(9h – 9h10) – Welcome by Philippe Palanque (IFIP TC13 chairperson) and José Abdelnour-Nocera (UWL)
(9h10 – 10h40) – Technical session : Interaction and Society
20 years of HCI in Spain by Julio Abascal, University of the Basque Country, Spain
Abstract: The association of Spanish speaking people working in Human-Computer Interaction, AIPO, celebrates its 20 anniversary in 2019. Evidently, there were Spanish industry and academy designers and researchers working on HCI prior to 1999, but the creation of AIPO signified a milestone for new opportunities for discussion, learning, and collaboration among previously un-communicated people. AIPO serves to disseminate HCI methods and techniques among practitioners and to share and discus advanced learning methodologies among academics. In addition, AIPO plays a role of intermediary in the international arena. It provides the opportunity to internationally spread Spanish activities in HCI, mainly through the Interacción conference series. It also provides Spanish speaking HCI specialists with a way to interact with internationally prestigious HCI experts. In fact, several members of IFIP TC13 have collaborated in diverse ways with AIPO or with its members. AIPO faces new challenges for the future, such as to attract more people from the industrial and academic HCI practice and to spread it in other Spanish speaking countries.
Ethical value exchange for systems design in a datafied society by Jose Abdelnour-Nocera, University of West London.
Abstract: Ethical value exchange is moving to the forefront of the global challenges that HCI will have to address in the coming years. We argue that applying a context-sensitive, socio-technical approach to HCI can help meet this challenge. The background is that the life of marginalized people in contemporary society is challenging and uncertain. The marginalized can face health and cognitive issues as well as a lack of stability in social structures such as family, work and social inclusion. Three questions are of concern when innovating together with people ‘at the margins’: how can we describe users without stereotyping badly, what socio-technical HCI methods fit the local context, and how to make the design sustainable in the face of current planetary challenges (e.g., climate change)? We discuss a socio-technical HCI approach called human work interaction design (HWID) to meet the challenges of designing for ethical value exchange where value extraction is not dominated by one party but equally shared across all stakeholders. We introduce an ongoing case of a digital service to support fishers in Alibaug, India. As a multidisciplinary team of researchers we evaluate the socio-technical infrastructure surrounding a mobile app to support sustainable fishing. This is done through the lens of HWID by highlighting inwardly and outwardly socio-technical relations between human work and interaction design. We conclude by highlighting the value of a context sensitive, ethical socio-technical framework for HCI.
Towards responsible CS: Expanding HCI concerns & impact by Geraldine Fitzpatrick, TU Wien, Institute of Visual Computing and Human-Centered Technology
Abstract: As HCI researchers we like to think of ourselves as champions of the human in the H-C-I relation. However, while many of us would have always argued that technologies can have significant social impacts, we’re now seeing impacts like the hijacking of democratic processes and the like that are beyond what we might ever have imagined and the societal consequences are now increasingly being debated in public media, government inquiries and the like. As Moshe Vardi observed in a recent conversation for a Changing Academic Life podcast, “Suddenly we [computer scientists] are running society and we are poorly equipped.” HCI can play a key role in thinking about how we champion the human and humane society in this new age of computing. In this talk I’d like to start exploring what we need to do to better equip not just HCI but CS more generally to engage with these critical societal-technology challenges.
(10h40 – 11h00) – Coffee/Tea break
(11h00 – 12h30) – Technical session : Design and development approaches for interactive systems
Cognitive Augmentation of User Experiences by Pedro F. Campos, ITI/Larsys and University of Madeira
Abstract: Augmenting experiences with the use of interactive technologies involves cross-pollination between the fields of user experience and cognitive augmentation. In this talk, we explore novel systems to augment human cognition and to design better user experiences. The systems and experiences we design can also help us improve the way we understand processes such as decision making, creativity, learning and emotion regulation. The applications include consumer electronics, interactive furniture, work engagement tools, creativity support tools and anxiety-regulation systems. We will focus on three flagship projects: Sense.Seat, Scah!rf and Suave. Sense.seat is a user experience that leverages multisensorial priming and embedded interaction and introduces an interactive piece of furniture. Sensory stimuli such as calm colors, lavender and other scents as well as ambient soundscapes have been traditionally used to spark creativity and promote well-being. Sense.Seat is the first computational multisensorial seat that can be digitally controlled and vary the frequency and intensity of visual, auditory and olfactory stimulus. Scah!rf is an approach to mitigating anxiety disorder symptoms through smart textiles and subliminal priming. Suave explores several cognitive biases and behavioural economics’ concepts in order to introduce design elements targeted at nudging users into achieving a better lifestyle. This includes not only physical activity but also healthier food choices, quitting drugs and regulating emotions.
Interaction Design for Digital Innovations by Marcin Sikorski, Gdansk University of Technology and Polish-Japanese Academy of Information Technology, Warsaw, Poland
Abstract: This talk highlights a shift that we can recently observe in interaction design practices. More and more IT projects are aimed at delivering novel interactive solutions, broadly covered by the term “Digital Innovations”. Interactive services for individual customers constitute a large part of these innovations. These services and apps are often aimed at changing customers’ lifestyles and habits towards higher quality of life, for instance in terms of health, wellbeing or caring for the environment. These services are usually delivered by mobile apps, that have different functionalities than traditional websites, and are designed in new – usually agile – design frameworks. This changes the way how the design teams nowadays work, how they communicate with customers and service vendors. Moreover, current interaction design practices cover also economic interactions and customer relationships with specific brands that need to be described by specific business models. As a result, the way interaction design is now preformed changes a lot, bot in terms of its scope as well as in terms of how deign teams work and what methods they tend to use. This talk concludes on prospective way of controlling relevant consequences for design team composition, collaboration and communication practices related to interaction design for specific mobile services, as a popular instance of today’s digital innovations.
A Systemic View on Resilient Interactive Systems by Philippe Palanque, Université Paul Sabatier-Toulouse 3, France
Abstract: Resilience is often presented as an abstract property that requires very complex mechanisms. The purpose of this presentation is to present and integrated framework that is able to address Interactive Systems Resilience at the four levels: People, Organization, Interactive System and Environment (POISE). We will demonstrate that methods, techniques and tools can support increasing resilience at each level of POISE and that they overall contribute to a systemic understanding, development and management of Resilient Socio-Technical Systems. Examples will be given from interactive cockpits of large civil aircrafts.
(12h30 – 13h30) – Lunch break
(13h30 – 15h30) – Technical session: Interaction design and applications
Challenges in interaction design for immersive analytics applications by Carla Freitas, Universidade Federal do Rio Grande do Sul, Brazil
Abstract: Immersive Analytics applications are growing exponentially with the latest technology advancements, with promising results reported in numerous data domains, including spatial and non-spatial datasets. They represent a clear opportunity to tackle long standing perception and interaction limitations of 3D data representations. However, much is still unknown in terms of design guidelines, and frequently adopted navigation approaches have drawbacks that complicate the use of such applications in real-world data analysis scenarios. In this talk, I will address interaction design issues in immersive analytics applications and present some results we have obtained recently (joint work with Jorge Wagner Filho and Luciana Nedel).
Conversational Agents for Problem-solving Processes by Zdenek Mikovec, Department of Computer Graphics and Interaction, Faculty of Electrical Engineering, Czech Technical University in Prague
Abstract: Voice interfaces become very popular as the natural language understanding systems start to be more and more reliable. However, the majority of implementations does not get rid of traditional user interface styles (i.e., WIMP GUI, command-based). The truly natural conversational interface is characterized by a focus on the task rather than on the control of the user interface, it is syntax-free, trying to find the meaning in the context rather than in usage of a rigid set of keywords. conversational agent can represent such a user interface. In this presentation, I will introduce conversational agents we have developed for several use-cases, like physical world navigation, usage of home appliances, or solving various problems while driving a car.
On designing location-based experiences by Niko Avouris, University of Patras, Greece
Abstract: This talk introduces key concepts of location-based mobile experiences (e.g. games and stories) and their design. Location-based experiences are activities situated in specific real world locations. They involve human activity, as they necessitate moving in physical space, while it has been shown that they are conducive to learning, leading to acquisition of skills like critical thinking, curiosity, creativity, collaboration, consideration of multiple perspectives, social awareness, responsibility and media fluency, while their content may relate to information of the specific location. The objective of this talk, is to introduce location-based experiences and the challenges relating of designing such experiences for children. Key characteristics of this genre are introduced first, followed by a design framework and a set of design guidelines. Examples of location-based experiences will be presented and typical design patterns as extracted from design workshops will be discussed.
Collaboration, interaction and record-keeping among multidisciplinary medical team members at their meetings by Bridget Kane, Karlstads universitet, Sweden
Abstract: Multidisciplinary medical team meetings (MDTMs) are decision-making fora where patient data is presented, the diagnosis is confirmed and treatment is planned for patients. The MDTM serves several functions: patient management, on-going professional education; quality processes for the hospital that aim to improve patient safety, and meetings also serve an important socio-emotional role for team members. At these MDTMs, various types of data, namely radiology image sets, pathology images and text are presented and shared by specialists; expert opinions are provided, and there is a discussion among the team about the is best next step in the management of the patient. Discussions can be rapid, as teams typically work under pressure. MDTMs often take place in video-conference where the work processes become more complicated. Apart from the technical infrastructural arrangements, the governance structures can be unclear and record-keeping can be fraught with challenges. The development of electronic patient records and digitisation of work processes has brought its own difficulties to sharing and collaboration at MDTMs. Independent systems that are in use within sections of a hospital for example, may make it difficult to fully share information. There is reliance on multiple shared screen displays for conversations around the patient data to be facilitated. This presentation will review some of the research findings on MDTMs that includes a review of methods by which teams record the MDT decisions for the patient record, and the need for face-to-face views when discussing images in video-conference. Concerns that remain to be resolved such as record-keeping, follow-up tasks and feedback for the MDT will be highlighted.
(15h30 – 16h00) – Coffee/Tea break
(16h00 – 17h30) – Technical session: Ambient systems and IoT
End-User Development for Personalizing Applications, Things, and Robots by Fabio Paternò, C.N.R.-ISTI, Pisa, Italy
Abstract: The pervasiveness of ICT technologies has led to a growing need to empower people to obtain applications that meet their specific requirements. End-User Development (EUD) is a growing research field aiming to provide people without programming experience with concepts, methods and tools to allow them to create or modify their applications. Recent mainstream technological trends related to the Internet of Things (IoT) and the availability of robots have further stimulated interest in such approach. We discuss the historical evolution of EUD, then we analyse the main current challenges with respect to the technological trends that characterise these years (IoT and social robots) through the use of some conceptual dimensions, and conclude with a discussion of a possible research agenda for the field.
Haptic interfaces by the Laboratory for Sensory and Ambient Interfaces in CEA LIST by Margarita Anastassova, CEA Saclay Nano-INNOV, Institut CEA LIST
Abstract: The talk will focus on a number of haptic and audio interfaces developed by researchers from the Laboratory for Sensory and Ambient Interfaces in CEA LIST. We will briefly present the underlying technologies, as well as some industrial and service applications. Results from user studies, when available, will also be presented. We will conclude by a discussion on perspectives and future trends on user-centered design of haptic interfaces. The multidisciplinary approach such a design requires will also be discussed.
Designing Interactive Physical and Digital Content by Yoshifumi Kitamura, Research Institute of Electrical Communication, Tohoku University
Abstract: As the Internet of Things (IoT) expands, everything around us is coming online and joining integrated networks. Even everyday items like furniture and toys are going digital. Our research explores interactions between people, content, systems, and environments in order to build a world that is not only smarter, but also one that is happier, and better integrated. We focus on relationship and interaction in order to achieve greater harmony. We see all artifacts, whether physical and digital, as content. Honouring the unique perspectives of people, systems, and the environments they inhabit, we study the interactions between types of content, with the ultimate goal of formulating cohesive, holistic, and intuitive approaches that promote efficiency, ease of use, and effective communication. We focus on content design to enhance living. I will introduce some of our pioneering research efforts.
(17h30 – 18h00) – Discussion and wrap-up session