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Introduction to the Special Issue on First-Person Methods in HCI
In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between ...
Validity and Rigour in Soma Design-Sketching with the Soma
We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a ...
Towards a Contemplative Research Framework for Training Self-Observation in HCI: A Study of Compassion Cultivation
With the emergence in human–computer interaction (HCI) of researching contemplative practices, authentic descriptions of first-person lived experience informing design are few. Most researchers in HCI are not trained in observing the mind. We draw on ...
Unpacking Non-Dualistic Design: The Soma Design Case
- Kristina Höök,
- Steve Benford,
- Paul Tennent,
- Vasiliki Tsaknaki,
- Miquel Alfaras,
- Juan Martinez Avila,
- Christine Li,
- Joseph Marshall,
- Claudia Daudén Roquet,
- Pedro Sanches,
- Anna Ståhl,
- Muhammad Umair,
- Charles Windlin,
- Feng Zhou
We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we ...
Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design
We present a first-person, retrospective exploration of two radio sonification pieces that employ narrative scaffolding to teach audiences how to listen to data. To decelerate and articulate design processes that occurred at the rapid pace of radio ...
Cracks in the Success Narrative: Rethinking Failure in Design Research through a Retrospective Trioethnography
What can design researchers learn from our own and each other's failures? We explore “failure” expansively—turning away from tidy success narratives toward messy unfoldings and reflexive discomfort—through retrospective trioethnography. Our findings ...
A Systematic Literature Review of Empirical Methods and Risk Representation in Usable Privacy and Security Research
- Verena Distler,
- Matthias Fassl,
- Hana Habib,
- Katharina Krombholz,
- Gabriele Lenzini,
- Carine Lallemand,
- Lorrie Faith Cranor,
- Vincent Koenig
Usable privacy and security researchers have developed a variety of approaches to represent risk to research participants. To understand how these approaches are used and when each might be most appropriate, we conducted a systematic literature review of ...
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task
Emotional expressivity is essential for human interactions, informing both perception and decision-making. Here, we examine whether creating an audio-visual emotional channel mismatch influences decision-making in a cooperative task with a virtual ...
Generative Theories of Interaction
Although Human–Computer Interaction research has developed various theories and frameworks for analyzing new and existing interactive systems, few address the generation of novel technological solutions, and new technologies often lack theoretical ...
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs
- Rivu Radiah,
- Ville Mäkelä,
- Sarah Prange,
- Sarah Delgado Rodriguez,
- Robin Piening,
- Yumeng Zhou,
- Kay Köhle,
- Ken Pfeuffer,
- Yomna Abdelrahman,
- Matthias Hoppe,
- Albrecht Schmidt,
- Florian Alt
We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. ...