Program

We will visit the "Cité de l'espace" (https://en.cite-espace.com/), the aerospace museum in Toulouse. The visit will include a joint lunch, a guided tour in English and access to IMAX and planetarium.

"Cité de l'espace"
Av. Jean Gonord, 31500 Toulouse
at 12:00 PM

Amphitheater Bellonte (building B)

Amphitheater Bellonte (building B)

Conveying the Abstract with the Physical: Primary Metaphors for Tangible Interaction

More is up, important is big, honest is straight – so-called primary metaphors are mini mental models of how the world works. They connect the abstract (for example quantity, importance, moral behavior) with the physical-concrete (up-down, big-small, straight-crooked). Using primary metaphors, we can design human-technology interaction that is simultaneously innovative, inclusive, and intuitive. This keynote talk introduces the concept of primary metaphors based on image schemas, demonstrates their potentials for tangible interaction, and identifies questions for further research.

Amphitheater Bellonte (building B)

Session 1 : Design principles
Chair: Ellen Do

11h-11h30
Wo Meijer
Destructive Feedback

11h30-12h
Diego Casado-Mansilla, Filipe Quintal, Mary Barreto and Augusto Esteves
Thinking about Eco-feedback and Smart Plugs via a Survey and Thematic Analysis

12h-12h30
S. Sandra Bae, Danielle
Szafirand Ellen DoExploring the Benefits and Challenges of Data Physicalization

Hall Breguet (building B)

C003 (building C)

Zacharie Guillaume, Théo Richalet, Marc Teyssier, Sylvain Pauchet, Jérémie Garcia and Benoit Roman
Developing inflatable devices from planar fabric is a new versatile fabrication process that allows the development of complex geometric shapes with a beneficial mass to robustness ratio. However, designing and fabricating with this matter is complex, and the existing design primitives for shape change can constrain designers’ creativity. We present a pipeline that allows users and designers to explore and compose with various shape-change primitives. To this extent, we rely on digital simulation combined with a simple digital fabrication tool. This pipeline allows to explore and visualize deformation and develop new application cases for shape-changing interfaces. We propose a workshop around manipulating these tools to foster discussion between designers and researchers around the future of shape-changing interface fabrication.

C004 (building C)

Sebastian S. Feger, Christopher Katins, Philippe Palanque and Thomas Kosch
Lowering pilot workload is a crucial challenge in general aviation (GA). GA refers to that branch of aviation characterized by non-professional and non-commercial pilot operations. Today’s digital technology support in these flight operations is mostly limited to consumer tablets and navigation apps. Researchers and practitioners envision increased pilot support in the near future through mixed-reality applications and additional machine-supported systems. Controlling, filtering, and manipulating this wealth of new digital data introduced in the GA cockpit will require new tangible input and output techniques and devices. While this is especially true in the often shaky cockpits of small GA aircraft, we see opportunities for the design of tangibles used in other branches of aviation and even in autonomous and drone operations. To this end, we want to bring together researchers and practitioners concerned with the design of future aviation cockpits and work on a strategy to develop dedicated scientific outlets for HCI and tangible interaction research in (general) aviation.

C005 (building C)

Leonardo Angelini, Nadine Couture, Mira El Kamali, Quentin Meteier, and Elena Mugellini
The goal of this workshop is to discuss the potential benefits and the open challenges of giving a physical form to Artificial Intelligence (AI), towards the definition of tangible, or graspable AI. In the workshop we will focus on the use-case of a convolutional Neural Network for image analysis and we will carry out a hands-on paper prototyping activity to imagine tangible interactive AI-powered systems where critical parameters of the Neural Network are physicalized. Such systems have the potential to lower the barrier for AI education and for making AI systems more trustable and explainable.

Amphitheater Bellonte (building B)

Beyond the Wireframe: tools to design, analyse and prototype physical devices

For many years interaction design was driven by the abstractions of WIMP (windows, icons, menus, pointer). The details differ on desktop applications, web pages or smart-phones and the ‘pointer’ has evolved from mice to trackpad and touch-based interactions, however, for many digital applications, the central aspects are unchanged. What is different is that the screens we encounter, as Weiser predicted, are everywhere: embedded in physical appliances such as showers and toasters and situated in office walls and building facades. Furthermore, we are often engaging with digital applications that have no obvious screen or where the screen if present is only a small part of the interaction; these include voice assistants, semi-autonomous vehicles, and smart cities.
Even where the dominant interaction is focused on a screen, the nature of the interactive experience is fundamentally affected both by the places where we interact and by the physical activities we are doing: using a smartphone while sitting in an armchair and watching television, is very different from thumbing a quick message whilst walking down a busy city road on a rainy night.
In this talk I will describe several design techniques and prototype tools that seek to address the physicality of digital interactions including the physical nature of the device itself and the physical context in which it is placed. This will include ‘soft’ formal methods to describe physical aspects of devices, ways to use video to model physical prototypes during early design and tools to encourage designers to keep the context of use in mind even when working on largely screen-based interactions.
The talk will draw on some long-standing work, parts of the recently published book ‘TouchIT: Understanding Design in a Physical-Digital World’ (co-authored with Steve Gill, Devina Ramduny-Ellis, and Jo Hare) and the InContext project (in collaboration with Miriam Sturdee and Anna Carter). The latter arose from the realisation that despite the vast number of design tools available, nearly all focus entirely on the screen and wireframes. We are asking “what is the Next Generation of UX design tool?” – perhaps you would like to join this conversation.

C006 (building C)

Cordula Baur, Carolin Wienrich and Jörn Hurtienne
In an iterative design process, we created Image Schema Instantiations, an inspirational tool, to make image schema theory easily accessible for designers of data physicalisations, with the aim to foster creativity and intuitive mappings of abstract data to physical properties. The workshop provides Image Schema Instantiations as inspirational tool for a data physicalisation design session. It enables participants to gather experience in designing data physicalisations and to compare design sessions with and without Image Schema Instantiations. A structured reflection and feedback session helps to evaluate the impact of the Image Schema Instantiations. Aim of this workshop is to provide researchers the opportunity to utilize the Image Schema Instantiations directly in the design process and reflect on the usefulness of the tool.

F003 (building F)

Barbro Scholz, Michaela Honauer, Kristi Kuusk, Paula Veske and Seçil Ugur Yavuz
This workshop proposal aims at provoking novel ways for full body interaction with interactive soft materials. Building on learnings from previous experiences on playful interaction with soft materials as a starting point, we focus on experimenting with full body interactions. We apply embodied design methods from soma design and material-led interaction design research. Together with the participants, we want to investigate the role of material characteristics in the interplay with body, movement and technology. We expect that the provided methods will foster novel full body material explorations which will be presented and documented at the end of the workshop. We aim to extend the group of researchers being aware of the role of material characteristics in playful interactions of soft materials.

Hall Breguet (building B)

C006 (building C)

Cordula Baur, Carolin Wienrich and Jörn Hurtienne
In an iterative design process, we created Image Schema Instantiations, an inspirational tool, to make image schema theory easily accessible for designers of data physicalisations, with the aim to foster creativity and intuitive mappings of abstract data to physical properties. The workshop provides Image Schema Instantiations as inspirational tool for a data physicalisation design session. It enables participants to gather experience in designing data physicalisations and to compare design sessions with and without Image Schema Instantiations. A structured reflection and feedback session helps to evaluate the impact of the Image Schema Instantiations. Aim of this workshop is to provide researchers the opportunity to utilize the Image Schema Instantiations directly in the design process and reflect on the usefulness of the tool.

F003 (building F)

Barbro Scholz, Michaela Honauer, Kristi Kuusk, Paula Veske and Seçil Ugur Yavuz
This workshop proposal aims at provoking novel ways for full body interaction with interactive soft materials. Building on learnings from previous experiences on playful interaction with soft materials as a starting point, we focus on experimenting with full body interactions. We apply embodied design methods from soma design and material-led interaction design research. Together with the participants, we want to investigate the role of material characteristics in the interplay with body, movement and technology. We expect that the provided methods will foster novel full body material explorations which will be presented and documented at the end of the workshop. We aim to extend the group of researchers being aware of the role of material characteristics in playful interactions of soft materials.

Brasserie GRAND CAFE OPERA
1 Place du Capitole
31000 TOULOUSE
T/ 05.61.21.37.03
at 8pm

Amphitheater Bellonte (building B)

Towards Intelligent Tangible Interfaces
Rapid advances in artificial intelligence have led to a wide variety of intelligent systems, but too little consideration of their impact on the people who use them. Researchers from HCI and AI are working together on a new research area, "human-centered AI", which challenges tradtional research paradigms and shifts the focus from better AI algorithms to better interaction with users. In this talk, I will discuss how we can design ''human-computer partnerships’' that take optimal advantage of both human skills and of system capabilities, and how to design and create such systems. I will then discuss how this approach can be applied to the design of intelligent tangible systems.

Amphitheater Bellonte (building B)

Session 2 : Design theories, methods & tools
Session chair: Valérie Maquil

10h30-11h
Stéphanie Rey, Anke Brock, Brygg Ullmer and Nadine Couture
A heuristic design grid for past and future uses of Token+Constraint systems

11h-11h30
Vincent Ferrari, Valentin Braud, Laurent Bovet and Nadine Couture
Tangible Interaction and Embodied Cognition challenged by remote control issues

11h30-12h
Ahmet Börütecene
Wizard of Oz with Strong Magnets: Exploring Haptic Interactions with Non-Humanoid AI Agents

Amphitheater Bellonte (building B)


Anne Roudaut
Professor of Human-Computer Interaction and head of the Bristol Interaction Group in the Computer Science Department at the University of Bristol, UK
https://anneroudaut.fr


Martin Hachet
Senior researcher (DR2) at Inria Bordeaux. Member of LaBRI
Team leader of Potioc (Inria, CNRS, Univ. Bordeaux
https://people.bordeaux.inria.fr/hachet/


Aurélien Tabard
Associate Professor at Université Lyon 1. Membre of LIRIS, Université Lyon 1 & CNRS
https://www.tabard.fr

Hall Breguet (building B)

C005 (building C)

Jeremy Laviole, Quentin Gobert
The creation of tangible interfaces can have multiple means: using electronics, computer vision or with electromagnetic sensing. In this workshop we propose to create tangible interfaces and interactive experiences using simple color detection that can be easily integrated onto objects or for the creation of dedicated interactors. The goal of this workshop is to permit the emergence of new tangible interfaces, with a highlight on projection-based augmented reality.

Drone flight hall (building Z)

Jérémie Garcia, Nicolas Viot, Dong Bach Vo, Sylvain Pauchet
The goal of the Dronible workshop is to design and prototype interaction to fly and operate drones using tangible objects. This hands-on workshop will start with a video brainstorming for rapid and physical exploration of potential interaction. The workshop will continue with a digital prototyping phase with small-sized drones, motion sensors and haptic actuators. Finally, a presentation session will allow all participants to show off their prototypes and reflect on future Human-Drone Interaction perspectives.

Amphitheater Bellonte (building B)

Soma Design – intertwining aesthetics, movement and emotion in design work
We are at a watershed moment: 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 body- and movement-tracking apps. I will discuss how we approach this challenge through Soma Design — a process that allows designers to examine and improve on connections between sensation, feeling, emotion, subjective understanding and values — and their relationships to technology. I will argue that by engaging in a soma design process we can better probe which designs lead to: deepened somatic awareness; social awareness of others in the environment and how they are affected by the human-technology assemblage; enactments of bodily freedoms rather than limitations; making norms explicit; engage with a pluralist feminist position on who we are designing for; aesthetic experience and expression; and, ultimately an aesthetic and ethical position on how to design for being human.

Drone flight hall (building Z)

Jérémie Garcia, Nicolas Viot, Dong Bach Vo, Sylvain Pauchet
The goal of the Dronible workshop is to design and prototype interaction to fly and operate drones using tangible objects. This hands-on workshop will start with a video brainstorming for rapid and physical exploration of potential interaction. The workshop will continue with a digital prototyping phase with small-sized drones, motion sensors and haptic actuators. Finally, a presentation session will allow all participants to show off their prototypes and reflect on future Human-Drone Interaction perspectives.

Amphitheater Bellonte (building B)

Session 3 : Tangible systems
Session chair: Augusto Esteves

14h-14h30
Maudeline Marlier, Sébastien Mahler, Nicolas Renoir, Martin Hachet and Arnaud Prouzeau
Tangible interactions in control centres for railway traffic management

14h30-15h (visio)
Daniel Echeverri
Tangible Narrative: The Intersection of Performance, Interactivity, and Narrative—A Design Case

Amphitheater Bellonte (building B)

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