Reviewerly/exHarmony huggingface dataset:
Mediating the Sacred: Configuring a Design Space for Religious and Spiritual Tangible Interactive Artifacts

Authors:
raw_author_name: Robert B. Markum
raw_affiliation_string: School of Information, University of Michigan, United States
raw_author_name: Sara Wolf
raw_affiliation_string: Chair of Psychological Ergonomics, Julius-Maximilians Universität Würzburg, Germany
raw_author_name: Caroline Claisse
raw_affiliation_string: Open Lab, School of Computing, Newcastle University, United Kingdom
raw_author_name: Michael Hoefer
raw_affiliation_string: Department of Computer Science, University of Colorado Boulder, United States

Abstract: 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

Authors:
raw_author_name: Kristina Popova
raw_affiliation_string: Media Technology and Interaction Design, KTH Royal Institute of Technology, Sweden
raw_author_name: Rebecca Fiebrink
raw_affiliation_string: Creative Computing Institute, University of the Arts London, United Kingdom

Abstract: 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

Authors:
raw_author_name: Lisa Hofer
raw_affiliation_string: Artificial Intelligence and Human Interfaces, University of Salzburg, Austria

Abstract: 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

Authors:
raw_author_name: Vali Lalioti
raw_affiliation_string: Creative Computing Institute, University of the Arts London, United Kingdom
raw_author_name: Ken Nakagaki
raw_affiliation_string: University of Chicago, United States
raw_author_name: Ramarko Bhattacharya
raw_affiliation_string: University of Chicago, USA
raw_author_name: Yasuaki Kakehi
raw_affiliation_string: The University of Tokyo, Japan

Abstract: 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

Authors:
raw_author_name: Troy Robert Nachtigall
raw_affiliation_string: Amsterdam University of Applied Science, Netherlands
raw_author_name: Florian ‘Floyd’ Mueller
raw_affiliation_string: Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia
raw_author_name: Paul Strohmeier
raw_affiliation_string: Sensorimotor Interaction, Max Planck Institute for Informatics, Saarland Informatics Campus, Germany
raw_author_name: Don Samitha Elvitigala
raw_affiliation_string: Department of Human Centred Computing, Faculty of Information Technology, Monash University, Australia

Abstract: 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

Authors:
raw_author_name: Danny Hynds
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: George Chernyshov
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: Dingding Zheng
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: Aoi Uyama
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: Juling Li
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: Kai Kunze
raw_affiliation_string: Keio University Graduate School of Media Design, Japan
raw_author_name: Jamie A Ward
raw_affiliation_string: Computing, Goldsmiths, University of London, United Kingdom
raw_author_name: Kouta Minamizawa
raw_affiliation_string: Keio University Graduate School of Media Design, Japan

Abstract: 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

Authors:
raw_author_name: Rachel Freire
raw_affiliation_string: Sensorimotor Interaction, Max Planck Institute for Informatics, Saarland Informatics Campus, Germany and CiTIUS, University of Santiago de Compostela,, Spain
raw_author_name: Valentin Martinez-Missir
raw_affiliation_string: Sensorimotor Interaction, Max Planck Institute For Informatics, Saarland, Germany
raw_author_name: Courtney N. Reed
raw_affiliation_string: School of Biomedical Engineering &amp; Imaging Sciences, King's College London, United Kingdom and Sensorimotor Interaction, Max Planck Institute for Informatics, Saarland Informatics Campus, Germany
raw_author_name: Paul Strohmeier
raw_affiliation_string: Sensorimotor Interaction, Max Planck Institute for Informatics, Saarland Informatics Campus, Germany

Abstract: 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

Authors:
raw_author_name: Björn Hedin
raw_affiliation_string: Department of Learning in Engineering Sciences, KTH Royal Institute of Technology, Sweden
raw_author_name: Arjun Rajendran Menon
raw_affiliation_string: Division of Media Technology and Interaction Design, KTH Royal Institute of Technology, Sweden

Abstract: 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

Authors:
raw_author_name: Sarah Delgado Rodriguez
raw_affiliation_string: University of the Bundeswehr Munich, Germany
raw_author_name: Sarah Prange
raw_affiliation_string: University of the Bundeswehr Munich, Germany and LMU Munich, Germany
raw_author_name: Lukas Mecke
raw_affiliation_string: University of the Bundeswehr Munich, Germany and LMU Munich, Germany
raw_author_name: Florian Alt
raw_affiliation_string: University of the Bundeswehr Munich, Germany

Abstract: 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

Authors:
raw_author_name: Nicolai Brodersen Hansen
raw_affiliation_string: Computer Science, Aalborg University, Denmark
raw_author_name: Florian Echtler
raw_affiliation_string: Computer Science, Aalborg University, Denmark

Abstract: 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

Authors:
raw_author_name: David Chatting
raw_affiliation_string: Open Lab, Newcastle University, United Kingdom and Department of Design, Goldsmiths, University of London, United Kingdom

Abstract: 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.
Making Biomaterials for Sustainable Tangible Interfaces

Authors:
raw_author_name: Fiona Bell
raw_affiliation_string: Department of Computer Science, University of New Mexico, United States
raw_author_name: Shanel Wu
raw_affiliation_string: School of Information Technology, Carleton University, Canada
raw_author_name: Nadia Campo Woytuk
raw_affiliation_string: KTH Royal Institute of Technology, Sweden
raw_author_name: Eldy S. Lazaro Vasquez
raw_affiliation_string: ATLAS Institute, University of Colorado Boulder, United States
raw_author_name: Mirela Alistar
raw_affiliation_string: ATLAS Institute &amp; Computer Science, University of Colorado Boulder, United States
raw_author_name: Leah Buechley
raw_affiliation_string: Department of Computer Science, University of New Mexico, United States

Abstract: In this studio, we will explore sustainable tangible interfaces by making a range of biomaterials that are bio-based and readily biodegradable. Building off of previous TEI studios that were centered around one specific biomaterial (i.e., bioplastics at TEI'22 and microbial cellulose at TEI'23), this studio will provide participants the ability to experience a wide variety of biomaterials from algae-based bioplastics, to food-waste-based bioclays, to gelatin-based biofoams. We will teach participants how to identify types of biomaterials that are applicable to their own research and how to make them. Through hands-on activities, we will demonstrate how to implement biomaterials in the design of sustainable tangible interfaces and discuss topics sensitized by biological media such as more-than-human temporalities, bioethics, care, and unmaking. Ultimately, our goal is to facilitate a space in which HCI researchers and designers can collaborate, create, and discuss the opportunities and challenges of working with sustainable biomaterials.
Metaphors and `Tacit' Data: the Role of Metaphors in Data and Physical Data Representations

Authors:
raw_author_name: Rosa Van Koningsbruggen
raw_affiliation_string: Bauhaus-Universität Weimar, Human Computer Interaction, Germany
raw_author_name: Luke Haliburton
raw_affiliation_string: LMU Munich, Germany
raw_author_name: Beat Rossmy
raw_affiliation_string: LMU Munich, Germany
raw_author_name: Ceenu George
raw_affiliation_string: University of Augsburg, Germany
raw_author_name: Eva Hornecker
raw_affiliation_string: Bauhaus-Universität Weimar, Germany
raw_author_name: Bart Hengeveld
raw_affiliation_string: Industrial Design, Eindhoven University of Technology, Netherlands

Abstract: This paper explores (1) the role of metaphors in physical data representations and (2) the concept of tacit data: implicitly known data which are hard to uncover. In a semester course with twenty-three students, five teams explored how to represent self-chosen 'tacit data' in a visualisation, haptification, and dynamic physicalisation. Throughout these phases, our notion of tacit data evolved, resulting in a proposed working definition. Moreover, we noticed that metaphors played an increasingly important role. Based on analysis of students' work and interviews with them, we found that tacit data and physical data representations need metaphors. For haptifications and physicalisations, metaphors help to circumvent limitations, curate data, and communicate to the audience. As tacit data were seen as 'soft' and difficult to quantify, metaphors made the data workable. Furthermore, tacit data benefit from physical representations, which offer further dimensions to represent the feeling and intimate aspects of data.
Ichiyo: Fragile and Transient Interaction in Neighborhood

Authors:
raw_author_name: Naoto Nishida
raw_affiliation_string: Rekimoto Lab, University of Tokyo, Japan

Abstract: As the Internet develops, social networking and other communication tools have transformed people's relationships into something fast, visible, and geographically huge. However, these communication tools have not expanded opportunities for acquainting oneself with neighbors outside one's social network; rather, they have comparatively diminished occasions for interacting with unfamiliar neighbors by prioritizing communication with existing friends. Therefore, we invented the medium Ichiyo to increase the opportunities to think of neighbors walking along the same street or in the same neighborhood and to expand the imagination of those who pass by and those who used to be there. Thus, users can engage in indirect interaction. We used commercially available laser cutters to engrave QR codes on leaves that are naturally found in our living space to prevent environmental invasion. The QR codes lead to a communal space on the web where users can freely leave messages. By engraving QR codes, information can be virtually expanded to be presented. To get the feedback of Ichiyo, we let a total of several thousand people experience a new way of communication as a part of the exhibition "iii Exhibition 2022", an art exhibition at the University of Tokyo. A total of more than 1,000 leaves engraved with QR codes were prepared and scattered at the exhibition site and along the road from the nearest station to the venue.
Fold, Stand and Drape: Unweaving Physical vs Digital Textile Design Considerations

Authors:
raw_author_name: Troy Nachtigall
raw_affiliation_string: Amsterdam University of Applied Science, Netherlands and Eindhoven University of Technology, Netherlands

Abstract: Fashion design has rapidly become a digital process where textiles are simulated as soft, conformable materials on a digital body. The embodied experience and physical interaction with the textile have been replaced by screen-based media, resulting in a gap in understanding between physical and digital textile material. Consequently, understanding digitized textile properties and characteristics has become challenging for practitioners. This research investigates fashion designers' implicit understanding when selecting textiles, specifically how interactions with physical textiles influence design considerations. Twenty digital fashion designers interacted with ten physical textile materials via tangible and scientific drape measurements, reflecting upon their design considerations. In digital environments, a tangible understanding of material properties is vital, and scientific drape measurements add significant understanding to digital design. The research advances our understanding of integrating digital tools in textile and soft material practices, where a postphenomenological approach is employed to help formulate the design considerations in selecting materials.