Designing swing compass with liveliness: From personal to public interactions

Kenny K.N. Chow*

*Corresponding author for this work

Research output: Chapter in book/report/conference proceedingConference proceedingpeer-review

4 Citations (Scopus)

Abstract

This paper describes the ongoing project Swing Compass, a configurable recommendation system whose framework is built upon the notion of embodied interaction and blending theory in pursuit of meaning making in users from the operational to the reflective levels. The framework, named "liveliness", is summarized as a protocol of cognitive processes and the methodology includes interpretive analyses, experience prototyping, and user participation. The first instance of Swing Compass is a handheld personal device, which analogically maps recommended items based on intrinsic properties to directions on the compass rose. The second instance is a table-sized public installation, which explores to map out recommendations with their physical locations. Swing Compass is lively in that the recommendations change over time to avoid selection bias. The design challenges span from human scales, perceived affordances, to perception and interpretation of changes. The empirical findings provide real and particular samples for the protocol and inform specific design guidelines for future development.

Original languageEnglish
Title of host publicationTEI 2017 - Proceedings of the 11th International Conference on Tangible, Embedded, and Embodied Interaction
PublisherAssociation for Computing Machinery (ACM)
Pages435-441
Number of pages7
ISBN (Electronic)9781450346764
DOIs
Publication statusPublished - 20 Mar 2017
Event11th ACM International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2017 - Yokohama, Japan
Duration: 20 Mar 201723 Mar 2017
https://dl.acm.org/doi/proceedings/10.1145/3024969

Publication series

NameTEI - Proceedings of the International Conference on Tangible, Embedded, and Embodied Interaction

Conference

Conference11th ACM International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2017
Country/TerritoryJapan
CityYokohama
Period20/03/1723/03/17
Internet address

Scopus Subject Areas

  • Human-Computer Interaction
  • Information Systems
  • Computer Graphics and Computer-Aided Design
  • Software

User-Defined Keywords

  • Blending
  • Embodied cognition
  • Embodied Interaction
  • Imagination
  • Liveliness
  • Reflection
  • Selection

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