- Innovative Human-Technology Interaction
- Interactive and Immersive Displays
- Design Education and Practice
- Tactile and Sensory Interactions
- Usability and User Interface Design
- Human-Automation Interaction and Safety
- Virtual Reality Applications and Impacts
- Digital Marketing and Social Media
- Persona Design and Applications
- Technology Use by Older Adults
- Digital Games and Media
- Crafts, Textile, and Design
- Green IT and Sustainability
- Information Systems Theories and Implementation
- Innovative Approaches in Technology and Social Development
- Gaze Tracking and Assistive Technology
- Multisensory perception and integration
- Personal Information Management and User Behavior
- Augmented Reality Applications
- Fashion and Cultural Textiles
- Safety Warnings and Signage
- Multimedia Communication and Technology
- Aesthetic Perception and Analysis
- Teleoperation and Haptic Systems
- Context-Aware Activity Recognition Systems
University of Salzburg
2015-2025
In HCI, and especially in interaction design, the material aspect of interactions is currently emphasized. Nevertheless, it challenging to theoretically frame variety digital or immaterial, physical materials. order contribute this materiality discourse, we reflect on McLuhan's work media analysis Latour's Actor-Network Theory paper. Both emphasize active role - be any other kind non-human actors interplay with human. Thus, establish junctures between their findings materials, as used design...
In this paper we describe an exploratory design study of the potentials taste as a playful interaction modality. We present and implementation LOLLio -- interactive lollipop that serves haptic input device dynamically changes its taste. conclude with three basic principles for potential game designs, where see how have built can foster novel, experiences.
While cross-disciplinary collaboration continues to be a cornerstone of inventive work in interactive design, the infrastructures academia, as well barriers participation imposed by our professional organizations, make between particular groups difficult. In this workshop, we will focus specifically on how artist residencies are addressing (or not addressing) challenges that artists, craftspeople, and/or independent designers face when collaborating with researchers affiliated DIS. By...
This one-day workshop seeks to advance the discussion around making and fabrication in HCI research, including notions of hobbyist industrial production. These different cultures are starting point for workshop, which attempts contour landscape how it influences is influenced by (research). The proposed extends from two prior efforts this space: a held at 5th Decennial Aarhus Conference three-day summit Austria September 2015 on "Rethinking Technology Innovation: Factories, Fabrication &...
With this studio-workshop we aim to explore and debate how disassembling computational things can yield a potential for design practices. We believe there are significant qualities be found in extending the mundane 'taking apart' into an elaborate practice of un-crafting. The studio workshop comprises series collaborative disassembly activities with beginning identify key issues at stake. also hope have diverse crowd, whose interdisciplinary viewpoints will enable us ground un-crafting set contexts.
Presumably, technology non-use is not an activity. However, in reference to Actor-Network Theory we argue that may be considered For instance, rejecting or disregarding requires activity of human actors, who undermine the goal non-human actors (such as technology) being used. In this paper present some aspects think are relevant context and describe what they contribute better understand non-use. Afterwards, illustrate examples non-use, followed by a discussion why consider
Handheld touch screen based devices, such as smartphones or tablets, typically provide limited haptic feedback. On cur- rent what is visually perceived and tactile kinesthetically felt semantically uncoupled. In order to improve embodied interaction on handheld new ways richer feedback are re- quired. this paper, we present TorqueScreen, a prototypi- cal system combining device (i.e., tablet) with an actuated flywheel capable of imposing angular momentum onto the tablet. The TorqueScreen...
Crafting interactive artifacts is typically associated with synthesizing, making, constructing, putting things together. In this paper, we discuss how these activities can be contrasted de-synthesizing that revolve around decomposition, dissection, and taking apart. Based on framings emphasize related practices are valuable in engineering processes, aim to unlock the potential of de-constructive engagements technologies as a material driven (design) practice. We propose un-crafting framework...
Gaze is an important aspect in social communication. In this paper we present a first exploration of visualizing gaze the co-located physical world. LaserViz augments world by means eye-tracking enabled wearable device that laser beams position to real objects. Based on initial prototype, explored effects shared through collaborative as well competitive scenario setting. This discusses insights and implications following these explorations for concept
In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. contrast, digital games often via a screen. By combining elements with ideas we identify new design opportunities players are given freedom to play face-to-face. During Game Jam workshop, explore this by looking at innovative ways that technology can respond movement. We find removing disparity between player movement and its representation, concentrate other enjoy...
In this note we discuss and argue about how taking things apart disassembling can be meaningful practices in explorative design projects. particular, report on an exercise unfamiliar device. Relating to situation, provide accounts for collaborative hands-on experience support reaching common ground acquiring shared material understanding interdisciplinary team through establishing a brief. the end reflect may complement our regarding materials interaction design.
Safe interaction with interactive systems in the car requires both hands to be placed on steering wheel and eyes kept road. To allow safe text input vehicle, we propose back of as space for elements. In effort explore this space, present two design alternatives elements; one has sliding sensors other three buttons each side wheel. combination a head up display an adapted keyboard layout, these elements while driving road first study end users, show potential proposed approach future vehicles.
This one-day workshop aims to consider the opportunities for HCI at intersection of maker culture and professional, industrial manufacturing. In particular, we are interested in exploring how concept "open design" could help support productive interactions between professional manufacturers non-professional makers. Our proposal builds on momentum established by previous related workshops (including one CHI2016) respond critically several key industry government reports published 2015-2016...
Video-mediated communication (VMC) technologies enable and interaction over distance try to provide the user experience of real face-to-face social presence. Although those systems allow a variety nonverbal cues, most them lack eye contact due vertical displacement between camera (e.g., at top edge screen) image partner's eyes. In an initial study we explored interdependency contact, gaze behavior gestures with respect Our results indicate that allowing for fosters perception gestures.
This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By restricted body an integral part gameplay, hope to, as side product bring about best also most safe posture young car, i.e., reasonably upright still their child seat with head leaning back on...
Traditionally, architects and designers have used scale models to explore, communicate, evaluate concepts ideas in large-scale, spatial projects. These offer the user a bird's eye perspective often tangible ways of interacting with model. Nevertheless, they lack realistic, first-person view on effects that design solutions space. In this paper, we explore MacroScope, tool aims support collaborative by providing real time, 360o physical model, means virtual reality head-mounted display. We...
This pictorial explores the material resources that can unfold through taking things apart. We describe a workshop program and according exercises designed around four particular modes of disassembling (interactive) artefacts. These aim to provide low-threshold engagements with artefacts materials those are composed of. Based on series workshops we conducted following this program, depict nine different forms unveiled With distinction contribute understanding how histories components rules...
<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>This one-day workshop seeks to reflect on the notion of fab- rication in both personal and industrial contexts. Although these contexts are very distinct their economical polit- ical vision, they share important characteristics (e.g., users interacting with specific fabrication equipment tools). The topic spans from (au- tomated) production, applied theoretical considera-...
Movement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing controls can facilitate engaging play experiences. We call this "innominate representation" and explore opportunity through our game "i-dentity", where players have guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate representation: association between...
The steering wheel is a promising space for the integration of displays since in car there very limited integrating interactive modalities driver that are close to preferred field view as well an easy reach position. When turned, screen content could change its orientation increase readability and therefore reduce distraction from road. Thus, this paper describes three different rotation behaviors displays. To investigate what effect these have on terms visual road we conducted user study...