The pre-conference will include 6 tutorials during the weekend preceding the actual conference, running in parallel with workshops and the doctoral consortium. Each tutorial runs for 3 hours with a scheduled break. Tutorials aim to include 10-25 participants and may be hybrid or in person. For details on tutorial content, please consult the websites linked to each tutorial below.
Instructors: Francesco Chinello, Claudio Pacchierotti, Cheng Fang, Hasti Seifi
Keywords: Human-Computer-Interaction, Haptics, Wearable Devices, Human-Robot-Interaction
Abstract: Technological advancement provides an increasing number and variety of solutions to interact with digital content. However, the complexity of the devices we use to interact with such content grows according to the users' needs as well as the complexity of the target interactions. This also includes all those tools designed to mediate touch interactions with virtual and/or remote environments, i.e., haptic interfaces and rendering techniques. We propose three hours of tutorials to discuss the technology, challenges, and perspective of haptic systems and rendering techniques for immersive human-computer interaction.
Instructors: Anke van Oosterhout, Miguel Bruns and Eve Hoggan
Keywords: Haptic interaction design, tools and toolkits, physical user interfaces, force feedback
Abstract: Force feedback and shape change introduce unique qualities in interaction design that can be favorable for the design of more intelligent physical user interfaces and robotics, as communication revolves to a large extent around body language and gestures. Research in HCI and industry has a strong focus on voice interfaces, while modalities as force feedback seem to receive most interest in contexts where inherent haptic feedback is absent, such as VR and robotics. There is a dearth of design tools and support to explore the haptic design space given the challenges associated with the haptic modality. The haptic authoring tool Feelix aims to address some of these challenges that the designers are facing to make these modalities more accessible as a design material in HCI. Attendees will learn about possibilities and challenges associated with the design of force feedback and shape change for custom user interfaces and engage in hands-on exploration with different methods and techniques to develop haptic experiences for deformable interfaces with Feelix.
Instructors: Tim Moesgen, Felix Epp, Antti Salovaara, Emmi Pouta, Camilo Sanchez
Keywords: future ripples, futures thinking, anticipation, innovation, foresight, speculation
Abstract: Global and systemic sustainability challenges increasingly require innovation teams to incorporate holistic, long-term thinking in their ideation practises. However, as any full-scale foresight process would be heavy to carry out, there is a need for a more rapid method. The Future Ripples method is a light-weight, participatory activity to brainstorm future implications of signals or trends. The goal of this tutorial is to teach participants how to approach technology innovation practice with a more holistic and sustainable mindset. The method aligns with the first steps of a traditional foresight process and thus aims at developing futures thinking and anticipatory capacities.
Instructors: Karthikeya Acharya, Lasse Vestergaard, and Matteo Campinoti
Keywords: Hybrid Collaborations, Generative Modelling, Embodied Interaction
Abstract: HYCOMOTO is a generative co-modelling tool for achieving a higher level abstraction from large textual documents. The tool employs two main parts, an online environment that generates a word cloud, called the word cloud generator. And a second part is a set of reusable wooden plates that are used for physically modelling the content from the word cloud, called word plates. These two parts of the tool are handled by two separate members of a team who are synchronous online but not essentially co-located. The wooden word plates are handled by a model builder and the online environment is handled by a cloud builder. Based on preliminary tests and its analysis we find that using such a hybrid tool can result in collaborative meaning making and an alternative understanding of large textual content. This happens with collaborative model building, as the textual understanding of participants gets translated by reflective embodied action and negotiation. With this we would like to share and disseminate the tool as an open source kit, as a meaning-forming and meaningful platform to a wider audience.
Instructors: Peter Lovei, Renee Noortman, Sujithra Raviselvam and Mathias Funk
Keywords: data design, context, behavior, experience, prototyping, situated explorations
Abstract: During the Introduction to Data-Enabled Design (DED) tutorial attendees learn about designing for intelligent ecosystems while using data as a creative material. We will take the tutorial participants through both major steps, contextual and informed, of this method by means of data collected by the attendees at the conference. This tutorial offers a careful balance between hands-on work and DED theory. The learning outcomes focus on topics of (physical) prototyping, (remote) data collection and analysis, using data as a creative material, and designing remote interventions and propositions.
Instructors: Marta K. Larusdottir, Virpi Roto, Rosa Lanzilotti and Ioana Visescu
Keywords: User-Centred Design, User-Centred Design methods, Design Sprint, Software Design, Concept Design
Abstract: Integrating User-Centred Design (UCD) methods into the first phases of software development projects has its challenges. A new process called the User-Centred Design Sprint process, UCD Sprint for short, has been suggested to support the project team during concept design. The tutorial introduces the UCD Sprint process, and participants practice two less-known methods that are part of the sprint: the User Group Analysis method and stating user experience goals. By the end of the tutorial, participants know why, when, and how to use the UCD Sprint process. This tutorial appeals to researchers and developers working in the concept design phase of designing software products, focusing on users that might be different from the developers.