interaction design
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2022 ◽  
Vol 29 (2) ◽  
pp. 1-52
Author(s):  
Tom Gayler ◽  
Corina Sas ◽  
Vaiva Kalnikaitė

Embedded in everyday practices, food can be a rich resource for interaction design. This article focuses on eating experiences to uncover how bodily, sensory, and socio-cultural aspects of eating can be better leveraged for the design of user experience. We report a systematic literature review of 109 papers, and interviews with 18 professional chefs, providing new understandings of prior HFI research, as well as how professional chefs creatively design eating experiences. The findings inform a conceptual framework of designing for user experience leveraging eating experiences. These findings also inform implications for HFI design suggesting the value of multisensory flavor experiences, external and internal sensory stimulation and deprivation, aspects of eating for communicating meaning, and designing with contrasting pleasurable and uncomfortable experiences. The article concludes with six charts as novel generative design tools for HFI experiences focused on sensory, emotional, communicative, performative, and temporal experiences.


2022 ◽  
Vol 54 (8) ◽  
pp. 1-38
Author(s):  
Lik-Hang Lee ◽  
Tristan Braud ◽  
Simo Hosio ◽  
Pan Hui

Interaction design for Augmented Reality (AR) is gaining attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015–2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by reviewing the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and input techniques that warrant further research and conjecture that AR with complementary Conversational User Interfaces (CUIs) is a crucial enabler for ubiquitous interaction with immersive systems in smart cities. Our work helps researchers understand the current potential and future needs of AR in Human-City Interaction.


AI & Society ◽  
2022 ◽  
Author(s):  
Sebastian Vehlken

AbstractThis article examines the connecting lines between the Chilean Project Cybersyn’s interface design, the German Hochschule für Gestaltung Ulm and its cybernetically inspired approaches towards information design, and later developments in interaction design and the emerging field of Human–Computer Interaction in the USA. In particular, it first examines how early works of designers Tomàs Maldonado and Gui Bonsiepe on operative communication, that is, language-independent (and thus internationalizable) pictogram systems and visual grammars for computational systems, were intertwined with attempts to ground industrial design in a scientific methodology, to address an era of computing machines, and to develop the concept of the interface as a heuristic for a renovated design thinking. It thereby also reconstructs further historical vanishing lines—e.g. the pictorial grammar of Otto Neurath’s ISOTYPE—of the development of the ‘ulm model’ of design. Second, the article explores how an apprehension of first-order cybernetics in West Germany—e.g. represented by hfg ulm staff like Max Bense or Abraham Moles, merged with Cybersyn’s second-order cybernetics ideas, as represented by Stafford Beer’s Viable System Model. And third, it asks about a further conceptual turn regarding an understanding of design which resulted in a focus on communicative interaction, e.g. in the later works of Fernando Flores and Terry Winograd on HCI, or in Beer’s Team Syntegrity approach. As an effect, the text will explore a specific and international network of cybernetic thinking between Latin America, Europe, and North America which emerged around Project Cybersyn, and which was occupied with questions of HCI, a democratization of design, and intelligence amplification.


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.


Fluids ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 26
Author(s):  
Daisuke Ishihara

A flight device for insect-inspired flapping wing nano air vehicles (FWNAVs), which consists of the micro wings, the actuator, and the transmission, can use the fluid-structure interaction (FSI) to create the characteristic motions of the flapping wings. This design will be essential for further miniaturization of FWNAVs, since it will reduce the mechanical and electrical complexities of the flight device. Computational approaches will be necessary for this biomimetic concept because of the complexity of the FSI. Hence, in this study, a computational approach for the FSI design of insect-inspired micro flapping wings is proposed. This approach consists of a direct numerical modeling of the strongly coupled FSI, the dynamic similarity framework, and the design window (DW) search. The present numerical examples demonstrated that the dynamic similarity framework works well to make different two FSI systems with the strong coupling dynamically similar to each other, and this framework works as the guideline for the systematic investigation of the effect of characteristic parameters on the FSI system. Finally, an insect-inspired micro flapping wing with the 2.5-dimensional structure was designed using the proposed approach such that it can create the lift sufficient to support the weight of small insects. The existing area of satisfactory design solutions or the DW increases the fabricability of this wing using micromachining techniques based on the photolithography in the micro-electro-mechanical systems (MEMS) technology. Hence, the proposed approach will contribute to the further miniaturization of FWNAVs.


2022 ◽  
pp. 707-736
Author(s):  
Isabel Cristina Siqueira da Silva ◽  
Luan Carlos Nesi ◽  
Viviane da Silva Machado

Ludic games and gamification processes can extend functional skills in players as they integrate different intelligences and stimulate the cognitive, perceptual, and motor activities. Play can facilitate the work of occupational therapist since provides better cooperation of the patient, besides helping in its development, increasing its behavioral repertoire, mainly in the accomplishment of activities of daily living. This chapter addresses these issues, discussing the design of a gamified virtual environment that helps occupational therapists to develop the potential of children and adolescents with mild, moderate, and severe neuropsychomotor disorder. For that, the authors present an investigation of the use of a gamified virtual environment and interaction devices in the training of activities of daily living. As result, they note that games as assistive technology can encourage the integration of education, rehabilitation, and habilitation of people in situations of vulnerability and social risk, providing access and inclusion through playful and challenging activities.


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