9h00-9h30: Openning session, chair Jérome Dupire, CNAM, Paris, France.
Welcome by Olivier Faron, Administrateur Général du CNAM, Paris, France.
Overview of TC13 by Philippe Palanque (Chair of IFIP TC13), Université Paul Sabatier, Toulouse, France.
Overview of TC14 by Matthias Rauterberg (Chair of IFIP TC14), Eindhoven University of Technology, Eindhoven, The Netherlands.
09h30-10h30: Session 1: Interactive technology and user interaction
09h30-09h45: Through the Looking Glass: the history, herstory and future-story of virtual reality, augmented reality, mixed reality, virtual systems and multimedia by Lizbeth Goodman, SmartLab, University College Dublin, Ireland
Short bio: Lizbeth Goodman is Full Professor of Inclusive Design for Education and Chair of Creative Technology Innovation at University College Dublin, where she directs SMARTlab and the Inclusive Design Research Centre of Ireland at UCD, and is an Executive Board member of the Innovation Academy (member institutions: Trinity College, UCD and Queen’s University, Belfast). For UCD she coordinates and manages the high level work of the pan-institutional senior faculty engaged in design and implementation of educational and pedagogic strategy in learning futures through the IDRC, and is the university representative on the all-Ireland Uversity Project for the future of education, and on the Marie Curie ASSISTID Programme for the DOCTRID Research Institute: the first top tier research institute bridging the Republic and Northern Ireland. Also on behalf of UCD and the national universities network, she was elected to Chair the Social Sciences Panel of the Irish Royal Academy in 2012.
09h45-10h00: Crafting movement in Digital Art and Human Computer Interaction by Sarah Fdili Alaoui, Laboratoire de Recherche en Informatique – LRI, Université Paris Sud, France
Abstract: Human movement has historically been approached as a functional component of interaction within Human Computer Interaction (HCI). This design approach reflects the task-oriented focus of early HCI research, which was preoccupied with ergonomics and efficiency. Yet movement is not solely functional, it is also highly experiential and expressive. As embodied organisms, movement is our primary means of accessing the world outside ourselves. While human movement is ubiquitously present in all forms of technology interaction, movement expertise is often absent in the design of technology. In our work, we explore how movement expertise, as articulated in dance and in Laban Movement Analysis (LMA), can shape an interdisciplinary inquiry leading to the design and application of more richly articulated human movement knowledge within digital art and technology interaction.
10h00-10h15: Video Games a Pure Man Machine Interaction System by Stephane Natkin, CEDRIC, CNAM, Paris, France
Abstract: Video game, in particular single player games are pure interaction systems: the goal of the game is only to facilitate and engage the player to interact with a machine. So understanding methods and practice of Game Designers seems to be very useful to design new interaction paradigm. In this presentation we present a short review of these principles (Gameplay loops, 3M, 3C, difficulty management…) trough several example of games.
10h15-10h30: collective questions to all presenters in the session
10h30-11h00: Coffee break
11h00-12h15: Session 2 Interactive technology changing user behavior and human life
11h00-11h15: Human-Environment Lifestyle Dynamics Study in New Transformed Reality by Zlatogor Minchev, Bulgarian Academy of Sciences, Sofia, Bulgaria
Abstract: Modern digital mix is already shaping a new transformed reality, overlaying objective, augmented and virtual worlds with human factor. An ingenious human-machine embodied interfacing is also encompassed in parallel. This naturally generates relevant responsive lifestyle dynamic changes in cognition, behaviour and emotions of new technological users, trying properly to cope the fascinating and rather rushed environment of living. The talk will outline an address towards the problematics of creating a suitable approach for the transformed reality user-environment interactions studying in multiple living scenario situations (like: entertaining, working, communicating, etc.). The presented findings are based on real experimental user feedbacks, implementing: mobile IoT embodied data, questionnaires and indirect response measurements. Finally, the results are discussed in the context of new threats emerging and potential handling for the innovative reality evolutionary transformation.
11h15-11h30: Socio-technicality, human work interaction design (HWID), and work engagement by Torkil Clemmensen, Pedro Campos and Jose Abdelnour-Nocera
Abstract: In this talk we will theorize about a sociotechnical approach to HCI design for work engagement. We explain how work engagement increasingly is important in HCI design research and industrial practice as evidenced by recent proposals for new design frameworks for work engagement. Learning from the sociotechnical tradition, however, tells us that looking at work engagement only or mainly from a technical design side is the wrong way to go; instead the social and the technical need to be considered on an equal footing. We give the theoretical motivation and background in sociotechnical thinking for our proposal to use Human Work Interaction Design (HWID) to theorize about work engagement in HCI design. We explain the HWID framework, and briefly talk about how theorize different cases. The promise is a sociotechnical, social-relativistic conceptualization of work engagement for HCI design, which can be used to facilitate and relate users’ and designers’ evolving views of work engagement.
11h30-12h45: Games for a better Life by Rainer Malaka, Digital Media at Bremen University, Germany
Abstract: Games and playful interaction are a very natural thing. Humans as well as animals play. However, many people do not think this is a serious way to spend time. In particular computer games are supposed to be a wast of time that makes you fat, lazy and dumb. This presentation will look at the nature of games and will present some examples from our lab that demonstrate how games can increase health, make smart and lead to better productivity. We will look at a number of serious games applications and some issues related to human computer interaction and in particular natural user interfaces for games.
12h45-12h00: The Next Generation mHealth Gamification Ecosystem PRECIOUS by Helmut Hlavacs, Faculty of Computer Science, Universität Wien, Austria
Abstract: In this talk I present research results from the EU project PRECIOUS. In this project we have developed a next generation gamification system for fostering healthy lifestyles. The ecosystem is designed to be open for third party providers, and is based on a sandbox system running on smart phones. The sandbox system offers a broad API for accessing health related data and services to app developers. Apps running in the system can access all smartphone sensors and store their data in user realated databases, but are always restricted to remain inside the sandbox, since every access of resources anywhere is tunneled through the sandbox API. As a consequence, such Apps can only communicate with a restricted set of servers. We present the ecosystem and some mHealth apps we have created for demonstration purposes.
12h00-12h15: collective questions to all presenters in the sessions
12h15-13h30: Lunch break
13h30-14h30: Session 3: Interactive systems for people with special needs
13h30-13h45: Designing a Smart Home Environment to Support Health and Safety Monitoring for the Elderly Living Independently by Tongai Chiridza, Janet Wesson & Dieter Vogts, Department of Computing Sciences, Nelson Mandela, Metropolitan University, Port Elizabeth, South Africa
Abstract: There have been noticeable demographic changes worldwide whereby current generations are living longer. The general trend is that the birth rate is falling and people are living longer. South Africa has the highest percentage of the elderly in Africa, although slightly lower than developed countries. The elderly prefer to stay independently despite the risks associated with longevity. Increased longevity typically comes with loss of vision, hearing, mobility, chronic illnesses such as diabetes, cancer, Alzheimer’s and dementia. Chronic ailments require that medical providers, family members or caregivers need to constantly monitor the elderly person because conditions can deteriorate at any time. Increased longevity and the desire to live independently present new challenges in supporting health and safety monitoring for the elderly. Focus groups were conducted with the elderly that revealed that falling is common among this population group. About three-quarters of falls among the elderly result in serious injuries such as head traumas and hip fractures. Solutions that use panic buttons, video systems, wearables and smart mobile devices have been implemented, but they all have major drawbacks in their adoption. The aim of this paper is to discuss the design of a model of an affordable Smart Home Environment (SHE) to support health and safety monitoring for the elderly. The research objectives were to review the existing solutions, technologies and tools that can be used to support affordable health and safety monitoring, and to design a prototype of an intelligent SHE using low cost devices, such as environmental sensors and Kinect devices. The environmental sensors measured the ambient temperature, ambient light, humidity and movement. The data received from the sensors was combined with the Kinect data to determine potential health risks and trigger alert notifications. For example, detecting a fall followed by no movement could imply that the person was unconscious.
13h45-14h00: Naviterier: Mobile navigation system for blind pedestrians by Zdenek Mikovec, Department of Computer Graphics and Interaction
Faculty of Electrical Engineering, Czech Technical University in Prague
Abstract: Naviterier is a mobile navigation system for pedestrians with limited orientation and movement capabilities such as blind people, wheelchair users or older adults. Thanks to independence on geolocation services and specially generated route description based on landmarks and pedestrian network it achieves high reliability and safety. Based on observation of hundreds of participants and consultations with orientation and mobility specialist we have identified the efficient structure of verbal description of various situations blind pedestrian can encounter. These descriptions were then described by templates used in the description generation engine for automated generation of verbal description of the route. Our routing engine works with a pedestrian network geographic database which is independent of the street network and contains landmarks, lengthways and transverse inclination, width, surfaces, a shape of corners, curb characteristics, crossings with its features. Based on multiple criteria the routing engine finds optimal route and passes it to the description generation engine. The mobile application is designed in a way to simplify the interaction with the navigation system maximally and to take into account the needs and limitations of pedestrians while moving on the route. There are two approaches how to interact with the system, either using few buttons or using a conversation in a natural language. The prototype was finally tested in the 14 days lasting field study where three visually impaired participants used the system freely as they wanted. They walked 20 kilometers on 44 routes (12 routes were new and unknown). They did not reach the destination seven times. Three times the destination was in the pedestrian zone, where the tested prototype could not help much. Subjectively the planned routes were rated 1.8 on 5 grade Likert scale. Controlling the navigation application 1.6. The feeling that the navigation helped the participants was rated 2.2. In general, the participants evaluated the system very positively.
14h00-14h15: Dynamic Aware Interiors, by Yoshifumi Kitamura, Research Institute of Electrical Communication, Tohoku University, Japan
Abstract: We are pursuing a vision of reactive interior spaces which are aware of people’s actions and transform according to changing needs. These interior spaces will have furniture and walls that act as interactive displays and shapeshift according to their tasks, interactive visual content and modality. We can imagine furniture and walls that act as interactive displays and shapeshift to the correct physical form, and the appropriate interactive visual content and modality. This talk illustrates the recent efforts toward realizing our vision.
14h15-14h30: collective questions to all presenters
14h30-15h00: Coffee break
15h00-16h00: Session 4 Factors influencing the development of interactive systems
15h00-15h15: Interaction Design in Agile IT Projects by Marcin Sikorski, Polish-Japanese Academy of Information Technology, Warsaw, Poland
Abstract: This talk presents an expanded perspective of human-computer interaction, relevant to recent trends in design of e-services and mobile applications. In case of e-services design a typical user must be considered as a customer, who makes a choice which of available e-services to use as a primary (a favourite) one. Moreover, interaction takes place not only at user interface level, but also between customer, vendor’s offer (value proposition) and a business model of a specific service. Many factors beyond the user interface shape on-line customer’s behaviour, including purchase frequency, individual and attitude to the brand. This talk discusses a novel framework for designing and evaluation of interactive services: it proposes an expanded design process, reflecting this broadened perspective. Because e-services and relevant mobile apps are usually designed in agile IT projects, consequences for design team composition, collaboration and prototyping are also discussed.
15h15-15h30: Engineering user experience by Regina Bernhaupt, RUWIDO, Toulouse, France
Abstract: While design as a discipline claims to know how to design for user experience it is unclear what aspects in the interactive system have to be developed to support the users experience. Ux as a quality typically lies with the human. Nevertheless fuctionalities and software qualities are with the system and have to be engineered. This talk shows using an industrial case study from interactive TV how to extend ucd processes to a dress Ux.
15h30-15h45: Games designers play by Paolo Ciancarini, Dipartimento di Informatica – Università di Bologna, Bologna – Italy
Abstract: We survey some games used for training software developers and architects. The advent of Agile practices has influenced also the way in which software designers are introduced to modern development processes.
15h45-16h00: collective questions to all presenters
16h00-17h00: Session 5 (Panel) Fighting for better interactive systems
Panelists: Philippe Palanque, Matthias Rauterberg, Jerome Dupire & Helen Petrie (Jan Gulliksen, moderator)
17h00-17h30: Closing and Wrap-up