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Keynote Lectures

Designing with the Body: Somaesthetic Interaction Design
Kristina Höök, Royal Institute of Technology, Sweden

From Behavior to Interaction through Modeling
Pietro Cipresso, Catholic University of Milan, Italy

Magic Happens Here Continued: The Naked Truth about Models, Methods and Myths in UI Design
Helmut Windl, Panasonic Automotive Systems Europe GmbH, Germany

 

Designing with the Body: Somaesthetic Interaction Design

Kristina Höök
Royal Institute of Technology
Sweden
 

Brief Bio
Kristina Höök is a professor in Interaction Design at the Royal Institute of Technology and also works part-time at RISE. Höök has published numerous journal papers, books and book chapters, and conference papers in highly renowned venues. A frequent keynote speaker, she is known for her work on social navigation, seamfulness, mobile services, affective interaction and lately, designing for bodily engagement in interaction through somaesthetics. Her competence lies mainly in interaction design and user studies helping to form design.  She has obtained numerous national and international grants, awards, and fellowships including the Cor Baayen Fellowship by ERCIM (European Research Consortium for Informatics and Mathematics), the INGVAR award and she is an ACM Distinguished Scientist. She has been listed as one of the 50 most influential IT-women in Sweden every year since 2008. She is an elected member of Royal Swedish Academy of Engineering Sciences (IVA).


Abstract
We are at a watershed moment where our relationship to technology is about to undergo a dramatic and irreversible shift.  With the rise of ubiquitous technology, data-driven design and the Internet of Things, our interactions and our interfaces with technology will look radically different in the years ahead, incorporating changes like full body interaction, shape-changing interfaces, wearables and movement tracking apps. These changes offer an enormous opportunity—indeed, a necessity—to reinvent the way we interact with the inanimate world. Once-familiar, everyday objects, from our phones to our vacuums, require novel interaction models – not just typing text on screens, but, increasingly, movement-based, bodily communication. A qualitative shift is required in our design methods, from a predominantly symbolic, language-oriented design stance, to an experiential, felt, aesthetic stance permeating the whole design and use cycle.
I will discuss soma design —a process that allows designers to ‘examine’ and improve on connections between sensation, feeling, emotion, subjective understanding and values. Some design engages with bodily rhythms, touch, proprioception, bodily playfulness, but also with our values, meaning-making processes, emotions, ethics and ways of engaging with the world. Soma design also provides methods for orchestration of the ‘whole’, emptying the digital and physical materials of all their potential, thereby providing fertile grounds for meaning-making and engagement.



 

 

From Behavior to Interaction through Modeling

Pietro Cipresso
Catholic University of Milan
Italy
 

Brief Bio
Senior Researcher and Chief Technical Officer at the Applied Technology for Neuro-Psychology Laboratory - ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy, and Assistant Professor in Psychometrics at Catholic University of Milan. Cipresso, who is also Project Manager inside the ATN-P Lab, has coordinated and coinvestigated several National, European and International Projects and has been Visiting Researcher at Massachusetts Institute of Technology (MIT), Cambridge, MA, USA, and at Monash University, Melbourne, Australia. He is the unit team leader of an EU Project (BodyPass: API-ecosystem for cross-sectorial exchange of 3D personal data). Cipresso is the Chief Editor for Frontiers in Quantitative Psychology and Measurement (for both Frontiers in Psychology and Frontiers in Applied Mathematics and Statistics). IF: 2.463, Q1. In this role (jointly with Prof. Immekus), he is managing a Board of 260 Editors. Graduated in Economics (Bocconi University), Psychology (Padua University), and Statistics (Bocconi University, titled GradStat of the Royal Statistical Society) and with a PhD in Communication and new technologies, major in Psychology (IULM University). Granted the prestigious status of Chartered Statistician (CStat) by the Royal Statistical Society, awarded Chartered Scientist (CSci) by Science Council; elected Fellow of the Psychonomic Society (FPsyS); Elected member of the Steering Committee (2018–20) of the Society for Computers in Psychology; Nominated Italian Delegate at NATO for two Panel: Leveraging Technology in Military Mental Health and Cognitive Neuroenhancement: Techniques and Technology. Author in the last four years of more than 100 scientific publications and books like "Emerging Trends in Computational Psychometrics," (forthcoming) "Modeling Emotions at the Edge of Chaos," "Computing Paradigms for Mental Health," "The Psychology of Social Networking," and "Virtual Reality: Technologies, Medical Applications and Challenges." In September 2012, Cipresso was awarded with the Canada Research Chair in Clinical Cyberpsychology New Investigator Award, sponsored by the Université du Québec, Outaouais, Canada and in 2015 Intel has awarded his project (NeuroActivity project) in the top 50 projects among 8.000 from 37 Countries in the World.


Abstract
Computational simulation can be used to analyze the behavior dynamics at a macro level; however, the input we give to the models depends on how we define the behavior at a micro level. For example, if we want to study a swarm, then we can observe it as a whole, otherwise we can analyze how each single component of the storm interacts with the other. The idea of complexity science is actually very simple and relies on the observation and manipulation of micro behavior to understand what simple rules bring to a group dynamic. In the case of fire in a building, how does an individual interact with others, and above all, with the crowd? To answer to this question, we need to make some hypotheses about each individual's behavior, but the real problem is that the behavior, as stated, is relational, dynamic and multidimensional. So, practically, two main questions arise:
1. How do we study human behavior as it relates to specific situations that could also be impossible to replicate (such as the case of fire in a building) or experimentally manipulate?
2. How is it possible to measure the parameters that provide us information about the behavior dynamics of one, two or many individuals?
3. How can we include all the possible parameters of a behavior dynamics in a model to be used to forecast collective behavior at the macro (social) level?
Answering each one of these research questions, we can define a clear scenario for modeling behavior dynamics.



 

 

Magic Happens Here Continued: The Naked Truth about Models, Methods and Myths in UI Design

Helmut Windl
Panasonic Automotive Systems Europe GmbH
Germany
 

Brief Bio
Being 22 years in the fields of HCI, Helmut Windl currently works for Panasonic Automotive Europe near Frankfurt where he manages the Advanced Product Planning Group. Before he headed the HMI Design group at Continental Automotive’s Infotainment & Connectivity division. He was responsible for the visual and interaction design of infotainment concepts and products and created user interfaces for multimedia systems of European and US American cars. At Siemens’ Automation & Drives Division he founded and headed the Usability Competence Center and designed award winning PLC programming Software for the industrial automation product family Simatic S7. Helmut Windl is a world-class interaction designer and experienced visual designer for large-scale software applications as well as embedded systems. He has a track record as inventor of more than 20 patents mainly in the field of human computer interaction. He is a practitioner of activity centered design and co-developed the abstract prototyping using canonical components and contributed additions to Usage-Centered Design like Usage-Centered Exploration. Helmut Windl graduated from the University of Applied Sciences Regensburg Germany with a diploma in electrical engineering.


Abstract
Following up Larry Constantine’s keynote at CHIRA 2017 this talk shines a light on User interface design from the eyes of an industry practitioner. Starting from real world examples we explore the etiology of bad design and the magic behind good user experience.
What are the root causes for many interaction problems? What are the common pitfalls and wrong tracks, and can they be avoided?
How to come up with brilliant designs, what are the tools and methods of wizards and where exactly comes the magic in?
In this presentation an award-winning designer and inventor provides insight in his practice of IxD and UxD founded on the structured models of activity-centered design. He reveals the secrets of UI design magic and how to become a 3rd degree wizard.

 



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