scholarly journals The Case for Animal Privacy in the Design of Technologically Supported Environments

2022 ◽  
Vol 8 ◽  
Author(s):  
Patrizia Paci ◽  
Clara Mancini ◽  
Bashar Nuseibeh

Privacy is an essential consideration when designing interactive systems for humans. However, at a time when interactive technologies are increasingly targeted at non-human animals and deployed within multispecies contexts, the question arises as to whether we should extend privacy considerations to other animals. To address this question, we revisited early scholarly work on privacy, which examines privacy dynamics in non-human animals (henceforth “animals”). Then, we analysed animal behaviour literature describing privacy-related behaviours in different species. We found that animals use a variety of separation and information management mechanisms, whose function is to secure their own and their assets' safety, as well as negotiate social interactions. In light of our findings, we question tacit assumptions and ordinary practises that involve human technology and that affect animal privacy. Finally, we draw implications for the design of interactive systems informed by animals' privacy requirements and, more broadly, for the development of privacy-aware multispecies interaction design.

2020 ◽  
Vol 20 (2) ◽  
pp. e13
Author(s):  
Andres Rodriguez

The continuous development of interactive technologies and the greater understanding of body importance in cognitive processes has driven HCI research, specifically on interaction design, to solve the user’s relationship with a multitude of beyond desktop devices. This has opened new challenges for having processes, methods and tools to achieve appropriate user experiences. Insofar as new devices and systems involve the body and social aspects of the human being, the consideration of paradigms, theories and support models that exceed the selection of navigation nodes and the appropriate visual organization of widgets and screens becomes more relevant. The interaction design must take care not only to get the product built properly but also to build the right product. This thesis is at the crossroads of three themes: the design of interactive systems that combine a foot in the digital and one in the physical, the theories of embodied and enactive cognition and the creative practices supported by sketching, in particular the processes of generation, evaluation and communication of interaction design ideas. This work includes contributions of different character. An in-depth study of the theories on embodied and enactive cognition, the design of interaction with digital devices and sketching as a basic tool of creative design is carried out. Based on this analysis of the existing literature and with a characterization of the enactive practice of enactive interactions based on ethnomethodological studies, a framework is proposed to conceptually organize this practice and a support tool for that activity conceived as a creative composition. The contributions are discussed, and possible lines of future work are considered.  


Author(s):  
Vasiliki Nikolakopoulou ◽  
Panayiotis Koutsabasis

Over the last few years, an increasing number of cultural sites, including museums, archaeological places, and historic cities, have adopted a wide range of interactive technologies to enhance the visitor (user) experience. This chapter presents a review of interactive systems for cultural heritage, selected from a total of 83 publications in 2012-2019, from the perspective of the methods employed for their empirical evaluation (i.e., the degree to which the system satisfies user goals and expectations). The review reports on several characteristics of interactive systems of CH including purpose, technology, content, and location of the interaction, and then emphasizes methods of empirical evaluation. The chapter provides discussion comparing to the results of the previous report, and outlook on particular challenges of interaction design and evaluation for CH.


2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


AI Magazine ◽  
2009 ◽  
Vol 30 (4) ◽  
pp. 41 ◽  
Author(s):  
Aaron Spaulding ◽  
Julie Sage Weber

The field of Human-Computer Interaction (HCI) offers designers and developers of interactive systems a large repertoire of methods for ensuring that their systems will be both usable and useful. This article offers a brief introduction to these methods, focusing on the ways in which they sometimes need to be adapted and extended to take into account the characteristic properties of systems that include some sort of AI. The discussion is organized around three types of activity: understanding users needs, interaction design, and evaluation. 


Author(s):  
Francisco António Barreto Fernandes ◽  
Bernabé Ortuño Hernandis

Technological development has changed the way users relate to products, they are no longer passive receivers of functions to interact with increasingly complex systems. This research addresses the problem of consumer interaction with public electronic technology products. There are several studies dealing with the disciplines that study the interaction between the user and the electronic product (Preece, 2005; Johnson-Laird, 1983; Helander, 1997, Sutcliffe, 1995; Norman, 1990; Moraes, 2001), making it possible to obtain knowledge about human beings, technology and the way they operate. This research aims to identify the areas of interaction design that involve the human-machine system, in particular the disciplines that contribute to good usability. Six typologies are proposed that describe specific interface characteristics studied according to the model of complexity defined by Gomes Filho (2003). Exploratory research in Portugal identified twenty-six interactive systems. To characterize the public electronic systems, the study presents a structured analysis of the variables mentioned previously, in relation to both reliability and validity, as well as functionality. The results are compared with the literature and the implications discussed for the design of the User Interface System Model.DOI: http://dx.doi.org/10.4995/IFDP.2016.3287


Author(s):  
Anton Fedosov

Online social networks have made sharing personal experiences with others mostly in form of photos and comments a common activity. The convergenceof social, mobile, cloud and wearable computing expanded the scope of usergeneratedand shared content on the net from personal media to individual preferencesto physiological details (e.g., in the form of daily workouts) to informationabout real-world possessions (e.g., apartments, cars). Once everydaythings become increasingly networked (i.e., the Internet of Things), future onlineservices and connected devices will only expand the set of things to share. Given that a new generation of sharing services is about to emerge, it is of crucialimportance to provide service designers with the right insights to adequatelysupport novel sharing practices. This work explores these practices within twoemergent sharing domains: (1) personal activity tracking and (2) sharing economyservices. The goal of this dissertation is to understand current practices ofsharing personal digital and physical possessions, and to uncover correspondingend-user needs and concerns across novel sharing practices, in order to map thedesign space to support emergent and future sharing needs. We address this goalby adopting two research strategies, one using a bottom-up approach, the otherfollowing a top-down approach.In the bottom-up approach, we examine in-depth novel sharing practices within two emergent sharing domains through a set of empirical qualitative studies.We offer a rich and descriptive account of peoples sharing routines and characterizethe specific role of interactive technologies that support or inhibit sharingin those domains. We then design, develop, and deploy several technology prototypesthat afford digital and physical sharing with the view to informing the design of future sharing services and tools within two domains, personal activitytracking and sharing economy services.In the top-down approach, drawing on scholarship in human-computer interaction (HCI) and interaction design, we systematically examine prior workon current technology-mediated sharing practices and identify a set of commonalitiesand differences among sharing digital and physical artifacts. Based uponthese findings, we further argue that many challenges and issues that are presentin digital online sharing are also highly relevant for the physical sharing in thecontext of the sharing economy, especially when the shared physical objects havedigital representations and are mediated by an online platform. To account forthese particularities, we develop and field-test an action-driven toolkit for designpractitioners to both support the creation of future sharing economy platformsand services, as well as to improve the user experience of existing services.This dissertation should be of particular interest to HCI and interaction designresearchers who are critically exploring technology-mediated sharing practicesthrough fieldwork studies, as well to design practitioners who are building and evaluating sharing economy services.


Author(s):  
Anders I. Mørch

In this chapter, the author presents a conceptual framework for early-stage interaction design (EDOS) together with a method for embedding conceptual artifacts in user interfaces. The notion of ‘externalized design’ from postmodern architecture is used as an analogy for how to incorporate conceptual artifacts like social ideas in user interfaces. This is proposed as a new approach to theory-based design in human-computer interaction (HCI) and computer-supported collaborative learning (CSCL). The framework is applied to the retrospective analysis of two interactive systems the author has been involved in designing over a number of years. These systems were stimulated by two concepts associated with American pragmatism (generalized other, reflection-in-action). A multistage process for expressing the concepts in user interfaces is presented. The chapter ends by discussing the strengths and limitations of the EDOS framework, comparing it with related work, and suggesting directions for further work.


Author(s):  
Gheorghe Muresan

In this chapter, we describe and discuss a methodological framework that integrates analysis of interaction logs with the conceptual design of the user interaction. It is based on (i) formalizing the functionality that is supported by an interactive system and the valid interactions that can take place; (ii) deriving schemas for capturing the interactions in activity logs; (iii) deriving log parsers that reveal the system states and the state transitions that took place during the interaction; and (iv) analyzing the user activities and the system’s state transitions in order to describe the user interaction or to test some research hypotheses. This approach is particularly useful for studying user behavior when using highly interactive systems. We present the details of the methodology, and exemplify its use in a mediated retrieval experiment, in which the focus of the study is on studying the information-seeking process and on finding interaction patterns.


Author(s):  
Anders I. Mørch

This chapter presents a translational approach to socio-technical design, as a new approach to the theorybased design of user interfaces, supported by a multi-stage process. A survey of the early work on theorybased design in HCI identifies the strengths and limitations of this approach. This new approach extends HCI with a socio-cultural perspective, and adopts creative practices from the fields of architecture and furniture design. The process consists of three stages: selection, appropriation, and translation that “map” elements from the socio-cultural domain to the HCI domain. Two interactive systems are used to illustrate the process, informed by ideas of American pragmatism. The chapter ends by discussing the strengths and limitations of the translational approach, and points out directions for further work.


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