Multimodal Fission

Author(s):  
Patrizia Grifoni

An important issue for communication processes in general, and for multimodal interaction in particular, is the information output arrangement and organization (multimodal fission). Considering information structure, intonation, and emphasis for the output by speech, considering moreover spatio-temporal coordination of pieces of information for visual (video, graphics, images, and texts) outputs, designing outputs for each kind of modality, and synchronizing the different outputs modalities is one of the most relevant challenges of the multimodal interaction design process; it is called fission. This challenge is becoming more and more important with the use of a lot of different interaction devices from laptop to mobile and smart-phones, in different contexts. This chapter provides some basic concepts involved in the fission processes design and describes some of the most relevant approaches discussed in the literature.

2017 ◽  
Vol 7 (1) ◽  
Author(s):  
Sutapa Dutta ◽  
Mahua Ghosh ◽  
J. Chakrabarti

Author(s):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2019 ◽  
Vol 4 (2) ◽  
pp. 410-433 ◽  
Author(s):  
Teoma Naccarato ◽  
John MacCallum

This paper is a invitation to interaction designers across disciplines to rethink the shaping of interaction “intra-actively”. Whether in human-computer interaction design or interdisciplinary and interactive performance practices, we propose to shift the emphasis from interaction between things, towards the intra-active processes of differentiation by which such things are continually made and unmade. Expanding interaction design by engaging in processes intended to bring awareness to the value systems involved in the local production of “interaction” and “things that interact” offers an opportunity to treat these values, and likewise the designers (be it engineers or choreographers or composers), as objects themselves in the design process. In the traditions of feminist, new materialist, and process philosophy we weave a narrative of appropriated perspectives in order to dismantle hegemonic accounts of correlationism and representationalism in interaction design, while investigating the concepts of boundary objects, diffraction, and critical appropriation as potential approaches to intra-active design.


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


2013 ◽  
Vol 411-414 ◽  
pp. 131-134
Author(s):  
Jin Sheng Lu ◽  
Jun Jun Shen ◽  
Zhong Liang Yang

The user experience iterative process in interface design cannot meet the needs of point to point cases information delivery. In this paper, the process which combined with modern semiotics design methods was re-designed. With the process, design elements were refined in semiotics and the workflows and frames were recreated. And the point to point iterative interaction design process based on user experience were proposed through the interaction design of Kashgar self-service tourism website and developed the prototype system, which verified the practical application of the availability and effectiveness of the new design process.


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