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J A N U A R Y F E B R U A R Y 2 0 16 V O L U M E X X I I I .1
Designing for
the Future
But Which One?
Ive Got IT Under My Skin
Zen and the Art of
Website Maintenance
Biosignals in HCI
SPECIAL TOPIC:
Communities and Technologies
Association for
Computing Machinery
ACMs Career
& Job Center
Visit ACMs
CONTENTS
JA N UA RY F E B R UA RY 2 016
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V O L U M E X X I I I .1
ENTER
8
COLUMNS
DEMO HOUR
I-Eng: A Toy for SecondLanguage Learning
Hayeon Jeong, Daniel Saakes,
Uichin Lee
Orbits: Gaze Interaction for
Smart Watches
Augusto Esteves, Eduardo Velloso,
Andreas Bulling, Hans Gellersen
AffectiveWear
Katsutoshi Masai, Yuta Sugiura,
Masa Ogata, Kai Kunze,
Masahiko Inami, Maki Sugimoto
Yarns with Embedded
Electronics
Anura Rathnayake, Tilak Dias
26
24
20 CONFESSIONS
Zen and the Art
of Website Maintenance
Paul Haimes
22 PS AND QS
Trying to See the World
with New Eyes
Elizabeth F. Churchill
24 MAKE IT WORK
Its Not That Hard
Jonathan Bean
F E AT U R E S
26 COVER STORY
Designing for the Future
But Which One?
Just as important as
"which future" is how
we go about exploring
possible futures.
Bonnie Nardi
52 Insertables:
Ive Got IT Under My Skin
Kayla J. Heffernan, Frank Vetere,
Shanton Chang
58 LESSONS LEARNED
Future Designers:
A Rollercoaster for the Mind
Dimitris Grammenos
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J A N U A R Y F E B R U A R Y 2 0 16
M I D D L E I M A G E B A S F / W E C R E AT E C H E M I S T R Y; R I G H T I M A G E B Y C A R L O S J R I V E R A M
46
SPECIAL TOPIC
COMMUNITIES AND TECHNOLOGIES
34 Introduction
Volkmar Pipek, Gabriela Avram,
Fiorella De Cindio
36 Six Factors for Success
in Community
Broadband Initiatives
Claire Wallace, Kathryn Vincent
M I D D L E I M A G E B Y A L I C I A K U B I S TA ; R I G H T I M A G E B Y E L I B L E V I S
80
FORUMS
64 SUSTAINABILITY
IN (INTER)ACTION
Bridging Communities:
ICT4Sustainability
@iConference 2015
Birgit Penzenstadler, Ankita Raturi,
Christoph Becker, Juliet Norton,
Bill Tomlinson, Six Silberman,
Debra Richardson
68 CONNECTED EVERYDAY
Taking the Code for a Walk
Delfina Fantini van Ditmar,
Dan Lockton
72 HEALTH MATTERS
From Tracking to
Personal Health
Susanne Boll, Wilko Heuten,
Jochen Meyer
88
D E PA R T M E N T S
5 WELCOME
HCI and the Future
Ron Wakkary, Erik Stolterman
6 BLOG@IX
The Rise of Incompetence
Jonathan Grudin
86 COMMUNITY SQUARE
HCI Without Borders?
Loren Terveen
87 COMMUNITY CALENDAR
88 VISUAL THINKING GALLERY
Future Robot
Eli Blevis
76 INTERACTION TECHNOLOGIES
Biosignals in
Human-Computer Interaction
Albrecht Schmidt
80 THE BUSINESS OF UX
Accessibility for Business
and Pleasure
Sarah Horton, David Sloan
J A N U A R Y F E B R U A R Y 2 0 16
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A B I M O N T H LY P U B L I C AT I O N O F A C M
Editors-in-Chief
Ron Wakkary
Erik Stolterman
Director of Group Publishing
Scott Delman
Executive Editor Diane Crawford
Managing Editor John Stanik
Art Director Andrij Borys,
Andrij Borys Associates
Production Manager Lynn DAddesio Kraus
Copy Editor Kate Crane
Assistant to the Editors-in-Chief Audrey
Desjardins
Forum Editors
Christopher Le Dantec
Elisa Giaccardi
DEMO HOUR: Audrey Desjardins
DESIGN A S INQUIRY: Daniela K. Rosner
E VALUATION AND USABILIT Y: David Siegel and
Susan Dray
HCI EDUCATION: Sukeshini Grandhi
HE ALTH MAT TERS: Gillian R. Hayes
INTER ACTION AND ARCHITECTURE: Mikael Wiberg
INTER ACTION TECHNOLOGIES: Albrecht Schmidt
SUSTAINABILIT Y IN (INTER)ACTION: Lisa Nathan
and Samuel Mann
THE BUSINESS OF UX: Daniel Rosenberg
UNIVERSAL INTER ACTIONS: Juan Pablo Hourcade
VISUAL THINKING GALLERY: Eli Blevis (Curator)
COMMUNIT Y + CULTURE:
CONNECTED E VERYDAY:
Columnists
Elizabeth F. Churchill
Uday Gajendar
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J A N U A R Y F E B R U A R Y 2 0 16
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WELCOME
Ron Wakkary
Erik Stolterman
CI is an area that is to
some extent obsessed with
the future. We research
and design technological
solutions that do not yet
exist. And the field is always looking
for what is new and novel. Even our
research conferences have sessions
where the focus is on what is newon
new designs, on the next step in the
evolution of interactivity, and so on. In
the cover story, Bonnie Nardi explores
a question related to this fixation on
the future. She asks, Which future?
Will the future be the one we want
or the one that is inevitable and not
necessarily desired?
It is not only a question of which
future; it is maybe even more a
question of how to explore the future.
Should we try to predict, should we
speculate, and in what way should
J A N U A R Y F E B R U A R Y 2 0 16
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BLOG@IX
Jonathan Grudin,
Microsoft Research
e should be enjoying
a golden age of
competence. We have
access to so much
information. YouTube
videos show us how to do almost
anything. And there are impressive
achievements: Automobiles run more
efficiently and last longer; products
are rapidly distributed worldwide.
Nevertheless, there is a sense that
the world isnt running that smoothly.
Inept governments and poor service
are common. Financiers whose
ruinous actions led to worldwide
recession didnt lose their jobs.
In HCI, many nod when Don
Norman says, UI is getting worse
all over. How could incompetence
be on the rise when knowledge and
tools proliferate?
The opening quotations offer an
explanation: the Peter Principle.
In his 1969 bestselling book, Laurence
Peter described why organizations
keep incompetent managers and
how they avoid serious harm.
Could managerial incompetence
be escalating, despite the greater
capability of those who are
competentwho, in Peters words,
have not yet reached their levels
of incompetence? Consider this
thought exercise:
Assume the Peter Principle was true
in 1969. How are technology and societal
changes affecting it?
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J A N U A R Y F E B R U A R Y 2 0 16
INCREASING INCOMPETENCE
WEAKENING THE
PETER PRINCIPLE
HIERARCHY AND
THE PETER PRINCIPLE
CONCLUDING REFLECTIONS
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8 D E M O H O U R
12 W H AT A R E Y O U R E A D I N G ?
14 H O W WA S I T M A D E ?
16 D AY I N T H E L A B
ENTER
Demos at UBICOMP 2015 provided researchers with an
opportunity to present their latest cutting-edge research,
but also early implementations, prototypes, work-inprogress systems, and commercial products. At UBICOMP,
demos offer a chance for authors to engage the attendees
and media representatives at a personal level and let them
see, touch, and experience the future of ubicomp.
Itiro Siio and Sidhant Gupta,
UBICOMP 2015 Demo Chairs
DEMO
HOUR
1. I-Eng:
A Toy for SecondLanguage Learning
I-Eng is an interactive toy set that aims to teach new languages to young children
between the ages of three and five. The toy consists of a talking plush doll that
interacts with tagged objects. The doll speaks sentences related to nearby objects
and, depending on the context, can ask the child for other related objects. This
allows children to practice both active and passive vocabulary. Through interaction
with these tangible objects, an unscripted narrative unfolds. Children are thus
naturally exposed to the foreign language and can have a playful learning by
doing experience.
http://mid.kaist.ac.kr/projects/i_eng/
https://vimeo.com/138178841
Jeong, H., Saakes, D.P., Lee, U. I-Eng: An interactive toy for second
language learning. Adjunct Proc. of the 2015 ACM International Joint Conference
on Pervasive and Ubiquitous Computing. ACM, New York, 2015.
Hayeon Jeong, KAIST,
hayeon412@kaist.ac.kr
Daniel Saakes, KAIST
Uichin Lee, KAIST
J A N U A R Y F E B R U A R Y 2 0 16
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DEMO
HOUR
A user interacting with a missed call menu on a smart watch using gaze
input. The UI shows four Orbits controls that allow the user to call or text
back to store the number or to clear the missed call notification. Gaze
input is captured though a head-mounted eye-tracker.
AffectiveWear glasses.
2. Orbits:
Gaze
Interaction
for Smart
Watches
10
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3.
AffectiveWear
4. Yarns with
Embedded
Electronics
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WHAT
ARE YOU
READING?
Specs
Focus: Challenges within crosschannel services, connected
devices, new research methods,
making sense of complex data
related to health and wellness
Base:
San Francisco, CA
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The UCSD Department of Cognitive Science was the first of its kind in
the world. Its faculty expertise spans anthropology, cognitive science,
computer science, design, human development, human-computer
interaction, information science, linguistics, neuroscience, philosophy,
psychology, sociology, and vision. We especially seek candidates whose
doctorate degree is in these disciplines, will flourish in a Cognitive
Science Department, and who will contribute to diversity, inclusion,
and equity. The successful candidate will teach and supervise
undergraduate and graduate students, and conduct funded research.
Applicants for the tenure-track Assistant Professor must have a
doctorate by the start date. Apply online at https://apol-recruit.ucsd.
edu/apply/JPF00983.
Applicants for the Associate Professor (with tenure) must have a
doctorate and at least 4 years academic teaching experience; have
obtained grants; and have demonstrated contributions to Design. Apply
online at https://apol-recruit.ucsd.edu/apply/JPF00984.
Appointments will begin July 1, 2016; salary is commensurate with
experience. Applications received by December 30, 2015 will be given
full consideration. Positions will remain open until filled. UCSD is an
Equal Opportunity/Affirmative Action Employer.
Convivial Toolbox:
Generative Research for
the Front End of Design
By Liz Sanders and Pieter
Jan Stappers (2013)
This book has been a
personal read for me, as
Ive found a rising need
to conduct generative
design research to more
deeply understand peoples
needs and desires. Sanders
and Stappers provide a
comprehensive guide to
what generative research is,
how to conduct and
analyze it, and how to
move forward from there.
Littered with case studies,
beautiful models, and
clear articulations on
what to do, it gives you
the confidence to go out
and experiment in your
own work. It has been
a cornerstone in
curriculum development
for me.
Krishna
challenges
our world
of nagging
screen-based
bondage and
uses three
principles to
show how we
can still build
a technologyadvanced world
without digital
interfaces.
Have a question
about advertising
opportunities?
CONTACT US
212 626 0686
acmmediasales@acm.org
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HOW
WAS IT
MADE?
Specs
Materials: Custom
PCBs, Atmel ATMega
microprocessors, LEDs,
light sensors, acrylic,
servos, flashlights
Tools: soldering iron,
laser cutter, Arduino
toolchain, Eagle PCB
layout, hard work and
dedication
Lichtsuchende
Describe what you made.
We made a photo-kinetic
installation composed
of a variable number
Lichtsuchende with
which people can interact
using flashlights. The
Lichtsuchende are small
robotic creatures that form
a cybernetic society of lightseeking flowers. They are
designed to track light and
move and shine in response,
communicating with people
and other robot flowers.
Similar to a sunflower, a
Lichtsuchende will face
and follow a light source.
The robot flowers are
programmed to drink and
shine light, producing a fluid
improvised choreography
of light and communication
between cybernetic and
human creatures. When a
Lichtsuchende has drunk
enough light, from either
a flashlight or the light of
their fellow robots, the
flowers become excited,
stretching upright and
shining their light in
patterns. Then, exhausted
from all these activities,
they go to sleep. This
cycle of seeking, f inding,
drinking, celebrating
photonic encounters,
and recovering from
exhaustion is the sociality
of the robot f lowers.
Briefly describe the
process of making them.
The process of making the
Lichtsuchende was iterative
and explorative. We started
by experimenting with
simple setups of Arduinos
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ork in progress, soldering the
new petals to the PCBs.
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P
erson interacting with various robot flowers.
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DAY IN
THE LAB
16
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Imagine Lab,
Hanyang University
As told by Ahreum Lee, Kyoungwon Seo, Jieun Kim,
Gyu Hyun Kwon, and Hokyoung Ryu
L ab-based idea-generating
session for smart homes.
ow do you describe
your lab to visitors?
Inspired by the George
Bernard Shaw quote,
Imagination is the
beginning of creation,
Imagine Lab is a research
institute that strives to explore every
imagined possibility.
It was established in 2012 at
Hanyang University in Seoul, Korea,
initially created by two departments,
the Department of Industrial
Engineering and the Graduate School of
Technology & Innovation Management.
In 2015 it expanded to include the
Department of Arts & Technology. The
lab space itself is currently distributed
among these three locations.
Our major research interests
are arts and technology, cognitive
informatics, design-driven innovation,
and medical HCI.
What is a unique feature of your lab?
Imagine Lab is equipped with several
research platforms, including a foursided 3D Cave Automatic Virtual
Environment (CAVE) system, highend 3D printers, physiological and
behavioral measuring instruments, and
a usability room to investigate research
questions in HCI.
Imagine Lab conducts several
transdisciplinary research projects.
For instance, with the 3D CAVE and
a tracking camera system, we built an
immersive virtual reality platform.
Using this platform, we assessed an
individuals behavioral data to detect
mild cognitive impairment, autism
spectrum disorder, and so on. For this
work we partnered with two other
groups, the Department of Dance
and the Department of Psychiatry.
This interdisciplinary research,
particularly with medical staff, has
been possible due to the proximity
of our lab and Hanyang University
Medical Schoola 10-minute walk.
This benefit makes it easy for us to meet
with various clinicians and patients. We
currently work with the Departments
of Gastrointestinal Internal Medicine,
Rehabilitation Medicine, Neurology,
Pediatrics, and Rheumatology. From
this collaboration we developed
RehabMaster, a virtual reality
rehabilitation system for post-stroke
patients, now commercialized and being
used by family doctors in Korea.
Our partnership with the
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DAY IN
THE LAB
Interactive surgical
manager for hospitals.
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(a)
At Imagine Lab we do
not limit the scope of
our research interests.
(b)
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COLUMN CONFESSIONS
Paul Haimes,
Tokyo Metropolitan
University
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F I G U R E B Y PA U L H A I M E S
Figure 1. The
library of Tama Art
Universitys campus
in Hachioji, Tokyo,
was designed by
renowned Japanese
architect Toyo Ito.
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COLUMN Ps AND Qs
Elizabeth F. Churchill,
Google
The evening
unfolds with
speeches, a band,
dancing
all in complete
darkness.
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Patrons of the Blind Cafe experience a live musical performance in total darkness
(www.theblindcafe.com).
learning.acm.org
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he myth of technological
progress lies at the center
of human-computer
interaction. We are all
invested in the idea that
big problems can be
solved with big solutions,
big data, more algorithms, and Moores
Law. For the past two years, Ive been
studying the green building industry in
the U.S. And Ive noticed that a similar
myth of technological innovation is at
play, with real consequences for our
sense of what is possible today [1].
The myth of technological progress
often revolves around a utopian vision of
the future, where innovation has solved
our most pressing and complicated
problems, including poverty, hunger,
and climate change. Upon reflection,
these are simple problems made
complex by us pesky humans. In
the case of poverty and hunger, the
problem is not that we do not have
enough resources, but rather that they
are so unequally distributed. In the
case of climate change, the problem
is that our activities are spewing out
too much carbon dioxide. So, while
redistributing resources is a complex
sociopolitical process, it should not take
a global accord or a major technological
breakthrough to reduce the rate at
which fossil fuels are turned into carbon
dioxide. In the building industry,
we already know how to do this, yet
this sector is responsible for about 40
percent of carbon emissions. Economic
growth in places such as Brazil and
China, combined with the adoption
of Western-style climate-controlled
buildings, represents both a tremendous
threat to the climate and an opportunity
for transformation.
Within the field of architecture,
HCIs focus has been on enabling
architects to create ever more expressive
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I M A G E B Y B A S F / W E C R E AT E C H E M I S T R Y
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C O V E R S T O RY
Designing for
the Future
But Which One?
Insights
Futures studies
consider HCI along three
dimensions: time, reality,
and complexity.
Real-world examples
from which we might
learn about possible
futures include the
Steampunk community,
preppers, and citizens of
less prosperous nations.
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cover story
or are they grounded in reality-based
retrospective or projective analysis?
Is the individual a meaningful
unit of analysis or is systems-level
interpretation undertaken? I examine
each of the attributes in turn.
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cover story
checkpoint changes and adjust designs
to account for emerging conditions. This
approach takes a cue from longitudinal
study but is constantly in touch with the
future and not just the present [14].
Steampunk and material speculation
look backward. Multi-lifespan design
and speculative design look forward.
Collapse informatics looks backward
and forward. All share a common
impulse to envision better futures,
to offer vital, hands-on programs of
thought and action. These approaches
inspire us in their very nervinesslets
solve HIV/AIDS, lets develop a way
forward toward beauty and durability!
One thing we can say in favor of the
future is that is it capable of motivating
some world-class thinking.
REAL OR UNREAL?
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CONCLUSION
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cover story
DOI: 10.1145/2843592 COPYRIGHT HELD BY AUTHOR. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
INTER ACTIONS. ACM.ORG
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COMMUNITIES AND
TECHNOLOGIES
When the first Communities and Technologies (C&T) conference took place in 2003
in Amsterdam (and then biannually), the international research interest in online
communities had risen to a new peak. While the roots of the discourse of that
time can be traced back to various disciplines like human-computer interaction,
information systems, social psychology, and sociology (and other subdisciplines
like computer-mediated communication, computer-supported cooperative work,
participatory design, etc.), a significant group of researchers saw the need to
establish a stronger forum that would unite these existing discourses. This forum
would concentrate on the fit between improved technological opportunities and the
emerging practices of using Internet tools in communities.
The research community behind the conference focuses on the notion of communities
as social entities comprising people who share something; the common element may
be geography, needs, interests, practices, organizations, or other bases for social
connection. Communities are considered a basic unit of social experience. Information
and communication technologies (ICTs) can support community formation and
development by facilitating communication and coordination among members; they can
also enable and empower communities to deal with challenges and threats.
Dealing with the tensions, as well as the creativity, that emerge from combining
a practice-oriented view with an academic tradition of organizing discourses
and describing scientific progress, is a continuing effort in the community. Its
interdisciplinary approach welcomes both analytical accounts of the communitytechnology fit, as well as design-oriented work on improving community capacities
using technologies.
In parallel with the communitys development since 2003, one can see the
maturation of the Internet, along with the emergence of ubiquitous >>>>
34
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36 S
IX FACTORS FOR SUCCESS IN COMMUNITY
BROADBAND INITIATIVES
40 S
ITUATED INTERFACES FOR
ENGAGING CITIZENS ON THE GO
46 W
ALKING AND DESIGNING WITH
CULTURAL HERITAGE VOLUNTEERS
SPECIAL
TOPIC
>>>> computing and its
proliferation into non-work
contexts. The focus has shifted away
from managed or technologyinitiated communities (online
communities); now discussions
of technological support for
naturally emerging community
work dominate the conferences
table of contents, together with
accounts of use cases from areas in
the world that require additional
infrastructuring efforts to keep up
with technological developments.
This Special Topic illustrates the
C&T communitys commitment
to embrace a wide range of issues.
The three articles were selected
by the participants of the last
Communities and Technologies
conference held in June 2015 in
Limerick, Ireland, based on the
presentations given there. The
articles provide an overview of what
currently attracts the interest of
the community: Luigina Ciolfi and
Daniela Petrelli give an account
of how cultural heritage work
should be recognized in HCI design
not only as a community service,
but also as a constituent factor
defining cultural heritage. Claire
Wallace and Kathryn Vincent
present examples of establishing
broadband Internet as a community
event.cfm?id=RE104.
C&T 2017 will be held in Troyes,
France, and will again welcome
participation from researchers,
designers, educators, industry, and
students from the many disciplines
and perspectives focusing on the
interaction between community
and technology.
Volkmar Pipek is a professor of
computer-supported cooperative work and
social media at the Institute for Information
Systems of the University of Siegen,
Germany. His research interests include
community informatics, participatory
IS design and development, and the
phenomenom of infrastructuring.
volkmar.pipek@uni-siegen.de
Gabriela Avram is lecturer in digital
media and interaction design and senior
researcher at the Interaction Design Centre
of the University of Limerick, Ireland. Building
on a CSCW and knowledge management
background, her research currently
focuses on mobile and local uses of social
media, urban communities, and facilitating
technology adoption.
gabriela.avram@ul.ie
Fiorella De Cindio is an associate
professor in the Department of Computer
Science at the University of Milan. Over
several decades, her research has focused
on e-participation, e-democracy, and
community informatics, with special attention
to the urban setting.
fiorella.decindio@unimi.it
DOI: 10.1145/2856112 COPYRIGHT HELD BY AUTHORS. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
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S P EC I A L T O P I C
SIX FACTORS
FOR SUCCESS
IN COMMUNITY
BROADBAND
INITIATIVES
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special topic
areas but was frustrated by the failure
of the local authorities to provide
these services. She and her husband
mortgaged their home in order to
start a company, becoming one of the
first Internet service providers, first
nationally and later internationally,
which also facilitated her consultancy
activities. Although Peninsula Village
is remote, it was conveniently situated
near telephone exchanges that enabled
these services to be provided cheaply
and efficiently. Later, as technology
improved, they replaced this
infrastructure with a fiber-optic line,
which they financed and had laid to
their business premises. The company
was later sold and the couple moved
away, but the business continues to be
successful, enabling a second business of
hosting websites.
As a result of these pioneering
activities, the village became a wired
community with a project for supplying
experimental Wi-Fi transmitted from
the roofs of houses. While the original
aim was a for-profit venture, there was
substantial spillover into local social and
community activities, creating one of
the most active community information
websites in the region and helping to
further develop non-profit services. The
business was enmeshed in community
relationships, with a mission to provide
services where government had failed.
Uplands Village: From co-operative
to private company. The Uplands
Village community broadband
initiative started in 2001 as part of
the U.K. governments Wired-up
Communities project to help people
get online and access public services.
It ran an Internet drop-in center,
providing training and support, and
set people up with computers in their
homes. The project was administered
by the Rural Community Council and
led by a local man who had formerly
been the E.U. LEADER (Liaison
Entre Actions de Dveloppement de
lconomie Rurale) officer for that
area. In 2003 the venture was set up
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S P EC I A L T O P I C
SITUATED INTERFACES
FOR ENGAGING
CITIZENS ON THE GO
Luke Hespanhol, The University of Sydney
Martin Tomitsch, The University of Sydney
Ian McArthur, UNSW Australia
Joel Fredericks, The University of Sydney
Ronald Schroeter, Queensland University of Technology
Marcus Foth, Queensland University of Technology
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special topic
The urban precinct for the studies, with the large screen at the back on the left hand side.
COMMON CHALLENGES
AND STRATEGIES
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VOTE AS YOU GO
(Left) iPad interface running the survey, with urban screen displaying unrelated content. (Right) Full-body interaction.
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special topic
ACM
ACM Conference
Conference
Proceedings
Proceedings
Now
via
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ACKNOWLEDGMENTS
DOI: 10.1145/2851200 COPYRIGHT HELD BY AUTHORS. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
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S P EC I A L T O P I C
WALKING AND
DESIGNING WITH
CULTURAL HERITAGE
VOLUNTEERS
Luigina Ciolfi, Sheffield Hallam University
Daniela Petrelli, Sheffield Hallam University
Insights
Heritage communities
are crucial in shaping
the visitor experience
and are increasingly
involved in the ideation
of interactive tools for
interpretation, education,
and access.
HCI researchers must
develop new and deep
understandings of how
heritage communities
can become active
players in the technology
design process.
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special topic
technology design process. Given the
complexity of heritage sites, it is also
important to identify study techniques
that capture the relationship between
heritage settings and their stakeholders.
In the meSch project, we are
designing tools that enable cultural
heritage workers to create DIY
technological installations that
integrate digital content with tangible
media [2]. One of our goals is to
understand the strategies of heritage
staff in devising tours, exhibitions,
and other interpretation activities,
and to enable them to integrate these
with ad-hoc installations that they can
design and customize. A setting we have
investigated in depth is the historic
Sheffield General Cemetery, a rich and
complex mix of tangible heritage and
community effort.
A parkland cemetery that opened
in 1836 and closed for burials in 1978,
it is now a 14-acre free and openaccess historical, architectural, and
natural conservation area managed
by a community group, the Sheffield
General Cemetery Trust, which
engages in conservation and outreach
activities and maintains the grounds
accessibility and safety. The cemetery
features a large number of funerary
monuments, as well as two chapels and
a row of semi-interred catacombs. It was
landscaped to include symbolic trees
and plants, such as weeping trees and
shrubs associated with mourning. The
cemeterys gatehouse was built over
the River Porter to represent the idea
of crossing the river into the afterlife.
As the cemetery was purpose-built
via public subscription initiated by a
group of wealthy open-minded citizens,
it is not consecrated to a particular
church. Thus, it is the final resting
place for a variety of people of different
backgrounds and of various political and
religious beliefs, including many wellknown citizens in Sheffields history.
The cemetery has also gained the status
of area of natural history interest and
A
WALKING WITH
THE VOLUNTEERS
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MULTIPLE LAYERS
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special topic
surprises, even to those who know
it well. Seeing something new and
unexpected occurred several times
during the field walks. The participants
discussed this at length as a positive
aspect of their involvement with the
cemetery, as well as something that can
encourage visitors to come to the site
repeatedly and make their experiences
ever interesting and surprising.
The cemetery is also rich in things
that less experienced visitors are likely
never to see, being either hidden or hard
to find. The volunteers, spending a large
amount of time at the site and knowing
about such richness, wish that there
were ways, beside the traditional tours,
for the public to be aware of them:
TO CARE IS TO CONNECT
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PEACEFULNESS
AND REFLECTION
DEVELOPING INTERACTION
THEMES AND CONCEPTS
CONCLUSION
ACKNOWLEDGMENTS
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Insertables:
Ive Got
IT Under
My Skin
Insights
Insertables are a new class
of devices that are no
longer confined to the
pages of science fiction
or to the silver screen
they are here now.
Many are using insertables
for everyday convenience.
Some insertables are
being used to extend
human capabilities.
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U O
GETTING UNDER THE SKIN
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COMMON INSERTABLES
RFID and NFC chips can be inserted with large-gauge plunger syringes.
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HCI CHALLENGES
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Inviting Young
Scientists
Meet Great Minds in Computer
Science and Mathematics
As one of the founding organizations of the Heidelberg Laureate Forum
http://www.heidelberg-laureate-forum.org/, ACM invites young computer
science and mathematics researchers to meet some of the preeminent scientists
in their field. These may be the very pioneering researchers who sparked your
passion for research in computer science and/or mathematics.
These laureates include recipients of the ACM A.M. Turing Award, the Abel Prize,
the Fields Medal, and the Nevanlinna Prize.
The Heidelberg Laureate Forum is September 1823, 2016 in Heidelberg, Germany.
This week-long event features presentations, workshops, panel discussions, and
social events focusing on scientific inspiration and exchange among laureates
and young scientists.
How to apply:
Online: https://application.heidelberg-laureate-forum.org/
Materials to complete applications are listed on the site.
L E S S O N S
L E A R N E D
FUTURE
DESIGNERS:
A ROLLERCOASTER
FOR THE MIND
A crash course on creativity, design thinking,
and design for young children.
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lessons learned
Introductions
Overview
FUTURE DESIGNERS,
STEP BY STEP:
APPROACH AND RATIONALE
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Overview
Goal: Introduce the activity and set
some ground rules.
Approach: Children are informed
that their active participation, opinions,
and ideas are important for successfully
running the course. An outline is
presented: We will play, travel to the
future, dream and imagine, design and
create, andmost of allhave fun.
Team quiz game
Goal: Engage children through game
competitiveness.
Approach: Each team receives a
bucket. During the session, questions
are asked that do not require prior
knowledgejust creative and critical
thinking. The reward for correct
answers is a rubber ball. Its an effective
game for getting the undivided
attention of large groups. If its handled
correctly, during the first 20 to 30
minutes, children are very interested
in it, closely following the score, but as
they get involved in other activities,
they gradually pay less attention, until
they totally forget about it.
Travel to the future (past and present)
Goal: Introduce the notion of the
future and the act of envisioning it, but
also the fact that anyone is able to do it
and that most predictions are far off.
Approach: A discussion starts
around the question: What is the future?
Subsequently, it is noted that what we
now consider to be the present at some
point in time was considered the distant
future. Images and videos depict how
people in the early 1900s envisioned
life in 2000. Children are prompted to
Activity 2 (individual):
What makes me dream?
Goal: Reinforce the fact that children
have the power to dream/imagine;
Prototyping
Goal: Explain that design is an
iterative process; introduce the
philosophy, approach, and tools for
learning through experimentation and
(early) failure.
Approach: The concept and process
of (rapid) prototyping are introduced,
focusing on the importance and gains
of taking ideas out of the head and
bringing them into the real world and
showing how this can be achieved with
very simple everyday materials. The
positive contribution of mistakes in the
design process is co-discovered through
question and answer.
Activity 3 (team):
The marshmallow challenge
Goal: Collaborate, communicate,
and employ creative thinking to solve a
predefined problem; practice learning
through experimentation, failure, and
iterative design.
Approach: The Marshmallow
Challenge [2] is used. Children are
assigned to teams of three. In 18
minutes, each team must build the
tallest freestanding structure out of
20 sticks of spaghetti, two meters of
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lessons learned
paper tape, 10 pieces of string, and
one marshmallow (Figure 4). At the
end of the challenge, the facilitator
communicates that winning is not as
important as thinking creatively and
having fun. Each time a teams structure
is measured, everyone applaudseven
in the case of failure, as failures should
also be celebrated in design.
1. Head
2. Back
3. Chair
4. Hug
5. Floor
Figure 5. The five different uses of a
designers pillow.
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CONCLUSION
Acknowledgments
Endnotes
1. Partnership for 21st Century Learning
(P21). Framework for 21st Century
Learning; http://www.p21.org/our-work/
p21-framework
2. The Marshmallow Challenge as originally
introduced by Tom Wujec; http://
marshmallowchallenge.com
3. Ready, Set, Design activity of the
Smithsonian Cooper-Hewitt, Design
Museum; http://www.cooperhewitt.org/
education/school-programs
DOI: 10.1145/2846695 COPYRIGHT HELD BY AUTHOR. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
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F O R U M S U S TA I N A B I L I T Y I N (I N T E R ) A C T I O N
In this forum we highlight innovative thought, design, and research in the area of interaction design and sustainability,
illustrating the diversity of approaches across HCI communities. Lisa Nathan and Samuel Mann, Editors
Bridging Communities:
ICT4Sustainability @iConference 2015
Birgit Penzenstadler, California State University, Long Beach, Ankita Rauturi, University of California, Irvine
Christoph Becker, University of Toronto, Juliet Norton, University of California, Irvine,
Bill Tomlinson, University of California, Irvine, Six Silberman, IG Metall, Debra Richardson, University of California, Irvine
arch 2015,
California. In the
room: psychologists,
information scholars,
HCI researchers,
software engineering
academics,
information systems students, and
others from the diverse communities
of iSchools and sustainability
research, coming together to establish
a community and potential research
collaborations within the iSchools
network to link efforts around ICT for
sustainability.
Recent years have seen a spate
of first-time sustainability-focused
workshops at computing-related
conferences, including Sustainable
CHI (at the CHI conference), Green
and Sustainable Software (GREENS, at
ICSE), and Requirements Engineering
for Sustainable Systems (RE4SuSy, at
RE). Can we still learn something new?
This question triggered considerable
discussion at the workshop: How can
we collaborate toward something
with meaningful impact on our future
research and its outcomes? What is
the point of having a sustainability
workshop at every conference? What
are the roles of technology in the myriad
potential futures?
Here we offer a report on the
ICT4Sustainability, weaving insights
from the presentations (available at
http://iconf2015ict4s.120cell.org/)
into our discussion of the workshops
afternoon breakout sessions (in italics).
Emphasizing the need for
sustainability research to Transfer
into Practice and Integrate the Public,
in this breakout session Laura Sheble
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to encourage community-wide
consumption-behavior change.
Future Research Directions and
the Role of iSchools explored how the
many research areas and disciplines
found at information schools can
collaborate effectively to combine
their methods and approaches in
exploring the challenges around
sustainability. For example, drawing
on notions of collapse informatics
and critical making, Gabby Reschs
morning presentation introduced his
proposal of materializing collapse,
asking: "What can we learn about the
present when we imagine, design, and
work to construct solutions for radical
future transformations? Through
this proposal, Resch suggests we
can better understand our present
conditions through envisioning how
sociotechnical systems fail, decay, and
collapse. To facilitate this, he employs
reflective practices that bring together
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F O R U M S U S TA I N A B I L I T Y I N (I N T E R ) A C T I O N
systems design and sustainability (www.
sustainabilitydesign.org).
Throughout the breakout session
we discussed how iSchools are home
to a uniquely diverse set of disciplines,
domains, constituents, and methods.
Yet the connections among various
disciplines vary greatly across each
iSchool. Despite the interdisciplinary
rhetoric found in iSchool marketing,
there is still considerable siloing, as well
as institutional and cultural barriers
that make it hard to collaborate across
these silos. Although we discussed
examples of these silos breaking up
and connecting in different schools,
there remain substantial challenges of
collaboration across disciplines, and the
potential is rarely leveraged effectively.
There are also tensions between
obligations of the field (information
schools have had a long-standing
commitment to the public good) and
responsibilities of the field. What
can individual researchers do within
their organizational context and its
infrastructure of professional networks,
institutional arrangements, tenure
procedures, student bodies, and funding
sources? Despite these tensions, we
recognize the enormous potential for
fruitful cross-disciplinary connections
(see examples in [1]). We are convinced
that the scholarship related to the issue
of sustainability has strong potential
as a cross-disciplinary catalyst because
of its systemic and transdisciplinary
nature, its long-term orientation
that aligns with the perspectives of
memory institutions, and the increasing
attention paid to it as a priority item on
the agenda of funding agencies.
Common Understanding of Toolkits
and Their Evaluation explored items
of such a research agenda. Two
presentations revolved around the
Many newcomers
werent tuned into
existent literature, and
technology was often
considered speculatively
without an effort to
understand the problem
in its larger context.
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REFLECTIONS ON
THE WORKSHOP
2.
3.
4.
5.
DOI:10.1145/2212877.2212891; http://
doi.acm.org/10.1145/2212877.2212891
Silberman, M.S., Nathan, L., Knowles,
B., Bendor, R., Clear, A., Hakansson, M.,
Dillahunt, T., and Mankoff, J. Next steps
for sustainable HCI. Interactions 21, 5
(2014), 6669. DOI:10.1145/2651820;
http://doi.acm.org/10.1145/2651820
Morozov, E. To Save Everything, Click
Here: The Folly of Technological Solutionism.
PublicAffairs, 2014.
Strengers, Y. Smart energy in everyday
life: Are you designing for resource
man? Interactions 21, 4 (2014), 2431.
DOI:10.1145/2621931; http://doi.acm.
org/10.1145/2621931
Buchanan, R. Wicked problems in design
thinking. Design Issues 8, 2 (Spring,
1992) 521; http://www.jstor.org/
stable/1511637
DOI: 10.1145/2843584 COPYRIGHT HELD BY AUTHORS. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
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F O R U M C O N N EC T E D E V E RY D AY
We live in a world where everyday objects, digital services, and human beings are increasingly interconnected.
This forum aims to offer and promote a rich discussion on the challenges of designing for a broader ecology of materials,
artifacts, and practices. Elisa Giaccardi, Editor
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PROJECT 1:
WHAT THE KITCHEN THINKS
IT KNOWS ABOUT YOU
PROJECT 2:
WHOS BEHIND THE FRIDGE?
I L L U S T R AT I O N S B Y Y O O N B A H K
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F O R U M C O N N EC T E D E V E RY D AY
PROJECT 3:
SPECULATING ON
THE I oT BACKSTAGE
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Figure 3. Data journeys imagined by participants, using colored threads to represent where data from the smart fridge goes.
ACKNOWLEDGMENTS
DOI: 10.1145/2855958 COPYRIGHT HELD BY AUTHORS. PUBLICATION RIGHTS LICENSED TO ACM. $15.00
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F O R U M H E A LT H M AT T E R S
This forum is dedicated to personal health in all its many facets: decision-making, goal setting, celebration, discovery,
reflection, and coordination, among others. We look at innovations in interactive technologies and how they help address
current critical healthcare challenges. Gillian R. Hayes, Editor
Susanne Boll, University of Oldenburg, Wilko Heuten, OFFIS Institute for Information Technology,
Jochen Meyer, OFFIS Institute for Information Technology
ersonal health has been
gaining more and more
attention lately, for good
reasons. Two figures
in particular provide
strong motivation for
this shift: In 2020, 73
percent of the worlds deaths will stem
from noncommunicable diseases [1].
These are largely preventable [2],
particularly by reducing risk factors
such as smoking, poor nutrition, and
inadequate physical inactivity. Hence
the research field of personal health has
become very important. Its defining
characteristic is that the individual
plays an important role in transitioning
to and maintaining a healthy lifestyle.
The miniaturization of sensors
and actuators as well as new battery
technology have enabled the
development of mobile apps and
wearable devices that can detect a
plethora of health-related data, such as
steps taken, miles cycled or run, heart
rate, sleep quality, and muscular effort.
The hidden marketing promise is that
merely tracking your health will make
you healthier. However, tracking is
only the beginning of a long pathway
toward a healthier lifestyle, from
monitoring health to taking action.
The first barrier is the actual device
itself and its use in daily life. Today,
many devices are bought as a kind of
toy, and to this extent, they are ends
in themselves. For tracking to become
successful, however, the device must
be seamlessly integrated into daily life.
But many people do not like technical
devicesthey forget to wear them and
to charge the batteries; they find they
do not match their personal taste; or,
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PLURALITY OF DEVICES
AND DATA OWNERSHIP
FINDING OPPORTUNE
MOMENTS FOR HEALTH
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COMMUNICATIONSAPPS
F O R U M H E A LT H M AT T E R S
FROM DEVICES AND
HEALTH FEATURES
Pedometer
Cardio-Cals
per Day
sum()
Cardio-Cals
per Week
Workout
Monitor
5
f()
Body Scale
BMI
avg()
Last weeks
average BMI
3
2
Blood Pressure
Monitor
Blood
Pressure
avg()
Last weeks
average BP
latest issue,
past issues,
BLOG@CACM,
News, and
more.
INTER ACTIONS
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TO AGGREGATION
AND INTERPRETATION
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ACKNOWLEDGMENTS
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F O R U M I N T E R A C T I O N T EC H N O L O G I E S
Envisioning, designing, and implementing the user interface require a comprehensive understanding
of interaction technologies. In this forum we scout trends and discuss new technologies with the potential
to influence interaction design. Albrecht Schmidt, Editor
Biosignals in
Human-Computer
Interaction
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MEASURING BIOSIGNALS
Figure 1. Historical image depicting Galvani's experiments with inducing muscle movement through electricity more than 200 years ago.
ELECTRICAL BIOSIGNALS
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F O R U M I N T E R A C T I O N T EC H N O L O G I E S
Amplifier and Filter
AD-converter
Signal Processing
Radio
Analog-In
GND
Digital-In
GND
Digital-In
GND
Figure 2. The major components in acquiring signals: electrodes, amplifiers and analog
signal conditioning (e.g., filtering), analog-digital conversion, digital signal processing, and
wireless connection.
Figure 3. A simple circuit to record EMG using the sound card of a personal computer
(reproduced from [5]). ELECTRODE_1 and ELECTRODE_2 are attached to the surface on
the human body above a muscle about an inch apart. ELECTRODE_GND is also attached to
the human body in a non-active area (e.g., the elbow). The output (X1) is connected to the
microphone-in of a computer. For more detailed information, please visit http://albrechtschmidt.blogspot.de/2015/12/experimenting-with-emg.html
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REVERSING DIRECTION
EXCITING THE USER
electrical current.
There are also communities that
explore the application of signals to the
brain. Various DIY tutorials are out
there for brain stimulation (electrical
and magnetic) as well as for biohacking.
This is extremely risky without
advanced medical training. Although
these technologies have become
accessible, there are ethical questions
that must be answered before such
technologies are applied in HCI.
STARTING POINTS
FOR EXPLORATION
ACKNOWLEDGMENTS
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Accessibility for
Business and Pleasure
ith digital
accessibility,
standards
compliance is a
fleeting illusion,
like a rainbow.
We are
accessibility consultants who engage
with clients from all sectors, many of
whom are focused on compliance audits
and remediation of accessibility issues.
We recognize the value of evaluation
and repair of digital resources. We also
know that an accessibility strategy
defined by chasing compliance with
technical standards is shortsighted and
will likely end in failure.
Standards compliance is rare,
whether with Section 508, the Web
Content Accessibility Guidelines, or
with any other standard. Thorough
evaluation of a website containing
hundreds or thousands of pages is
practically impossible. Many standards
require subjective evaluationare
a thousand words really needed to
describe a picture?
Even when there is some semblance
of compliance, its at a fixed moment
in time. What happens when a visitor
uploads an image and does not provide a
text alternative? With one unconsidered
action, the theoretical accessibility
Insights
Accessibility ROI comes from
smart resource allocation.
A mature strategy is essential
to achieving accessibility ROI.
Accessibility as UX yields
pleasurable experiences
for everyone.
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I M A G E B Y A L I C I A K U B I S TA
PRIORITIZE
INJECT
INTEGRATE
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PROGRESS TOWARD
ACCESSIBILITY MATURITY
Focusing design
research on the needs
and preferences of
people with disabilities
can drive discovery
and innovation.
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C O M M U N I T Y S Q UA R E
Loren Terveen,
ACM SIGCHI
he Association of
Computing Machinery
was founded in the
U.S. in 1947; its Special
Interest Group on
Computer-Human
Interaction was formed
in 1982, also in the U.S. However, for
the past generation, the professional
field of computing and our discipline
of human-computer interaction have
become increasingly international, as
reflected in our membership and where
we do our business.
A large part of our business is
organizing conferences, and after a
decade of American locations, the
CHI conference went to Europe.
The theme of INTERCHI 1993 was
Bridges Between Worlds, and
bridges were indeed built: The CHI
conference has returned to Europe
about once every four years; many
other SIGCHI conferences have
been located in Europe; and many
Europeans have become involved
throughout SIGCHI and across its
portfolio of conferences.
But North America and Europe
are not the whole world. The previous
SIGCHI Executive Committee, led
by Gerrit van der Veer and Elizabeth
Churchill, worked hard to develop
HCI throughout the world, with a
special concentration on Eastern
org/people/officers/index_html#ADC
for details). The members of this
committee are developing proposals
to deepen relationships between their
communities and the international
HCI community, and to enable fuller
participation by Asians in all aspects
of the international HCI community.
They are also advising the Executive
Committee on topics such as locating
future SIGCHI-sponsored conferences
in Asia, including returning the
CHI conference to the region. The
Executive Committee is committed to
bringing CHI back to Asia, likely in the
early 2020s, although no specific plans
are yet in place.
Finally, we should note that North
America, Europe, and Asia still are
not the whole world. SIGCHI has
also worked with HCI communities
in Latin America and Africa, and
remains committed to helping develop
HCI throughout these regions and
integrating these communities into
the international HCI fold.
We encourage everyone who
shares the goal of a true HCI without
borders to provide their input and
ideas to me and to the members of the
SIGCHI Executive Committee and
Asian Development Committee.
Loren Terveen, President, ACM SIGCHI
sigchi-president@acm.org
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CALENDAR
IEEE VR 2016
IEEE Virtual Reality 2016 Conference
(Greenville, SC, USA)
Conference Dates: March 1923, 2016
http://ieeevr.org/2016/
March
Interaction 16 Conference
(Helsinki, Finland)
Conference Dates: March 24, 2016
http://interaction16.ixda.org/
IUI 2016 ACM International
Conference on Intelligent User
Interfaces (Sonoma, CA, USA)
Conference Dates: March 710, 2016
http://iui.acm.org/2016/
April
Interaction 16 Conference
(Helsinki, Finland)
Conference Dates: March 24, 2016
http://interaction16.ixda.org/
IUI 2016 ACM International
Conference on Intelligent
User Interfaces
(Sonoma, CA, USA)
Conference Dates: March 710, 2016
http://iui.acm.org/2016/
J A N U A R Y F E B R U A R Y 2 0 16
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87
VISUAL
THINKING
GALLERY
Future
Robot
DOI: 10.1145/2856122
2016 ACM 1072-5520/16/01
$15.00
88
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J A N U A R Y F E B R U A R Y 2 0 16
ThinkLoud
June 4 8
Brisbane Australia
dis2016.org
bit.ly/dis16
@DIS2016