Showtime for 2018 Interaction Design Projects

Showtime

IT’s first year master students have worked hard this semester to show off their projects for you. They present different examples of ambient technology for communities. Come and see 8 diverse interaction design projects. We will have 3 hours of demonstrations, talks and poster exposition. We will start at 12 o’clock with poster exposition at the IT department . We will start with 10 minute presentations at 12:30 in the Makerspace.

Presentation Schedule

12:30 MagicMirror -An Interactive Drawing Surface for Public Areas

12:45 Availaboard – Managing Availability using a Tangible Interface

13:00 Navi Navi – Indoor Navigation Guidance

13:15 Reboot your mind with Energize Me!

13:30 Pause

13:45 PlayfulHallway

14:00 Digital Notice Board

14:15 Expressing Sentiment through Ambient Lighting

14:30 Retro Museum – A Tangible Museum Experience

 

Some more information about the projects:

MagicMirror -An Interactive Drawing Surface for Public Areas

We developed Magic Mirror, a reflective surface, for drawing in the public areas in Østfold University College. People can pass kindness or collaborate to develop thoughtful drawings. Magic Mirror allows people to draw with the help of motion technology and also acts as a normal mirror. The motive of our design concept is to make people more social by passing messages through drawings on the mirror.

Availaboard – Managing Availability using a Tangible Interface

There is no uniform method for checking availability for lecturers and staff at Østfold University College. The most commonly used method to interact with colleagues is time-consuming both because of the vast distances between individual offices and the disturbance when receiving unscheduled meetings. There haven’t been implemented an obvious way to see whether someone is available or not. In our research we will install a tangible device that signals availability in an office setting, and see how the occupants accept this artifact. We derived our findings from a field study and two questionnaires. In our findings we found that there was a high acceptance for a tangible device and a uniform method for signaling availability. Further research would look at behaviour change and method effectiveness in this way of sharing availability.

Navi Navi – Indoor Navigation Guidance

When you aren’t familiar with the layout of rooms inside a building it can be difficult finding your destination. We designed a possible solution for finding your way indoors. Using a touch screen interface to find your room and receiving additional guidance using a tangible device while wayfaring towards your destination.

Reboot your mind with Energize Me!

This project tries to motivate students to leave the classroom during breaks. The purpose of the project is to refresh the focus of students, encouraging them to do physical activity, lowering average CO2 level inside the classrooms and to make break times fun and energizing in a social interaction manner. In this study, we propose a prototype which combines the aesthetic properties of an ambient display with game elements, based on a mood changing flower as interactive interface. Moreover, integrating exploring and manipulating interaction types, to increase the level of fun.

As a result, the study shows that combining gamification with an attractive ambient display can motivate students to have a shared experience by interacting with an interaction design artifact, therefore encouraging them to leave the classroom during break times, which is the goal of the project.

PlayfulHallway

People use communal areas like hallways in school without any social interaction, due to purposes such as passing through and going to other destinations. In this project we want to repurpose the hallway by applying a motion-controlled game, such as interactive pong to increase social stimuli in students, faculty members and staff. This game uses Kinect for motion control and a projector for floor projection.

Digital Notice Board

Notice board is an important part of any organization, office or educational institute. In our university we have traditional wooden notice boards that are not convenient for the students to use. This is due to the notice boards being uncategorized and not efficient. To solve these problems, a digital notice board was proposed where the user can view and save the notices.

There is another problem in traditional notice board, that all the notices are in Norwegian Language, so international students face problem of language barrier. In our digital notice board we eliminated this issue by providing dual language option e.g. Norwegian and English. Using this digital notice board, international students can understand the notices properly. This notice board is also helpful for all students because notices are categorized, easy to access, easy to upload and download.

Expressing Sentiment through Ambient Lighting

In a busy office environment, a shared break room or rest area usually serves as a collaborative space for social interaction and knowledge sharing. In this project, we looked at how emotion recognition technology combined with ambient lighting can support mode awareness in an informal shared office space. We examined the degree of user involvement in playful interaction with the device and investigate possibilities for mode sharing with co-workers. We investigated how privacy concerns in relation to facial recognition technology impact the level of user interaction with the device.

Retro Museum – A Tangible Museum Experience

At the IT department at Østfold University College, multiple old computer artifacts such as the Commodore 64 and Macintosh Plus is displayed in glass cabinets. In this paper it is described how a tangible interface was created to invoke interest in these old artifacts. A literature research, a non-interactive field observation at a museum with multiple interactive installations, and a semi-structured interview was conducted as background for this task. Multiple sketches was produced along with a brainstorm session to come up with a set of requirement to able to create a suitable prototype. The prototype consisted of two sketches which main purpose was to create a tangible experience where the user can select between 3D-printed miniatures that resembles the artifacts. A field study in a natural setting along with semi-structured interviews was conducted to evaluate product and to confirm whether it answered the research question of the project or not.

 

Three accepted papers to HCI International

The interaction design group is part of the 20th international conference in human-computer interaction (HCII) this summer with three accepted full papers. All three papers will appear afterwards in Springer Lecture Notes in Computer Science (LNCS).

Harald Holone in cooperation with Trenton Schulz and Jo Herstad from Oslo University wrote a paper about “Privacy at Home: an Inquiry into Sensors and Robots for the Stay at Home Elderly”.

The elderly in the future will use smart house technology, sensors,
and robots to stay at home longer. Privacy at home for these elderly
is important. In this exploratory paper, we examine different
understandings of privacy and use Palen and Dourish’s framework to
look at the negotiation of privacy along boundaries between a human
at home, the robot, and its sensors. We select three dilemmas:
turning sensors on and off, the robot seeing through walls, and
machine learning.  We discuss these dilemmas and also discuss ways
the robot can help make the elderly more aware of privacy issues and
to build trust.


Susanne Stigberg  submitted an invited paper with the title “Music at your Fingertips: Designing Mobile Interaction Interfaces for Runners”.

The paper presents a technique to simplify the making of mobile interaction
interfaces. We often use smartphones while moving, resulting in non-optimal or even unsafe mobile interactions. Better interactions need to be created with locomotion in mind and experienced in context. Consequently interactive behavior of mobile devices cannot be sketched, but must be made to be experienced. Making mobile prototypes is time-consuming and requires programming literacy. It often involves the making of an input artifact; establishing a connection between artifact and mobile phone; and implementing an application on the mobile phone for exploring the interactive behavior. The use of commercial smartphone automation tool eliminates the need for reimplementing available smartphone functionalities, and invites non-programmers into the process of making mobile interaction interfaces. To illustrate the proposed technique I present a case study of a wearable prototype to control music on the mobile phone by tapping one’s fingertips.


Klaudia Carcani in cooperation with Oslo University submitted a paper on “Exploring Technology Use in Dance Performances”.

The objective of the paper is to critically reflect on how research through design (RtD) can be used to gain knowledge of a new design context within HCI. We use the design research triangle presented by Fallman [1] as the framework for analyzing and to reflect upon the RtD process. The design context to which this new knowledge was applied to is within the area of dance and technology. Our design inquiry, therefore, using the term we coined – addhance, seeks to either add a sort of novel experience, or enhance a dance performance. We, thus, taking an RtD approach, explored how the dancers could compose music by moving their bodies. We designed a Kinect based system that captures dancer’s movements and translates them into music. Intending to addhance the choreography, enlighten dancers’ movements and bring a new disrupted workflow of both creating and enjoying a dancing performance.

 

Mobile Ubiquitous Multimedia 2017

Over the last three days I attended the 16th International Conference on Mobile and Ubiquitous Multimedia (MUM17) in Stuttgart, Germany. MUM is a small single-track conference with lots of interesting presentations, posters, demos and art tracks. It is a SIGCHI conference in cooperation with ACM.

 

I really enjoyed the keynote speakers. The opening keynote speaker on Monday was Dr. Shengdong Zhao, Assoc. Professor in Computer Science at National University of Singapore. He talked about the new interaction paradigm and focused on a human-centric design process. He imagines interaction with technology through two devices a head device and a hand device. Similar to my research he believes that accessories for input and output can be used to interact with the central hub (right now the “mobile phone”) to deliberate us from looking down at the technology and focus more on the world around us.

 

Dirk van den Boom,  a German Science-Fiction-author, consultant, journalist and extraordinary professor for political science at the University of Muenster, was the closing keynote speaker on Wednesday and talked about the implications of social media in mainstream knowledge and politics. He explained how technology helped to spread non-facts or fake news and distresses the need for educating how to “think critically” in schools. He believes that we cannot argue with idiots, but we can try to prevent others to become idiots through using sarcasm, making fun of their fake news and theories.

On Tuesday I really enjoyed the presentation from Wolfgang Hochreiter et al. with the title  No Need to Stop – Exploring Smartphone Interaction Paradigms While Cycling. He talked about the same problems I experienced in my research, the “stop-to-interact” paradigm and how to allow interaction in motion. Ashley Colly presented Investigating Drone Motion as Pedestrian Guidance , reminding me at the work from Florian Müller about Jogging over a Distance. The idea is that users have personal navigation drones helping them to find their way in unknown locations. An intriguing idea to have a small hover-able robot that helps me finding my way!

Last but not least I really enjoyed the demos and art tracks Monday evening. My three personal favorites:

 

I presented a poster about the A Critical Review on Participation in Mobile Interaction Design Research on Tuesday morning and won the Best Poster Award. Woohoo!

 

It’s Showtime

 

ITs first year master students have worked hard all semester long and are keen to show off their prototypes for you. They present different examples of innovative interaction design for everyday things. Come and see 10 diverse interaction design projects. We will have 4 hours of demonstrations, talks and poster exposition. We will start at 12 o’clock with poster exposition outside the Rapid Prototyping Lab downstairs. We will start with 10 minute presentations at 12:30.

Presentation Schedule

12:30 FoodOS – Collaborative Eating with Common Artifacts

12:45 Interface for manual registration of deviations from an automated RFID-based waste management system

13:00 ViboBand: A Vibration Based Device for Deaf Dance Moves

13:15 An Interactive Message Board for Students

13:30 INO: A Computer-Assisted Educational System Designed for Children with Autism Spectrum Disorders

13:45 Pause

14:00 World connects – Momento Vase

14:00 Implicit Language Learning using Augmented Reality

14:15 EV Easy – Smart Electric Car Charging Application

14:30 HIOF Indoor Wayfinder

14:45 Border Control

FoodOS – Collaborative Eating with Common Artifacts

In this day and age everything is made easier by adding some technology to it. The project involves the planning of weekly dinners of a share living space and how to optimize it and make it easier to execute. This is made possible with the help of a micro processor and 3d printing to make a whiteboard with common artifacts.

Interface for manual registration of deviations from an automated RFID-based waste management system

The Norwegian municipally of Halden have an interest in solving problems connected to the collection of waste. In the spring of 2017, a bachelor’s project was conducted by students at Østfold University College. The students reviewed various kinds of sensors to automatically register the emptying of waste bins. This was done by using RFID scanners on the waste collection vehicle and tags on the household bins. After the installation of the scanner-andtag system, it became clear that it was a need for a back-up system to handle various problems and unseen circumstances. This paper explains the process of creating a solution, as well as the forming and programming of a digital artifact used in the solution. The artifact lets the waste collectors press buttons to register different statuses; leading to a manual back-up registration system. Implementing this system will result in a more complete overview than what is provided by the existing RFID system.

ViboBand: A Vibration Based Device for Deaf Dance Moves

To develop a device for the training purpose of the body movements using technology for deaf people. As it’s difficult for them to take part in a fast-paced class and require more time and effort from instructor. Not only this, student lose confidence level too. This prototype is designed so that they will simply wear the band and follow the instructions given by the instructor. As the instructions are in the form of vibration which are programmed on lily-pad Arduino. The feedback showed that our device successfully managed to guide deaf person to know when and which hand to move while dancing. Moreover, it gives chance to deaf learners to feel at home in dance class. Additionally, encourage deaf people towards dance activity and to give them chance to socialize more openly in the society.

An Interactive Message Board for Students

This paper presents a design study of an interactive message or display board for helping student sharing their information and helps them in collaboration. As of now, we can see that student share their idea and information through the different medium like different Facebook group and traditional notice board. We propose a specific interactive design prototype for users which can be i) accessible ii) available. To ground our design, we used design thinking as a guideline process. We evaluated the prototype using qualitative analysis of interview data. The findings show that the prototype provides people accessibility of various information at one place and the section help them to access specific information easily. This paper offers three main offerings. Firstly, we identify the user’s difficulty in accessing information or data. Secondly, we proposed a new design to address the problems. Thirdly, we applied design thinking as a design method to solve problems that related to information sharing and collaboration

INO: A Computer-Assisted Educational System Designed for Children with Autism Spectrum Disorders

This paper describes the design and prototyping of an educational computer system aiming to provide an alternative way of developing basic vocabulary and arithmetic skills in children diagnosed with Autism Spectrum Disorders. The system is comprised of a physical control interface, a single-board computer, and a customized software solution forming a unified visual learning system as a whole. By applying gamification techniques, and focusing on creating an expressive and tangible interface, the aim is to support core learning processes while also providing a fun and attention grabbing digital environment for education to take place. The associated software has been preeminently developed for use by children in the age range of 5 to 8 years, though this range could be shifted either up or down by developing additional software. During the design and development, the focus has been on creating a system which has a high grade of portability, while also being compatible with devices such as smartphones, tablets and computers for displaying the GUI of the software. Two different pieces of software have been developed for prototyping purposes: 1) a variant of the classic game “Snake” with added functionality intended to develop vocabulary skills, 2) a memory game intended to strengthen retention and recollection.

World Connects – Momento Vase

Creating a way to trigger memories with smells in dementia patients, where the “momento vase” is in focus so that the user can interact with it. By doing a literature review of that other people had done on the subject we got and overview of where we could start, then by doing a open interview and a fieldtest have we figured out that different kinds of smells is associated with different kinds of memories, and that the dementia patients manages to pick up some different memories form the different types of smells.

Implicit Language Learning using Augmented Reality

This paper presents an augmented reality (AR) tool for implicit foreign language vocabulary training.  By using a participatory design approach we attempt to determine if AR can be used to create frameworks for foreign language training where a larger part of the vocabulary training is moved to the implicit tasks, much in the same way people are learning their first tongue. Based on interviewing students from lower secondary school we have prepared a prototype which we have evaluated.

EV Easy – Smart Electric Car Charging Application

Norway is global forerunner with the highest electric mobility and battery electric vehicle market share. The purpose of this study is to find the actual problem faced by electric vehicle owners during the parking situations. The main goal behind this research is to help them alleviate the problems through the application which can help them find parking space, put a user in a charging que, find real time information about the battery level through mobile phone and other features. There were total 50,875 plug in electric vehicle registered in 2016 which is definitely increasing in years to come with high benefits given from governments. The findings from the online survey determined problems that were addressed in our project. 25% of the participants agreed that there were no free charging space and 30.6 % weren’t able to charge because of the parking space was being occupied with a fully charged electric vehicle. As the battery is the only energy level of the car so, we developed an application with queue system. This allows all the charging port integrated to one system and will be prioritized as first come first service possibility. The paper prototype user testing helped us to achieve the good user interface design and user-friendly experience.

HIOF Indoor Wayfinding

This paper takes a look at indoor wayfinding, the process of navigating from point a to point b inside a house or building. When an individual is not familiar with the interior, a navigation tool may be helpful. Research by Hengshan Li & NIcholas A Giudice concluded that 2D maps were preferable to 3D world representations of buildings, but the study did not include a free movement tool which could make 3d world representations more useful. We created a 2D map and a 3D world representation of the university campus and measured the time test participants used to reach five chosen destinations. Two groups of five participants were used, one group using the 2D map and the other group using the 3D world representation. Participants were given five minutes to get familiar with the navigation tool before they were assigned to find 5 chosen designations. The results from our tests can indicate which navigation model is more useful for indoor wayfinding.

Border Control

In 2014 there were 147 people who lost their lives in Norawy’s traffic. although this seems like a low number, we cannot accept that so many people lose their lives in the traffic every year. Therefore, Statens Vegvesen systematically works with road safety against a vision of 0 killed and 0 hard injured in traffic. Nasjonal transportplan 2014-2023 aims that their in 2024 should be less than 500 killed and severely injured in road traffic. This is an ambitious goal that assumes that all road safety actors contribute targeted efforts. With the sector responsibility for road safety, Statens Vegvesen is a key player in this work.

Visiting FabLab in Moss

This Tuesday Joakim and I visited Verket FabLab in Moss.  Fab labs provide widespread access to modern means for invention. They began as an outreach project from MIT’s Center for Bits and Atoms (CBA), and became into a collaborative and global network. There are five Fablabs in Norway so far. At Verket we met Hanna, the lab manager. She showed us around the premises with several rooms for making. And we got a lot of inspiration for our own Makerspaces. And we should take a list on their inventory list when stocking our new rapid prototyping space.

Verket FabLab in Moss
Verket FabLab in Moss

Hanna introduced us to the FabAcademy, a online course that provides instruction and supervises investigation of the mechanisms, applications, and implications of digital fabrication. Fab Academy is where many new fab lab managers, gurus and teachers get their training in digital fabrication. The concept is not yet accredited  by the Norwegian Kunnskapsdepartementet. It would be interesting for our students (or ourselves ;)) when  the course is legitimate for ECTS credits.

Verket FabLab in Moss
Joakim inspects the light table @Verket FabLab in Moss

 

 

Greetings from MobileHCI in Vienna

This week I visited MobileHCI in Vienna. Its the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services under the umbrella of the ACM Special Interest Group on Computer-Human Interaction (SIGCHI).

Simplifying the Making of Probes, Prototypes and Toolkits in Mobile Interaction Research using Tasker

I presented my work on Simplifying the Making of Probes, Prototypes and Toolkits in Mobile Interaction Research using Tasker. This paper presents a technique to support the making of mobile interaction interfaces for controlling the smartphone. We often use smartphones while moving, resulting in non-optimal or even unsafe interactions. Better mobile interactions need to be created with locomotion in mind and experienced in practice. But making and testing new interaction interfaces is time-consuming. It often involves the making of an input device; establishing a connection between device and smartphone; and implementing an application on the phone for testing interactions with the input device. This paper reports from three ongoing projects on how a commercial available automation tool called Tasker can be used for coupling phone functionalities to new input devices, eliminating the need for implementing a complete phone application, and enabling flexible, reusable, and easy making of interaction interfaces for smartphones.

My favorites from MobileHCI2017
My favorites from MobileHCI2017

MobileHCI is a rather small community and I was happy to meet some familiar faces. At the same time  I got some really nice ideas for future projects.  EMS, electrical muscle stimulation seems to be the next big think. There was a demo on FootStriker – An assistance system for real-time running style correction using EMS by Wiehr et al. It seems to do its job, I just wonder if their proposed optimal running style really is optimal for everyone? I have friends that got injured of too much forefoot running. Tim Duente presented Zap++: A 20-Channel Electrical Muscle Stimulation System for Fine-Grained Wearable Force Feedback and showed how he could control his hand through muscle stimulation, a bit spooky if you ask me. My best price for effort in making goes to Michael Ortega for his EXHI-bit: a Mechanical Structure for Prototyping EXpandable Handheld Interfaces. Really cool to listen to him explain how their design process developed and how they iterated their prototype. I wish there was more of these types of papers. And one big applause for the organizers. Both keynote speakers were women. There are lots of competent women out there, if anyone doubted. Tomorrow I will travel back to Halden with lots of new ideas and plans for the time after my PHD, if there will such a time?

Designing Interactive Systems

This week I visited DIS 2017 in Edinburgh. DIS stands for Designing Interactive Systems and is an annual conference owned by the ACM Special Interest Group on Computer-Human Interaction (SIGCHI). DIS brings together  designers, artists, psychologists, user experience researchers, systems engineers, and many more,  to debate and shape the future of interactive systems design and practice.

Poster presentation at DIS 2017
Poster presentation at DIS 2017

I presented a poster called Mobile Hand Gesture Toolkit: Co-Designing Mobile Interaction Interfaces. This poster presents a mobile hand gesture toolkit enabling the co-design of mobile interaction interfaces for runners. Runners are using smart phones for exercising more than ever before. However previous research has shown that mobile devices are not suitable for interactions in motion. This poster presents a method to probe such interactions for and with runners using a participatory design approach. We demonstrate in a pilot design workshop how participants can tell their mobile interaction story, make their own mobile hand gesture interface, and enact their story using their created artifacts. These artifacts are functional and used in the participants’ everyday workouts. The participants can revise them as an ongoing practice of design-in-use.

Exploring Interactions and Perceptions of Kinetic Wearables
Exploring Interactions and Perceptions of Kinetic Wearables
Touchomatic: Interpersonal Touch Gaming In The Wild
Touchomatic: Interpersonal Touch Gaming In The Wild

Conferences are always a good place to get inspired. For me the most futuristic talk on Monday was Exploring Interactions and Perceptions of Kinetic Wearables hold by Cindy Hsin-Liu Kao, MIT Media Lab. They explored the role of accessory-like kinetic wearables in relation to personal style: What does it mean to wear kinetic accessories and why would one be motivated to do so? They developed Kino, a kinetic accessory system which enables both aesthetic and functional clothing-specific design possibilities. On Tuesday I really enjoyed listening to Joe Marshall about Touchomatic: Interpersonal Touch Gaming In The Wild. In his talk, he describes a long term, in-the-wild study of a two-player arcade game which is controlled by gentle touching between the body parts of two players. It reminded me a lot about the work of Florian ‘Floyd’ Müller on Bodily Games and Exertion Games. Tomorrow I will travel back to Halden with lots of new ideas and plans for the fall 🙂

Probing Privacy in Practice

This week Joakim and Susanne attended the ACHI conference in Venice. Here we presented our project about running and sharing instant video to social media. You can read more about the project in Norwegian from an article at Elektronikknett.

For the project we used a mobile phone strapped to the runner in a neoprene sport belt, that was remotely controlled by a sport glove detecting hand gesture for recording and sharing video. This scenario was inspired by the demand of semi-professional and advanced amateur runners  for new technologies supporting recall and close contact with supporters throughout running events. And of course the interest of social media in live video, as seen by popular applications such as Periscope and Facebook Live.

Susanne presenting at ACHI 2016
Susanne presenting at ACHI 2016
Joakim was a session chair at ACHI
Joakim was a session chair at ACHI


However our goal was not to test a new prototype, rather to investigate how users participating in running events experience such a technology for instant sharing of video especially in regards to their privacy. To be able to explore privacy we designed a technology probe,that should feel as real as possible for the users. We had to make both design choices regarding technology and social context.

The Technology Probe: a mobile phone strapped to the body & adapted sport gloves detecting hand gestures.

We used available technology such as:

– Mobile phones with functionality for instant video sharing to social media
– Lilypad, an Arduino micro controller to develop the gesture sport glove
– A bluetooth module enabled communication between phone and glove.

For the social context we made the following design choices:
– Placement of the phone should support wearability
– Hidden technology increased social acceptance
– Red lights on the glove provide easy accessible feedback
– Hand gestures for meaningful interactions.

We deployed our probe at two running events one in Strömstad, Sweden and one in Wolfen, Germany. You can read more about our work and our findings in the article Probing Privacy in Pratice available from ThinkMind Digital Library. 

Playful Laundry: A Gamified Laundry Booking System

We are happy to announce yet another published student paper: “Playful Laundry: A Gamified Laundry  Booking System”. An Tran Thien and An Lam, two of our master students in applied computer science wrote a paper about their interaction design project, a gamified laundry booking system. The paper was accepted to SiDeR, the Student Interaction Design Research conference. SIDeR 2016 will take place on the 1st and 2nd of April, 2016 and will be held at Malmö University, Sweden. You can find the paper in the conference proceedings afterwards.

Here is what they say about their project:

Presentation Playful LaundryUsing communal laundry rooms , in which all students share a limited number of washing machines is a ubiquitous situation at most dormitories. This poses much troublesome experience for students such as wasting their time since they have to go to the laundry room , check for availability and then wait their turns. Sometimes , some students forget to pick up their clothes and then have them left out by others , which makes their laundry experience uncomfortable. In addition to that , due to the arbitrary routines of doing laundry, the machines are not used with their highest capacity. There are moments when the vast majority of students come and do their laundry at the same time whereas the washing machines are being left unused at other times.

With those aforementioned problems of an example of “The tragedy of the commons” at student dormitories , we have implemented a system to solve them. The system supports observing the status of washing machines and booking available ones. It also sends notifications to students to remind them of their booking and picking up the clothes. Furthermore , usage statistics are provided to students so that they can choose appropriate times to do the laundry, which, in turn, will leverage the washing machines’ capacities. As well as that , we have gamified the application by awarding virtual points to those students who are often punctual for their laundry for the sake of promoting users’ engagement and user experience.

Interested in joining our master program? Read more about the program on our website.

Greetings from Atlanta

Being a master student at HIOF is more than just taking courses and passing exams. Our master students learn to investigate and solve problems in a scientific way and are prepared to be researchers. We encourage our master students to submit successful project work to research conferences.

From our 2014 interaction design class we had so far two out of four projects that got published at a conference. Our master students Nhan, Hai, Hoa and Tai wrote a paper about the ”Interactive Fridge: A Solution for Preventing Domestic Food Waste” and presented their work at the ICOST 2015 in Geneva, Switzerland. ICOST is an international conference on smart homes and health telematics. You can find their paper in the journal on ”Inclusive Smart Cities and e-Health” available from Springer. The second project that got published from last years interaction design class was carried out by Christopher and Natalia. They explored tangible music collaboration and designed a tangible music player inspired by the marble answering machine. They presented were paper at the 2015 International Conference on Collaboration Technologies and Systems in Atlanta, Georgia, USA. You will find their work at IEEE XPLORE soon.

Here is what Christopher says about his trip to Atlanta:

Being someone who barely travels abroad, it was a daunting prospect when we were given the opportunity to publish and present a paper in the US. Yet going there, to the 2015 CTS Conference, has been one of the most memorable experiences i’ve had.

As stated by the conference organizers,the paper presentation part was the main event, even though it was just a small part of the schedule. Experiencing the locations, the people and the food, both on my own and with the excursions hosted by the conference organizers, are what really made this trip worthwhile.

Also, with CTS being an international conference, it is a lot of fun to meet people that have come from all over the world, and seeing them present their work. It wasn’t too bad presenting our work either, it was actually quite fun (in retrospective)!

I cannot speak for other conferences (though i assume they also provide great experiences), attending the CTS conference was amazing. It is something that i would highly recommend to anyone given the opportunity. Though if you are traveling to somewhere as far away as the US, definitely check the quality of the airline before going! SAS was great, and you definitely want that for such a long flight!

I do want to attend CTS again some day. It is the sort of thing you get addicted to!

Cheers Christopher!