasingly popular strategy for increasing user engagement. But how to design gamified systems? While there is an abundance of industry methods, they often remain elusive in essential steps and lack grounding in evidence. This course ...
- Work in ProgressJune 2017
The Grumpy Bin: Reducing Food Waste Through Playful Social Interactions
DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive SystemsPages 90–94https://doi.org/10.1145/3064857.3079125Domestic food waste is a world-wide problem that is complex and difficult to tackle as it touches diverse habits and social behaviors. This paper introduces the Grumpy Bin, a smart food waste bin designed for the context of student housing. The Grumpy ...
- abstractOctober 2014
Exercising playfully: co-designing fun ways of keeping active in the park
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 447–448https://doi.org/10.1145/2658537.2661316In this work in progress paper we present our work in the co-design of a playful interactive artifact that encourages people to engage in casual physical activity in the park. The initial testing of our proof-of-concept prototype received extremely ...
- abstractOctober 2014
Using play as a lens to bridge the physical with the digital
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 307–310https://doi.org/10.1145/2658537.2659012When you play, you are deeply involved which is why interaction designers and game designers are increasingly creating playful experiences. However, a pitfall in these digital designs is to focus too much on the game rules and goals. In doing so, we ...
- posterApril 2014
LocaLudo: card-based workshop for interactive architecture
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsPages 1975–1980https://doi.org/10.1145/2559206.2581348In this paper, we describe the design and outcomes of LocaLudo, a playful and card-based workshop that aims to involve families in the design of interactive architecture. Family members, both children and adults, were invited to build upon local ...
- research-articleSeptember 2013
Encouraging sustainable fashion with a playful recycling system
BCS-HCI '13: Proceedings of the 27th International BCS Human Computer Interaction ConferenceArticle No.: 46, Pages 1–6This paper presents the design and study of UNI2BIN, a playful interactive system challenging its users to recycle their textiles so to adopt more sustainable fashion habits. The system initially rewards the user with direct playful interactions when ...
- tutorialApril 2013
Designing gamification: creating gameful and playful experiences
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing SystemsPages 3263–3266https://doi.org/10.1145/2468356.2479662In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design ...
- research-articleSeptember 2011
From game design elements to gamefulness: defining "gamification"
MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media EnvironmentsPages 9–15https://doi.org/10.1145/2181037.2181040Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer ...