Interactive Arts and Technology, School of (SIAT)

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The School of Interactive Arts and Technology, SIAT, is located at the Surrey campus of SFU. There are two subcollections in SIAT. Please see below.

Lyssna: a design fiction to reframe food waste

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2016-06
Abstract: 

In this paper we propose the design fiction, Lyssna, a diegetic prototype in the form of a hearing aid for your refrigerator that aims at reintegrating lost aspects of food. Lyssna is based on home studies of food practices informed by Mediation Theory and Theories of Practice. Our aim is to explore an alternative framing from behavioral theories for designing for food waste. In the process, we hope to open up the design space for enabling reconfigurations of everyday food practices.

Document type: 
Article

Behind the Lens: A Visual Exploration of Epistemological Commitments in HCI Research on the Home

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2016-06
Abstract: 

 

 In this pictorial, we propose an alternative approach to investigating human-computer interaction (HCI) researchers’ epistemological commitments in research on the home. While researchers’ commitments can be discussed through textual aspects of their research, in this pictorial we conduct a pattern analysis of visual elements as a productive way to further inquire into such kinds of commitments. By analyzing visual elements from 121 works in HCI research on the home, we identify seven types of observers, which can be associated with epistemological commitments in research. We also propose two new complementary observers: the absent observer and the protagonist observer.

Document type: 
Article

Productive Frictions: Moving from Digital to Material Prototyping and Low-Volume Production for Design Research

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2016-06
Abstract: 

In this paper we discuss the low-volume production of an interaction design research product known as the tilting bowl. The form of the tilting bowl was designed with 3D modeling tools and utilized digital fabrication for rapid prototyping. The final form was produced in a small number of glazed ceramic forms with embedded electronics and actuators. We focus on the lessons we learned from the challenges and design opportunities that arose in moving from digital processes to ceramic processes. We reflected on these lessons and developed thematic notions we refer to as frictions. These include shifting constraints, naïve expertise, manual automation, and dynamic materiality. The contributions of this paper are new design insights into the combination of digital and material processes for studio based prototyping and low-volume production and adds to the emerging relevance of digital fabrication, physical fabrication, and physical materials to interaction design and HCI research.

Document type: 
Article

Living In A Prototype: A Reconfigured Space

Peer reviewed: 
No, item is not peer reviewed.
Date created: 
2016-05
Abstract: 

In this paper, we present a twenty-three months autobiographical design project of converting a Mercedes Sprinter van into a camper van. This project allows us to investigate the complexities and nuances of a case where people engage in a process of making, transforming and adapting a space they live in. This example opens a radically different and productive context for revisiting concepts that are currently at the center of human-computer interaction (HCI) research: ubiquitous computing, home automation, smart homes, and the Internet of Things. We offer six qualities characterizing the evolving relationship between the makers and the lived-in environment: the van. We conclude with a discussion on the two themes of living in a reconfigured home and prototype qualities in a reconfigured space, and a critical reflection around the theme of the invariably unfinished home.

Document type: 
Article

From Research Prototype to Research Product

Peer reviewed: 
No, item is not peer reviewed.
Date created: 
2016-05
Abstract: 

Prototypes and prototyping have had a long and important history in the HCI community and have played a highly significant role in creating technology that is easier and more fulfilling to use. Yet, as focus in HCI is expanding to investigate complex matters of human relationships with technology over time in the intimate and contested contexts of everyday life, the notion of a ‘prototype’ may not be fully sufficient to support these kinds of inquiries. We propose the research product as an extension and evolution of the research prototype to support generative inquiries in this emerging research area. We articulate four interrelated qualities of research products—inquiry-driven, finish, fit, and independent—and draw on these qualities to describe and analyze five different yet related design research cases we have collectively conducted over the past six years. We conclude with a discussion of challenges and opportunities for crafting research products and the implications they suggest for future design-oriented HCI research.

Document type: 
Article

A Short Guide To Material Speculation: Actual Artifacts For Critical Inquiry

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2016-03
Abstract: 

Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We briefly present three examples of interaction design artifacts that can be viewed as material speculations. 

Document type: 
Article

Material Speculation: Actual Artifacts for Critical Inquiry

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2015-06
Abstract: 

Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We present five examples of interaction design artifacts that can be viewed as material speculations. We conclude with a discussion of characteristics of material speculations and their implications for future design-oriented research. 

Document type: 
Article

Avalanche Beacon Parks: Skill Development and Team Coordination in a Technological Training Ground

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2016-03
Abstract: 

High-risk outdoor recreation allows its enthusiasts to reach unprecedented levels of adrenaline; it also contains risks and requires specific training (in part technological). In particular, its participants must be ready to react efficiently during an emergency or in response to an accident. Technological training grounds can simulate particular contexts and emergency situations as a place for recreationists to train and practice. In this paper, we use the practice of avalanche companion rescue as a case study to explore how technological training grounds support recreationist training. Our results offer insights into how avalanche beacon training parks support skill development and team coordination training. We also present strategies to orient the design of technological training grounds beyond avalanche companion rescue.

Document type: 
Article

Color Vision Varies More Among Populations Than Among Species of Live-Bearing Fish From South America

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2015
Abstract: 

Background

Sensory Bias models for the evolution of mate preference place a great emphasis on the role of sensory system variation in mate preferences. However, the extent to which sensory systems vary across- versus within-species remains largely unknown. Here we assessed whether color vision varies in natural locations where guppies (Poecilia reticulata) and their two closest relatives, Poecilia parae and Poecilia picta, occur in extreme sympatry and school together. All three species base mate preferences on male coloration but differ in the colors preferred.

Results

Measuring opsin gene expression, we found that within sympatric locations these species have similar color vision and that color vision differed more across populations of conspecifics. In addition, all three species differ across populations in the frequency of the same opsin coding polymorphism that influences visual tuning.

Conclusions

Together, this shows sensory systems vary considerably across populations and supports the possibility that sensory system variation is involved in population divergence of mate preference.

Document type: 
Article
File(s): 

Thoughtful Thinkers: Secondary Schoolers’ Learning about Design Thinking

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2015
Abstract: 

Design thinking is a specific design practice that aims to foster innovation by elevating participants’ creative thinking abilities. It usually involves a problem-­‐ solving approach to solve complex problems, and can be best achieved through collaborative and human-­‐cantered activities. In post-­‐secondary education, design-­‐ thinking techniques and practices have been implemented into different curricula as particular skills that need to be learned in the 21st century. However, little work has been conducted to investigate design thinking in secondary education. This paper presents our findings on the successful implementation of an interaction design-­‐ thinking curriculum in secondary school education. We have performed qualitative research activities to find out about the success of the curriculum by investigating the abilities of students in transferring knowledge gained from a familiar situation (the course) to an unfamiliar situation (outside the course). Our findings suggested that teaching design thinking to secondary school students was beneficial, enabled students to make thoughtful decisions in solving simple to complex problems in their everyday life situations.

Document type: 
Article
File(s):