2021年5月16日 星期日

week 13. final project discussion

 online discussion in the pandemic situation

1. each group present a common theme for the final project

2. every member conducts self research activity separately, using, for example,  auto-ethnography method

3. the final project should be related to "wabi-sabi informed design for experiential AI"

    possible themes include: mindful interaction, frictional design, meditation, lucid dreams, well-being, ...


FINAL PROJECT PRESENTATION:

date: Jun 14, 2021

Platform: Google Meet

Document format: ACM CHI paper style (English / Chinese are both OK) at least 10 pages, including 1. introduction, 2. related work, 3. method, 4. result, 5. findings 6. discussion / reflection, 7. conclusion

Contribution types: 1. design probing, 2. prototype testing, 3. novel design proposals or sketches, 4. design activism / intervention, 5. self-ethnography or dialogue between participants (not limited to the above) 


2021年5月9日 星期日

week 12. wabi-sabi cards

1. Students present wabi-sabi principles with a card deck

2. CHI 2021 


project proposal on situated methodology for experiential AI

1. what might wabi-sabi inform interaction design ?

2. how to collect situated data for such experience?

3. what kind of AI would create new experience?

4. how to make prototypes (or props) to simulate such situated experience?

present on 5/17 

2021年5月2日 星期日

week 11. situated methodology

  處境式方法論

處境視覺化素描(Situated Visualization with Sketching)

處境視覺化是一項新興的資訊視覺化研究領域,將資料視覺化的表現置放在實體空間,

以支援情境中的(in-situ)資料分析。當資料被置放在靠近實體指示對象(referents)附近,

例如人、地方、物件,參與者可以在日常生活中感受到資料展示在實體空間時,

共同生活的親身經驗。Bressa等人(2019)舉辦設計工作坊,邀請參與者用素描和

實體空間置放的方式,建構未來資料與人共同生活的可能情境,如下圖。

應用處境視覺化素描的方式,探索反身性資料、情節式脈絡媒體,

以何種方式出現在日常生活情境中,能夠產生纏結體驗。


處境視覺化素描(situated visualization with sketching),圖取自(Bressa et al., 2019)

Nathalie Bressa, Kendra Wannamaker, Henrik Korsgaard, Wesley Willett, and Jo Vermeulen. 2019.

Sketching and Ideation Activities for Situated Visualization Design. In Proceedings of the 2019

on Designing Interactive Systems Conference (DIS '19). ACM, New York, NY, USA, 173-185.


處境實體化(Situated Physicalization)

為了探索與資料共同生活的設計空間,學者可以創造與資料高度相關的實體化原型,進入生活場域,稱作處境實體化(situated physicalization)(Singhal et al., 2017)。Time-Tuner (見下圖)是一套模擬的智慧型杯墊,讓參與者通過模擬的原型(mock-up)體驗到使用兩個杯墊的互動,影響另一個杯墊上的歷史錄影的選擇和撥放。在設計前期尚未決定如何根據相關資料選擇與播放參與者的居家影片時,處境實體化創造了接近於真實生活感受的物件,邀請參與者共同推測更好的互動方式,例如歷史上相同的日期的影片被播放、一日中相同的時間錄製的影片(如同樣是下午3:00錄下)被播放、播放被置放在相同空中的影片(同樣是在客廳或餐廳中的影片)。


處境實體化原型Time-Turner,圖取自(Singhal et al., 2017)


Samarth Singhal, William Odom, Lyn Bartram, and Carman Neustaedter. 2017. Time-Turner: Data Engagement Through Everyday Objects in the Home. In Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems (DIS '17 Companion). ACM, New York, NY, USA, 72-78.


處境探針(Situated Probes)

將產品的照片以一比一的尺寸印出,讓參與者在自家空間中置放並推測產品的各種可能用途,

本組曾命名為處境探針(Hsu et al, 2018)。為了研究植物的能動性,以及產品可能體現的植物性,

此探針請參與者將產品照片盡可能在多處空間置放並拍下照片,以探討互動產品與空間的關係。

下圖均為本組曾經發表過的互動設計物,左為Scentonight互動晚安燈,

中為Reflexive Printer反身性印表機,右為InTouch社交溫度互動裝置。

研究過程注重處境植物性(situated plantness),意即,互動裝置的植物性印象,

實際上深受空間環境的影響。

處境探針可以將已完成或正在製作中的設計物,以擬真照片的方式置入生活空間,

邀請參與者進行處境推測。發展更多日常生活與數位空間纏結的處境探針,

使用推測產品照片,推測的產品商標,外掛小物,進行處境纏結探針。


  

產品照片之處境探針,圖取自(Hsu et al, 2018)

Yuan-Yao Hsu, Wenn-Chieh Tsai, Wan-Chen Lee, and Rung-Huei Liang. 2018. Botanical Printer: An Exploration on Interaction Design with Plantness. In Proceedings of the 2018 Designing Interactive Systems Conference (DIS '18). Association for Computing Machinery, New York, NY, USA, 1055–1068. DOI:https://doi.org/10.1145/3196709.3196809


處境共同推測(Situated Co-Speculation)

訂製小冊(Bespoke Booklet)是推測設計研究者與參與者共同進行處境推測的範例

(Desjardins et al., 2019)。設計師先到參與者的居家拍攝環境照片,帶回工作室進行推測設計,

並將概念產品直接描繪在居家照片上,製作成「訂製小冊」,交回給參與者。

參與者根據自家照片中的推測設計產品,進行共同推測,將意見寫下,

同時也在圖片上加上自己的修改,如下圖。


處境共同推測,訂製小冊(Bespoke Booklet),圖取自(Desjardins et al., 2019)

Audrey Desjardins, Cayla Key, Heidi R. Biggs, and Kelsey Aschenbeck. 2019. Bespoke Booklets: A Method for Situated Co-Speculation. In Proceedings of the 2019 on Designing Interactive Systems Conference (DIS '19). Association for Computing Machinery, New York, NY, USA, 697–709. DOI:https://doi.org/10.1145/3322276.3322311


APP處境推測(& 報紙推測)

李婉貞, 曾綉珍,  梁容輝. 2020. 以報紙為推測素材 :探索居家聯網物件的纏結經驗與多重未來. 台灣人機互動研討會 (TAICHI 2020), Taipei, Oct. 23-Oct. 24, 2020.


物件劇場 (object theathre)

Maria Karyda, Merja Ryöppy, Jacob Buur, and Andrés Lucero. 2020. Imagining Data-Objects for Reflective Self-Tracking. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–12. DOI:https://doi.org/10.1145/3313831.3376844


Questions:

How to design situated methodology to deploy your project in the everyday context?


Tarot card deck as a structure for expanding "wabi-sabi" meanings in a constructive way.

1. search "塔羅牌義"

2. extract symbolic meanings of Major Arcana (22 cards)

3. map your associated keywords to the above meanings

4. sort and categorize cards

5. fill out blank card


2021年4月25日 星期日

week 10. wabi-sabi

Expanding on Wabi-Sabi as a Design Resource in HCI

student presentation of case studies


History of Ideas: wabi-sabi


In search of wabi sabi (BBC)



Is Zen life wabisabi (曹洞宗)



道元禪師 (引進中國曹洞宗)


一代茶聖千利休 電影



Questions:

1. What is wabi-sabi
2. How to design with wabi-sabi?
3. How to relate wabi-sabi to slow design?
4. How to design wabi-sabi in Experiential AI?


Project 2. wabi-sabi as interaction design resource for Experiential AI
[Step 2] Ideation Cards: (constructive and generative methodology)
1. Collect concepts (or principles) related to Wabi-sabi
2. Collect your own design examples according to the principles
3. Select at least 22 examples for card-making
4. Create your own wabi-sabi design card deck for Experience AI.

Deadline 5/10, 2021

2021年4月18日 星期日

week 9. introducing material turn



Computational Compositions: Aesthetics, Materials, and Interaction Design, Wiberg, 
2010. 



"Material interactions": from atoms & bits to entangled practices, 2012, ACM CHI panel



Understanding agency in interaction design materials, 2012. (material talks back)



Methodology for materiality: interaction design research through a material lens, Wiberg, 2013. (Methodology)


Giving form to computational things: developing a practice of interaction designAnna Vallga˚rda, 2014. (Framework)


Electric materialities and interactive technology, James Pierce, 2013


PUC theme issue: material interactions, 2014. (special issue, PUC)


Broken probes: toward the design of worn media, Daniela Rosner, 2014 (wabi-sabi)



Interaction Design as a Bricolage PracticeAnna Vallgårda & Ylva Fernaeus, 2015



Expanding on Wabi-Sabi as a Design Resource in HCIVasiliki Tsaknaki & Ylva Fernaeus, 2016




Questions:
1. How does Microboundary relate to Wabi-sabi
2. Wabi-sabi and system 1/2 thinkings?
3. What is the relationship between wabi-sabi and mindful interaction?


Student presentation on Wabi-Sabi & its design cases next week.

Reference:

2021年4月11日 星期日

week 8. data-driven culture as experience

 1. students present Project 1.

2. revisiting "Human-AI Interaction" in four levels:

   Yang, Q., Steinfeld, A., Rosé, C. and Zimmerman, J. 2020. Re-examining Whether, Why, and How Human-AI Interaction Is Uniquely Difficult to Design. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (New York, NY, Apr. 2020), 1–13. https://doi.org/10.1145/3313831.3376301

Level 1: fixed output, with statistics, 

              example

give simple examples: 

output = f(input)

new output = f(nearest_input)


What is Human-in-the-Loop?

Arts and Humanity: Human-in-the-Loop


Questions:

  what is the role of human in AI system?

  How to collect data? how to label?

3. Data-driven culture, Data Storytelling


Questions:

 What are your Data Storytelling strategies? Practical, fictional, or communicative?

4.  Machine Learning as Monsters?


2021年3月28日 星期日

week 6. slow design & slow lab (Project 1)

Student presentation on:
The slow design principles

 Related design cases :
  Slow design by Barbara Grosse-Hering

Question and discussion:
1. what are the differences between slow tech and slow design?
2. What are the possible applied area of Redstrom's slow tech and the Slow Lab's design principles?


related papers in Slow Lab: (should we read?)

http://slowlab.net/RESOURCES/Resources-PUBLICATIONS-Slow-reading-s

Project 1 presentation: April 12, 2021
Slow Something:
  1. propose slow + another_thing (slow past, slow memory, slow future, slow radio...)
  2. discuss the time element (fast vs. slow), reflective aspects, amplifying environments (hide or reveal), form (simple or complex), material...
  3. discuss the AI type (level 1~ level 4) of your slow design and the possible AI types for different contexts.
  3. Sketch your design
  4. Evaluate your design, in terms of experiential AI, phenomenological description, interpretation, meanings, significance, aesthetics, ...etc.
  5. summarize design principles

2021年3月21日 星期日

week 5. evaluating slow technology


1. Reading "Evaluating Slow Technology"
2. Message with slow technology examples:
ChatterBox






GoSlow: designing for slowness, reflection and solitude


Photobox: on the design of a slow technology




The reflexive printer: toward making sense of perceived drawbacks in technology-mediated reminiscence




From 紙飛機 app to mettle

Question: 
  1. How to design the quality of "Anticipation"?
  2. How to evaluate slow design?
  3. What is mindful interaction? How to relate it to slow design?

Reading articles:
   p. 209 : Evaluating Slow Technology
   art work vs. tools  evaluation
   " in a way similar to the methods developed in art critique: cultivating evaluation as the art of explanation and understanding."

    introducing slow design principles
    Case study of JuicyMo:
      1. current use analysis 2. ideation of JuicyMo  3. explain relevance to 6 principles 4. user test with principle cards and semi-structured interview

    propose 3 interaction movements
    analysis through interaction vocabularies (paired contrasts)
    levels of Richness, Control & Engagement (quantitatively)

Student presentation next week:
The slow design principles
 Slow design by Barbara Grosse-Hering

Homework 2:
Present at least 3 "slow technology" principles, describing the principles, giving examples, creating your own design cases.
Deadline 3/29



    









2021年3月14日 星期日

week 4. form, function & expression in Slow Tech

1. introduction to interaction design (Verplank's framework)
    Interaction Design Sketchbook


2.. reading: Slow Technology p. 209, Section 6, Form and Function

What is the form v.s. material of "slow technology"


 (1) Reflective technology
 (2) Time technology
 (3)  Amplified environments

  Section 8. Developing Guidelines for Slow Technology 

       . focus on slowness of appearance (materialisation, manifestation) and presence – the slow materialisation and design presence of form (F) 
    . focus on aesthetics of material and use simple basic tools of modern technology – the clear and simple design presence of matetial (M).

  Complex Form + Simple Material

examples:

http://entretags.de/long-living-chair/







Slow Games from Ishac Bertran on Vimeo.




Search "Slow Technology" in ACM DL

Why linear time? How about non-uniform speed of time?
https://www.pinterest.de/pin/299559812687097467/





example 1: "dark & big audio"  gradually changes to "light & silence"
example 2: "noisy & dark" gradually changes to "silent & bright"
example 3: INTOUCH project: 色溫 & 溫度

example 4: Mindball


example 5: Remind mirror

http://www.am2.jobs/index.cfm?pagetype=products&codeID=302422


Make your sketch of "cross-sensory" interaction for concentration
Exercise:
Slow technology design with "cross-sensory" reflection.
See p. 206, 4.2 the art of concentration

Reading next week:
The slow design principles

Homework 1:
  Search at least 3 "slow technology" interaction design projects.
  keywords: slow technology, slow design, slow interaction, slow game...
  Deadline: 3/22, 2021

Project 1:
Contrast your final project with "ordinary design" & "slow design"
Slow Technology interaction design sketch
Deadline: 3/ 29, 2021 (propose and discuss)
Deadline: 4/ 12, 2021 (propose and discuss)

2021年3月7日 星期日

week 3. AI meets UX

0. students present project proposals

What is AI?

What is UX? (research process)

How to frame AI parctically?

How to fast prototype AI experience?

What are typical human-AI interaction design issues? (fairness, intelligibility, user's sense of control)

 

Re-examining Whether, Why, and How Human-AI Interaction Is Uniquely Difficult to Design




Prototyping AI:
1. Philip van Allen. 2018. Prototyping Ways of Prototyping
AI. Interactions 25, 6 (Oct. 2018), 46–51. DOI:
2. Esko Kurvinen, Ilpo Koskinen, and Katja Battarbee.
2008. Prototyping social interaction. Design Issues 24, 3
(2008), 46–57.

Human-AI Design guidelines & issues:
1. Saleema Amershi, Dan Weld, Mihaela Vorvoreanu,
Adam Fourney, Besmira Nushi, Penny Collisson, Jina
Suh, Shamsi Iqbal, Paul Bennett, Kori Inkpen, Jaime
Teevan, Ruth Kikin-Gil, and Eric Horvitz. 2019.
Guidelines for Human-AI Interaction. ACM.
2. Margaret Mitchell, Simone Wu, Andrew Zaldivar,
Parker Barnes, Lucy Vasserman, Ben Hutchinson, Elena
Spitzer, Inioluwa Deborah Raji, and Timnit Gebru. 2019.
Model Cards for Model Reporting. In Proceedings of the
Conference on Fairness, Accountability, and
Transparency (FAT* ’19). Association for Computing
Machinery, New York, NY, USA, 220–229. DOI:

2021年2月21日 星期日

week 1. introduction: Experiential AI

Introduction to this semester topics:

Module I: Human-AI Interaction (Projects with TU/e) (interlaced)


        Mid-term presentations and final presentations are needed.

Module II:  Slow Technology & reflective design (6 weeks interlaced)





Module III: Object-Oriented Design (6 weeks interlaced)


Neo-Animism (animistic design)
Products with personality





Reading:
   Yang, Q., Steinfeld, A., Rosé, C. and Zimmerman, J. 2020. Re-examining Whether, Why, and How Human-AI Interaction Is Uniquely Difficult to Design. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (New York, NY, Apr. 2020), 1–13. https://doi.org/10.1145/3313831.3376301

References:



Grading:
1. Final project 40%
2. Personal homework, participation, discussion, 60% 


Final Project :
Team up with TU/e students
Co-work on the topics you like
Aims: submit to an International Conference
(individual projects are also welcome)