Demo Session
- Ideogramic: Flexibility and Formality in
Collaborative Diagramming
- Anne Vinter Ratzer, Klaus Marius Hansen
- PDA's, Barcodes and Video-films for Continuous
Learning at an Intensive Care Unit
- Eva Brandt, Erling Björgvinsson, Per-Anders Hillgren, Viktor
Bergqvist, Marcus Emilson
- Ozlab - a Simple Demonstration Tool for Prototyping
Interactivity
- John Sören Pettersson, Joe Siponen
Aesthetic Artefacts Session
NordiCHI 2002 introduces "aesthetic artefacts" as a new submission category for experiments into how artistic expression and praxis affect perspectives on interfaces, contexts and design.
The computer interface has developed from merely supporting work into a broader cultural interface competing with and even replacing the book, the gallery wall, the cinema screen, etc. Traditional functionalism fails in relation to many new applications. At the same time, traditional application areas may benefit from the inspiration from how digital forms are articulated in artistic expression. Accordingly, digital arts challenge the way we understand the computer, and the relation between form and contents at the interface.
- SpringFlow - A Digital Spring-Sign
- Charlotte Axelsson, Eva Eriksson, Daniel Lindros, Marie Mattsson
- BeatCatch: Visual and Tactile Rhythm Box
- Linus Rydberg and Johan Sandsjö
- The Iron Horse - a sound ride
- Hanna Landin, Sus Lundgren and Johannes Prison
ABSTRACTS
Ideogramic: Flexibility and Formality in
Collaborative Diagramming
Anne Vinter Ratzer, Ideogramic ApS
Klaus Marius Hansen, Centre for Pervasive Computing,
University of Aarhus
Modelling is central to doing and learning object-oriented
development. We present a new
tool, Ideogramic UML, for gesture-based collaborative
object-oriented modelling, which is
particularly effective on pen-based input and output devices
such as electronic whiteboards.
Furthermore we show how the interaction principles of this
tool generalize to other application
domains.
PDA's, Barcodes and Video-films for Continuous
Learning at an Intensive Care Unit
Eva Brandt, Space &Virtuality Studio, The
Interactive Institute
Erling Björgvinsson, Space &Virtuality Studio, The Interactive
Institute
Per-Anders Hillgren, Space &Virtuality Studio, The
Interactive Institute
Viktor Bergqvist, Blekinge Institute of Technology
Marcus Emilson, Blekinge Institute of Technology
This describes a prototype made to support and augment
continuous learning
for the employees at an Intensive Care Unit. The prototype is made from
off-the-shelf products. The prototype is a mobile interface consisting
of a Personal Digital Assistant (PDA) and a barcode reader. On the PDA
are a number of short video-films produced by the employees (especially
the nurses) at the Intensive Care Unit. The content of the video-films
vary from instructions about medical equipment to films about handling
of sores, reflections on "best practices" etc.
Barcodes distributed
in the Intensive Care environment give access to the
video-films. A running
prototype will be demonstrated and the conference participants will be
able to try the prototype themselves. Furthermore a short
video-film will
give examples of nurses producing video-films, discussing the
video-films,
and using the PDA prototype.
Ozlab - a Simple Demonstration Tool for Prototyping
Interactivity
John Sören Pettersson, Information Systems,
Karlstad University
Joe Siponen, Information Systems, Karlstad University
A system for testing interaction design without the need for
programming
is described. This technique has the advantage of paper
prototying allowing
for rapid prototyping. In the same time it makes a prototype look real
why it is possible to test the prototype as if it were a
functioning piece
of software.
SpringFlow - A Digital Spring-Sign
Charlotte Axelsson, IT-University, Gothenburg
Eva Eriksson, IT-University, Gothenburg
Daniel Lindros, IT-University, Gothenburg
Marie Mattsson, IT-University, Gothenburg
We present SpringFlow, a digital Spring-sign, which, from February to
May, changes its characteristics to indicate how far gone
spring is. With
the aid of our Spring-sign, you navigate through time just
like you would
with a calendar. Its construction resembles a hollow ball,
while the appearance
of it depends on the user’s interactions. By tilting it, changes
in sound, light, heat and cold will be produced. Based upon prior work
in ubiquitous computing, SpringFlow incorporates old
techniques to create
something new. This paper describes the components,
interaction, implementation,
conceptual approach, but most of all the aesthetics.
BeatCatch: Visual and Tactile Rhythm Box
Linus Rydberg, IT-University of Göteborg
Johan Sandsjö, IT-University of Göteborg
BeatCatch is a high-level input device for creating and
exploring rhythms.
The focus of this work is on the expression and aesthetics of
the interaction
design, the level of control of the output perceived by the
user and the
width of the user group, stretching from novices to professionals. The
BeatCatch prototype is made as an interactive metronome,
which gives audile,
visual and tactile feedback.
The Iron Horse - a sound ride
Hanna Landin, HCI/Interaction Design, IT University of
Göteborg,
Chalmers/Göteborg University
Sus Lundgren, HCI/Interaction Design, IT University of Göteborg,
Chalmers/Göteborg University
Johannes Prison, HCI/Interaction Design, IT University of
Göteborg,
Chalmers/Göteborg University
The Iron Horse combines modern technology with childhood
dreams. It’s
a bike – but its sounds like a horse. By biking at
different speeds,
one can get it to walk, trot or gallop. Sometimes it snorts,
and it greets
its owner and other iron horses with a neigh.
In the project, we explored how to transfer the auditive expressions of
horses into the art of cycling using computational
technology, to stretch
the boundaries of cycling, riding and interaction design, respectively.
The technology should be an inspiration for the
cyclist’s fantasy;
turning the playground into a jumping track, the way to school into a
race, and the cycle path into a piece of the prairie.
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