Reviewerly/exHarmony huggingface dataset:
Feeling Data through Movement: Designing Somatic Data Experiences with Dancers

The proliferation of data throughout society has produced an increased interest in novel ways to represent information to provide new insights, re-humanize data, or allow broader participation. Many novel data representations allow people to physically interact with information by picking up, touching, and manipulating artefacts that encode data through their material properties. In this paper, we draw on the arts to explore how we might design for deeper physical engagement with data. How can we feel data through movements, instead of through objects? We examine nine instructional movement sequences created by five dancers as part of a larger workshop on data and dance. Our findings shed light on promising design strategies for somatically-focused data representations including observations on the relational, layered, and emotionally engaged approaches taken by dancers. We also reflect on these approaches in relation to soma design and identify areas for future work in "data somatics."
Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor Learning

Inspired by the strong concept of Intercorporeal Biofeedback, here we present the design and development of a minimalist embodied sketching toolkit for designing wearables for motor learning. The toolkit includes technology probes featuring minimalist wearable digital units that support hands-on explorations and the design of potential future interactions driven by movement with multisensory feedback. These units are self-contained and generate audiovisual or vibrotactile patterns in response to body inputs such as movement, spatial orientation, and touch. Here, we present and characterise the toolkit, together with its theoretical and empirical grounding and the design values driving the design process. The toolkit can be useful for those interested in an embodied design approach to designing wearables in general, and specifically for those targeting movement, such as in motor learning application domains. It can complement and be used with other assorted non-digital objects during Embodied Sketching sessions, like bodystorming.
Remote, but Tangible: Activities for Grandparents and Grandchildren across Physical Spaces

Being together virtually has become an alternative for many people, who cannot meet physically. In relationships among grandparents and grandchildren, for instance, online meetings have become an appreciated means to connect when meeting face-to-face is not, or not often enough, an option. However, although a variety of technologies exist to do so, they rarely take into account the physical space that they are situated within, i.e., the physical surroundings of the conversation partners. In the work presented in this paper we experimented with bridging distant physical spaces in playful ways. We designed four instances of intergenerational online meetings, and explored their experiential qualities in a workshop with grandparents and grandchildren. We found that the surrounding space indeed provided rich opportunities to facilitate joint tangible activities and experiences rather than being an unnoticed background. In this work in progress, we discuss how these spaces might be considered heterotopia, which invite free play and immersing together in the activities alike, and which seem to be promising to be explored further.
Feu Autonome Type 189: Untitled, One Dimensional Generative, Reconstructed, Found Object

This piece of art / research / prototype work explores the simplicity of randomness embodied in a simple everyday piece of industrial equipment. A piece of 1960s industrial cast off that was abandoned and found buried in a forest in Belgium, broken in fragments and reconstructed this work is an assemblage of heritages - combining Japanese Kintusgi, electronics and modern generative sensibility.
Embodied Interaction Design: A Storytelling City Installation

Embodied interaction is a significant direction within the realm of interaction design. Interaction design does not only enhance efficiency in people's lives; it focuses on how humans and computer systems interact efficiently and effectively. In embodied interaction, natural interactive behaviors can be employed to enhance experiences. Interaction is now omnipresent; it serves as an intermediary to establish connections and provide reflection, and not just consolidated within products like smartphones and computers. The incorporation of interaction design into physical life, intertwining with human behaviors and spatial environments, poses our contemplation. Thus, under the backdrop of sustainable development goals (SDGs), we adopted the direction of embodied interaction and utilized metaphors to create a tangible installation. We aspire for urban explorers to establish connections with the city in terms of time and space dimensions through interactive experiences, thereby comprehending the multifaceted nature of the city. Throughout the design process, we validated and iterated our designs via prototyping and user testing.
MOZA: Designing for the Qualified Self in Fitness

Fitness is important for maintaining good health. However, contemporary fitness culture - and the associated technology focused on a Quantified Self - is focused on optimising performance and achievement, hence taking away the focus on your health. As technology's precision increases, there's a risk that individuals neglect their bodily signals, possibly leading to overexertion or even loss of autonomy. This paper advocates for a shift from the Quantified to the Qualified Self in self-tracking. It explores the limitations of current design trends in Quantified Self-technology and offers an alternative approach. By introducing MOZA, a concept designed to address these limitations and combat issues within gym culture, this paper lays out guidelines for designing for the Qualified Self.
HACKLES: Simulating and Visually Representing the Anxiety of Walking Alone

In this work, we compare the designs of two fashion-tech garments that communicate the anxiety felt when walking alone. While the two garments share a common vision, they are designed to be worn in two radically different settings and to communicate to different audiences: one directly communicates an empathetic experience to its wearer; the other a model wears at a runway show and must share its story to a general audience. We used Research Through Design (RtD) methods to design both fashion-tech garments. Then, we recorded and analyzed the design process for both garments via an annotated portfolio to compare how the audience and setting influenced the design approach and the final wearable. In this paper, we describe both fashion-tech designs and a comparison of their respective annotated portfolios. Our analysis highlights how wearable technology must respond to context to continue communicating its story to its intended audience.
MusicalAid: A Playful Collaborative Music Tool for People Finding it Difficult to Handle Common Instruments

MusicalAid is a tangible music system that allows people with different musical literacy and gross/fine motoric skills to play and create music together, either guided by a predefined rhythm or in a 'free play' mode. The system is composed of a main unit and a set of 'instruments', for example joysticks, a board with large buttons or soft interfaces like pillows with areas that act as switches. MusicalAid is designed so all instruments can at a basic level be synchronized to play to the same rhythm or beat, so they all sound at the same time. MusicalAid was originally developed for adults on the autistic spectrum with gross/fine-motoric limitations but MusicalAid can also allow people in general with different musical and motoric capabilities to play together. Therefore, MusicalAid enables a fun music experience for people that find handling traditional musical instruments challenging, or simply someone who just likes to jam.
PneuMa: Designing Pneumatic Bodily Extensions for Supporting Movement in Everyday Life

Prior research around the design of interactive systems has highlighted the benefits of supporting embodiment in everyday life. This resulted in the creation of body-centric systems that leverage movement. However, these advances supporting movement in everyday life, aligning with the embodiment theory, so far focused on sensing movement as opposed to facilitating movement. We present PneuMa, a novel wearable system that can facilitate movement in everyday life through pneumatic-based bodily extensions. We showcase the system through three examples: "Pardon?", moving the ear forward; "Greetings", moving a hand towards the "Bye-bye" gesture; "Take a break", moving the hands away from the keyboard, enabling the bodily extensions that support movement in everyday life. From the thematic analysis of a field study with 12 participants, we identified three themes: bodily awareness, Perception of the scenarios, and anticipating movement. We discuss our findings in relation to prior research around bodily extensions and embodied interaction to provide strategies to design bodily extensions that support movement in everyday life. Ultimately, we hope that our work helps more people profit from the benefits of everyday movement support.
Base and Stitch: Evaluating eTextile Interfaces from a Material-Centric View

Fabrics are seen as the foundation for e-textile interfaces but contribute their own tactile properties to interaction. We examine the role of fabrics in gestural interaction from a novel, textile-focused view. We replicated an eTextile sensor and interface for rolling and pinching gestures on four different fabric swatches and invited 6 participants, including both designers and lay-users, to interact with them. Using a semi-structured interview, we examined their interaction with the materials and how they perceived movement and feedback from the textile sensor and a visual GUI. We analyzed participants' responses using a joint, reflexive thematic analysis and propose two key considerations for research in e-textile design: 1) Both sensor and fabric contribute their own, inseparable materiality and 2) Wearable sensing must be evaluated with respect to culturally situated bodies and orientation. Expanding on material-oriented design research, we proffer that the evaluation of eTextiles must also be material-led and cannot be decontextualized and must be grounded within a soma-aware and situated context.
Entangled Threads: Exploring the value and significance of bringing a craft ethos to debates around the IoT/connected things.

Alongside the benefits of a world in which more and more things are internet connected (i.e., the IoT), scaffolded by increasingly powerful AI systems, there is a growing recognition of a flipside to this vision of the future. Issues associated with privacy, transparency, legibility and trust have been widely recognized – which the Mozilla Foundation has encapsulated in their Internet Health Reports [13]. This workshop will explore these tensions and concerns through the lens of craft, both as a practice and a conceptual ethos. We will use embroidery as a craft-oriented 'thinking through making' activity as the foundation for discussions of our craft characteristics of which consist of; bespokeness, localism, embodiment, provenance, authenticity, and care. Participants will gain a rich understanding of debates around IoT while being engaged in a 'thinking through doing' embodied approach to gaining new insights and leave with their own hand embroidered badge.
Diversifying Knowledge Production in HCI: Exploring Materiality and Novel Formats for Scholarly Expression

This one-day studio aims to catalyze discussions and experimentation around non-textual academic documentation methods. With the understanding that human knowledge transcends written words, we aim to explore innovative ways to present and disseminate research outputs in diverse forms and of varying materiality. By bringing together researchers, practitioners, and academics from different disciplines and backgrounds, we seek to challenge the status quo of textual output and envision a future where knowledge production embraces the multisensory nature of human data.
Mediating the Sacred: Configuring a Design Space for Religious and Spiritual Tangible Interactive Artifacts

Tangible artifacts and embodied experiences are central to religious and spiritual (R/S) practices, and many HCI researchers and interaction designers highlight the importance of materiality and physicality in design. In this review paper, we bring these perspectives together and examine 44 examples of R/S tangible interactive artifacts (TIAs) from academia, art, industry, and R/S communities to understand their specifics and guide future HCI research and design. We analyze these artifacts and map out a design space for R/S TIAs by matching identified characteristics of R/S TIAs with a framework from the study of material religion. The descriptive and generative R/S TIA Design Space covers insights into bodies, things, places, practices, and backgrounds. This paper offers a novel contribution to HCI research on the value and importance of tangibility and embodiment in technology-mediated practices in R/S contexts and serves as a source for future R/S TIA creation and research.
From Individual Discomfort to Collective Solidarity: Choreographic Exploration of Extractivist Technology

We invite technology practitioners to join us in the collaborative exploration of discomfort associated with technology in the age of surveillance capitalism. With the help of body-based exercises inspired by choreography we will articulate the discomforts of living and designing with extractivist technology. Our studio is aimed at technology practitioners of a broad range of expertise who have experienced discomfort in relation to data-driven extractivist systems. In the first part of the studio participants will share their experiences of resisting such systems both as users and creators of technology. In the second part, participants will engage in an ideation session to propose forms of countering existing technologies. Embodied methods and choreographic approaches will be used for making digital discomfort tangible and for guiding the exploration of the topics at stake. As an outcome, participants will collectively design a toolbox to conceptualise discomfort in a tangible, embodied way, and form a network to continue discuss these matters post-studio in an online community discussion group.
Opportunity Spaces for Children ́s Informal Learning in Public Environments

This paper introduces my PhD research on how a tangible and embodied technological layer can enhance and enlarge an existing public space to promote children's informal learning (IFL). IFL is increasingly recognized as the basis for education, as children learn through social, creative, and playful interactions. IFL is rooted in daily lives and expands the children´s sphere of action beyond their confined social spaces in public and educational institutes. Using the urban environment makes education more accessible to a broad group. Therefore, I will create conditions and structures that make informal educational processes possible and available. I seek to achieve opportunity spaces by fostering alternative experimentational approaches. Through implementing design interventions in the public, I will playfully appropriate the existing and create opportunity spaces for IFL. The design intervention should open up children's creativity, encourage social interaction, and enhance mental health, which is often neglected in the education system.
[e]Motion: Designing Expressive Movement in Robots and Actuated Tangible User Interfaces

As robots inhabit more social spheres, human acceptance significantly impacts their functionality and engagement. The way robotic movement is perceived is crucial to their acceptance in society. However, robotic movement is most often a result of function rather than purposefully designed. Working in the continuum between robotic, tangible, and shape-shifting interfaces will enable a deeper exploration of the effects and interpretation of expressive movement. Hence, we propose [e]Motion, a hands-on opportunity for participants to explore design methods and prototype a variety of expressive movements in robotic and actuated and shape-shifting tangible interfaces. We will collectively reflect on evaluation methods and co-develop a visual vocabulary of motion and emotion, mapping movement more directly to personality and emotion. With this, we aim to foster a practical understanding of expressive movement and how it might affect human acceptance of robots and tangible interfaces.
Foot Augmentation 101: Design your own Augmented Experiences

This studio aims to collaboratively build foot augmentations, experiment with different materials and techniques, and create new designs for low-cost, wearable, and accessible devices that can be used by researchers, makers, designers, and artists. Considering the heightened focus on the human body with the rise of AR/VR/XR technologies, foot augmentation has great potential. To explore this potential, we invite researchers, designers and artists to share their applications, experiences, and ideas while designing foot augmentations. Participants will share knowledge, brainstorm ideas, and explore tools and materials for rapid prototyping. Finally, they will tinker and explore, discussing their design strategies to derive common approaches and best practices. Based on the hands-on session results, we will write a paper on design strategies for foot augmentation that will help facilitate more sustainable investigations and design of future foot interfaces.
Innermost Echoes: Integrating Real-Time Physiology into Live Music Performances

In this paper, we propose a method for utilizing musical artifacts and physiological data as a means for creating a new form of live music experience that is rooted in the physiology of the performers and audience members. By utilizing physiological data (namely Electrodermal Activity (EDA) and Heart Rate Variability (HRV)) and applying this data to musical artifacts including a robotic koto (a traditional 13-string Japanese instrument fitted with solenoids and linear actuators), a Eurorack synthesizer, and Max/MSP software, we aim to develop a new form of semi-improvisational and significantly indeterminate performance practice. It has since evolved into a multi-modal methodology which honors improvisational performance practices and utilizes physiological data which offers both performers and audiences an ever-changing and intimate experience.
Liminal Space: A Performance with RaveNET

We present our musical performance exploration of liminal spaces, which focuses on the interconnected physicality of bodies in music, using biosignals and gestural, movement-based interaction to shape live performances in novel ways. Physical movement is important in structuring performance, providing cues across musical ensembles, and non-verbally informing other musicians of intention. This is especially true for improvised work. Our performance involves the use of our musicking bodies to modulate audio signals. Three bespoke wearable nodes modulate the performance through control voltages (CV) and interface with specific technical aspects of our instruments and techniques: 1) an "anti-corset" that measures the expansion and resistance of Reed's abdomen while singing, 2) an augmented glove that assists Strohmeier's bass/guitar signal routing across his pedal board and modular setup, and 3) a cap-like device that captures Martinez-Missir's subtle facial expressions as he manipulates his modular synthesizer and drum machine setup. Through these performances we explore the notion of control in musical improvised performance, the interconnectedness and communications between our ensemble as we learn to collaborate and interpret each others' bodies in this novel interaction.
Engaging Environmental Learning: A Tangible Approach for Conveying Environmental Data in Education Using Weight

This paper presents a novel method for communicating environmental information in an engaging and memorable manner. Instead of traditional visual or written communication, our approach involves physical representation of data, using weight as the key element. Using food as a case study, we demonstrate the carbon footprint of food items through life-sized models that accurately reflect their actual weight. In an educational setting, students collectively discuss and estimate emissions for sample foods, followed by hands-on interaction. Each model's weight mirrors its carbon footprint, from 50 grams for half a kilo of potatoes to 13 kilograms for half a kilo of beef. Early tests show a significant "Wow!" factor, particularly for high-emission foods. This tangible experience leaves a lasting impression, potentially influencing future choices. Our approach can extend to other areas like energy. The paper concludes with design recommendations for future work.
Act2Auth – A Novel Authentication Concept based on Embedded Tangible Interaction at Desks

Authentication (e.g., entering a password) is frequently perceived as an annoying obstacle when interacting with computational devices, but still essential to protect sensitive data from unauthorized access. We present Act2Auth, a novel concept for embedding authentication into users' established routines by sensing tangible interactions at desks. With Act2Auth, users can authenticate by performing (secret) routines, such as putting a cup on their desk, rearranging their keyboard, and touching their mouse. The Act2Auth concept is informed by (1) an object analysis of 107 desk photos from Reddit, (2) an online survey (N = 65) investigating users' strategies for creating touch-based authentication secrets, and (3) a technical exploration of capacitive touch-sensing at desks. We then (4) implemented a prototype and evaluated the usability as well as the memorability of Act2Auth compared to textual passwords (N = 8). With Act2Auth, we provide fundamental work on how to embed authentication tasks into our daily tangible interactions.
TableCanvas: Remote Open-Ended Play in Physical-Digital Environments

Remote video communication is now part of everyday life, also for families. At the same time, children encounter digital devices at an early age, but studies indicate that physical play is still vital for their development. To support physical play at a distance, we introduce two prototypes build around projection displays, WallWizard and TableCanvas. Both allow users to play together remotely by combining physical and digital elements on shared surfaces. We evaluated our prototypes through an expert review, and, based on this study, we elaborate further on TableCanvas. We conducted a second qualitative user study with an updated prototype, focused on evaluating the remote aspect. The overall feedback was positive and suggested that the concept could facilitate and promote open-ended play, as well as support a successful remote play experience. Users also indicated additional potential use cases for board gaming, education, and work-related tasks.
The Router of All Evil: Designerly Hacking a Network of One’s Own

This paper contributes a new design research artifact, The Router of All Evil. This is a Research Product that results from and scaffolds a Research Through Design exploration of the domestic Internet. The Router of All Evil is designed to reveal the technical possibility of the humble home router, to define a network of one's own, where homelife can unfold in creative, fulfilling and private ways, as an alternative to the prevalent corporate and surveillant logics of Silicon Valley's Internet of Things. Through a methodological contribution described as Designerly Hacking, this paper demonstrates how technical alternatives can first be revealed by hacking or breaking-up a system and then put back together for the use of a broader (designerly) public. To these ends, the Router of All Evil exemplifies Pace Layer design, where rapid design reconfigurations of hardware and software are purposefully afforded.