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.

Collaboration Surrounding Beacon Use During Companion Avalanche Rescues

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2014
Abstract: 

When facing an avalanche, backcountry skiers need to work effectively both individually and as a group to rescue buried victims. If they don’t, death is likely. One of the tools used by each person is a digital beacon that transmits an electromagnetic signal. If buried, others use their beacons to locate victims by searching for their signals, and then dig them out. This study focuses on the collaborative practices of avalanche rescue and the interactions with beacons while backcountry skiing. We conducted interviews with backcountry recreationists and experts, and we observed avalanche rescue practice scenarios. Our results highlight aspects and challenges of mental representation, trust, distributed cognition, and practice. Implications include three considerations for the redesign of beacons: simplicity, visibility and practice.

Document type: 
Article
File(s): 

Tactics for HCI Design Interventions with Nonprofit Organizations

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2014
Abstract: 

Thirty HCI practitioners participated in a CHI 2011 workshop [7], intending to directly engage with the processes, goals, and challenges of six Vancouver area nonprofit organizations. Analysis of the workshop documentation allowed us to track instances of reciprocal interaction between stakeholders. Findings revealed that various design tactics were productive in enabling collaborators to improve their focus on addressing key challenges they face. This case study contributes new knowledge – tactics to conduct and evaluate HCI Design Interventions with nonprofits, as well as, helping to expand the emerging intersection of political computing and human-computer interaction.

Document type: 
Article
File(s): 

Improving Guide Dog Team Play with Accessible Dog Toys

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2014
Abstract: 

People with vision impairment have been a longstanding well-recognized user group addressed in HCI. Despite the recent interest in studying sighted dog owners and their pets in HCI, there is a noticeable gap in the field with regards to research on visually impaired owners and their dogs (guide dog teams). This paper presents portions of an ongoing study that explores interactions of guide dog teams revealing major opportunities for focusing on challenges faced in “off-work” everyday activities. In particular, opportunities point to promoting design interventions enriching play-interaction through accessible dog toys utilizing sensor technologies.

Document type: 
Article
File(s): 

From DIY Tutorials to DIY Recipes

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2014
Abstract: 

While online DIY (do-it-yourself) tutorials have increasingly gained interest both at CHI and in the DIY and Maker communities, there is not a lot of research concerning the qualities and drawbacks of the current formats used to share DIY knowledge online. Drawing on our current study of DIY tutorials, in this paper we propose an experimentation in which we ‘translate’ DIY tutorials from their current formats to a more traditional cookbook style format. We present two tutorials – the Cardboard Desklamp and the DIY Cellphone – with their translation and discuss what we learned from the translation process.

Document type: 
Article
File(s): 

Design for One: A Game Controller for a Quadriplegic Gamer

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2014
Abstract: 

This paper explores utilizing digital fabrication and electronic prototyping techniques to build a game controller and a mouse for a quadriplegic patient. We present two products (keyboard and mouse) and DIY electronic prototyping techniques, which were developed in a collaborative effort between the designers and a quadriplegic teenager. We suggest that DIY and personal digital fabrication techniques can be adopted by occupational therapists and assistive technologists in particular cases, or where the traditional techniques fail to support or meet patients’ requirements.

Document type: 
Article
File(s): 

A sustainable design fiction: Green practices

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2013
Abstract: 

In this article, we argue that an approach informed by practice theory coupled with design fiction provides useful insights into the role of interaction design with respect to environmental sustainability.We argue that a practice-oriented approach can help interaction designers step away from models of individual behavior and studies of artifacts towards seeing sustainable behaviors as part of multidimensional and interrelated practices and practice elements. We analyze two previously conducted studies. The first study of everyday repair focuses on how people repair their broken objects. The second study of green-DIY examines how green enthusiasts facilitate their practices of making sustainable DIY (do-it-yourself ) projects. We describe the practices of everyday repairers and green enthusiasts in terms of materials, competences, and meanings, and the interrelations among those elements, using the framework of Shove et al. [2012]. We argue that understanding the dynamics of practice and their unique configurations is a starting point to redefine the roles of sustainable interaction design (SID). We propose that designers design towards resources and tools in ways that reflect on the challenges of intelligibility of their design interventions in practices. In addition to considering SID in the light of practice theories, we reveal how design fictions are readily incorporated into green practices in ways that transform those practices and hold implications for transformations of design as well. We bring forward opportunities for designers to co-design with DIY enthusiasts, targeted as practitioners in their own right, designing toward or within a design fiction. As a result, we conclude with the possibility for sustainable interaction designers to become practice-oriented designers who design with transparent open strategies and accessible materials and competences.

Document type: 
Article
File(s): 

Skateboards as a mobile technology

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2013
Abstract: 

Grounded in investigations of everyday design, this study explores the appropriative, creative, and adaptive practice of skateboarding as a way to reveal a new perspective on mobile technology and their influence on mobility. We describe how skateboarding, a technology seen as an embodied practice, encourages practitioners to engage with the environment and thereby changes their mobility, even though the technology requires extensive practice and is not easy to use. Comparing these aspects to other mobile technologies offers new directions for the design of mobility and the influence of technologies.

Document type: 
Article
File(s): 

Patterns of experience in thermal conceptual metaphors

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2013
Abstract: 

Thermal sensations have potential for use in technology for information and interactive systems. Experiences correlating to temperature structure our understanding of many abstract concepts that could be useful in such systems. In this study, the experiential nature of conceptual metaphors was analyzed, and an experiment was conducted in which participants were presented with six thermal conceptual metaphors for interpretation. The validity of the metaphors was assessed, and the results of the experiment provided examples of both consistent and inconsistent patterns of experience when the concepts were interpreted in terms of temperature. Recommendations for furthering the identification of thermal conceptual metaphors with potential were discussed.

Document type: 
Article
File(s): 

Design activism in the HCI classroom

Peer reviewed: 
Yes, item is peer reviewed.
Date created: 
2013
Abstract: 

In HCI, design activism has been practiced but has not been well articulated or discussed. There are examples of activism in the HCI classroom, opening a new avenue of discussion and investigation for the role of design activism in HCI. We present two case studies that show design activism in the classroom as examples from which to learn. We highlight themes and observations to encourage future articulation and practice of design activism in HCI and HCI education.

Document type: 
Article
File(s):