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Showing posts with label family relatedness. Show all posts
Showing posts with label family relatedness. Show all posts

Performance Apron & Talking Bottle (Chai et al., 2017)



Performance Apron and Talking Bottle are two designed for a joint cooking experience over distance. The Talking Bottle is connected to internet and works as a information display. The Performance Apron is its remote control. The artifacts allows families in different locations to have communication (exchanging messages) during the cooking process. The Talking Bottle has different layers of light that indicate whether a voice message is recording, recorded or received. To send, to play a message or to inform the remote partner about the local situation, users operate the buttons on the apron.


Reference: M.Z. Chai, A. Soro, P. Roe & M. Brereton. 2017. In CHI EA 2017 Conference Extended Abstracts on Human Factors in Computing Systems.

The Picture Box (Lenz et al. 2016)


The Picture Box is designed for iconic communication between children and career parents. They first made nine sketches on a card which will become the "vocabulary" in their communication. The child has this card in the Picture Box at home and the parent has a picture copy in their smart phone. When the child can push the button on the box to send a signal of missing to the parent. The parent enters an iconic message on her/his smart phone with their iconic vocabulary.




Reference: Eva Lenz, Marc Hassenzahl, Wasili Adamow, Patrick Beedgen, Kirstin Kohler, Thies Schneider. 2016. Four Stories About Feeling Close Over A Distance. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. 494-499.
https://vimeo.com/148892864

Family Portrait (Lenz et al 2016)



Family Portrait is designed for family members living in different residences. The system contains a display and a photo camera device that are installed in each member's residence. The members' photos are arranged on the display (the portrait) like a collection of their "selfies". One can change her/his own photos with the camera device any time she/he wants. The new photos will be uploaded and synchronized in every member's Family Portrait.


Reference: Reference: Eva Lenz, Marc Hassenzahl, Wasili Adamow, Patrick Beedgen, Kirstin Kohler, Thies Schneider. 2016. Four Stories About Feeling Close Over A Distance. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. 494-499.

InTouch (Massung et al 2015)


InTouch system containing a handheld device, a peddle, and a docking station is a reading system designed for long-distance parent-children storytelling. In its current version of prototype, when the peddle is placed on the docking station, the docking station projects the story of the child's choice on to the wall and transmits the parent's (reader's) voice in real time. Users can also hold the peddle in hand. The peddle will transmit users' haptic clues to the remote device so that, for example, they share their emotional arousal by squeezing the peddle in a tense scene.




Reference: Elaine Massung, Sarah Dickins, James Torbett, James Holmes, Kirsten Cater, Victoria Bates. 2015. InTouch Tactile Tales: Haptic Feedback and Long-Distance Storytelling. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. 1289-1294.

Le Fil (Toutain & Le Huérou, 2015)



Le Fil allows communication partners to create a virtual "chatting room." Users can have multiple activities in the room, such as text messaging, drawing and sharing photos and videos. The conversations as well as the shared material stay always available in this chatting room and any user in this room has the access to edit these material. The room is perminant and users can enter and leave this room or use the material any time they want. The room can also be "decorated" by its users so that the room become "theirs."


Reference: F. Toutain & E. Le Huérou, 2015. A case-study in all-web rich interpersonal communication services. In Proceedings of AWeS '15 the 1st Workshop on All-Web Real-Time Systems.

KIZUNA (Nawahdah et al 2013)


"For the people who are difficult to have a meal together with their families or close partners because of the time-zone difference or the life-rhythm difference, KIZUNA design is proposed that provides time-shifted co-dining experience. The design includes the dining-speed synchrony by means of dining status recognition and comparison between in the video and on the table. Experimental study was conducted and found that the design improved communication and increased social presence."

Reference: Nawahdah M., Inoue T. 2013 Virtually Dining Together in Time-Shifted Environment: KIZUNA Design. In CSCW '13.
http://inolab.slis.tsukuba.ac.jp/research/team/KIZUNA.php?lang=en

hub (Heyer et al 2013)

Hub is designed for family members to share personal activities in their joint dwelling environment with each other in a more "cosy" way. The hub is connected to the members' Facebook, Instagram and/or Twitter accounts and it shows only the family members' activities on those social media. Users can also set up filter so that some activities will not be presented on the hub.

Reference: Clint Heyer, Irina Shklovski, Nanna Jensen. 2013. Making a Home for Social Media. In Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing (UbiComp '13). 717-720.

Family Circles (by Schatorjé et al. 2013)





Family Circles, is a flexible and portable voice messagin solution that enables people to record messages and leave them at any desirable place in the home. Multiple, portable messaging tokens are able to store and play a single voice message and communicate secondary information utilising various properties of the light that is integrated in the tokens. Tokens containing a message that is already properly received, can be collected and stored together at a docking station.
The light in the tokens can vary in colour and brightness. The colour of the light can be altered at the docking station, in order to communicate meta-information about the sender. When someone encounters a messaging token, the stored message can be played by pushing down on the top of the token.

Reference: Schatorjé R., Markopoulos, P., Intra-Family Messaging with Family Circles. 2013. In Neustaedter et al. (eds.) Connecting Families. Springer-Verlag 2013
http://www.ruudschatorje.nl/portfolio_project_fc.html

Telematic Dinner Party (Barden et al 2012)

 

The Telematic Dinner Party is a serious prototypes, installations and exploration to create experience of joint dinner. All prototypes are based on teleconferencing technology.

Reference:
Telematic Dinner Party: Designing for Tegetherness through Play and Performance. 2012 Barden P. et al. In DIS '12.
http://www.pabadesigns.com/2012/research/telematic-dinner-party-tdp/

Senseμ (by Rodrigues et al 2012)


Senseμ (Sense Me) is a system requiring munimum input from the child, yet supporting meaningful inferences about the child's educational performance and social wellbeing. It attempts to infer three indicators of educational performance and social wellbeing: physical activity, verbal activity and social activity. It also enables children to self-report affective information using a predefined set of icons and emotion labels. A web application allows the teacher to review all indicators and annotate them. Communication between the teacher and the parent is two-directional with the goal of motivating sustaining communication over the long run. Having children’ privacy in mind, Senseμ is designed to support inferences from minimal awareness cues, it attempts to obfuscate sensitive information, and does not record conversations or store precise data.

Reference: Rodrigues, J., Gouveia, R., Lyra, O., Karapanos, E. 2012 Sense me: Supporting awareness in parent-child relationships through mobile sensing. In DIS'12.

4 Photos (by O'Hara et al. 2012)



4 Photos is a table device for sharing personal stories with each other. The device is designed for a dinner scenario. When the host invites her/his guests for dinner, she/he also invites them to join a Facebook group. The system then collects the group members' photos, which are already shared on their Facebook in the past. During the meal the photos are displayed and rotates in a proper rate on and around the device. One may be interested in one photo displaying in front of her/him. She/he can reach out her/his hand to the device and ask the device to display the photo on all its four sides. This opens the topic about the story and memory of this picture in the dinner conversation.


Resource: Keton O'Hara, John Helmes, Abigail Sellen, Richard Harper, Martijn ten Bhömer, and Elise van den Hoven. 2013. Food for Talk: Phototalk in the context of Sharing a Meal. Human-Computer Interaction.

Food Media | Food Teleportation (Wei et al 2011)

"The Food Teleportation system enables users to share their emotions and feelings by designing, and teleporting different food messages globally through the proposed network. Furthermore, the communication architecture is designed as an interoperable platform to attach any system which uses food as the medium by designing standardized protocol. The food messages can either be designed layer by layer to convey a story to the recipient or the properties of designed food message like taste, facilitate recipients to experience the meaning by consuming it. Thus this research may further fertilize several domains such as digital storytelling, communication, as well as social networking."


Reference: Jun Wei, Roshan Lalintha Peiris, Jeffrey Tzu Kwan Valino Koh et al. (2011) Food Media: exploring interactive entertainment over telepresent dinner
26:1--26:8. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology.
http://137.132.145.178/page/food-media

StoryVisit (by Raffle et al 2011)



"StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading children’s story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book."


Reference:
Hayes Raffle et al. Hello, is Grandma there? Let's Read! StoryVisit: Family Video Chat and Connected E-Books. CHI 2011.
http://www.hayesraffle.com/categories/interaction-design/feed

CoDine (Wei et al 2011)

 
CoDine is an interaction concept with some prototyped parts to explore the experience of dining together over distance. In its concept," [u]sing the CoDine system, they can interact through the tangible dinnerware, together with the edible food [...] CoDine system allows one table surface to reflect and respond to the dining activity at a distant location, supporting video conferencing, gesture interaction, food derving, fabric display sharing, and food gifting to facilitate the natural and affective communication between two connected house-holds."

Reference: Wei, J. et al. 2011 CoDine: An Interactive Multi-sensory System for Remote Dining. In UbiComp'11

CU-Later (Tsujita et al 2010)



"CU-Later is a system which allows synchronizing activities across time zones by displaying recorded video of a remote activity after a time shift. As one example of its use, the system connects two remote dining tables and lets users see and hear each other having dinner despite actually having done so at different times. We discuss the design of this system and a preliminary field test of time-shifted video."

Reference:
Hitomi Tsujita, Svetlana Yarosh, Gregory D. Abowd, CU-Later: A Communication System Considering Time Difference, In Proceedings of the 12th ACM international Conference Adjunct Papers on Ubiquitous Computing (Ubicomp2010), pp.435–436, Copenhagen, Denmark, September 26 – 29, 2010.
http://tsujita.org/projects/cu-later/

Family Story Play (by Nokia Research Center 2010)








"Family Story Play is a system that supports grandparents to read books together with their grandchildren over the Internet. The Story Play project is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children."


Reference:
http://research.nokia.com/page/9341
Raffle, H. et al. 2010 Family Story Play: Reading with Young Children (and Elmo) Over a Distance. In CHI 2010

Family Window / Honey (by Neustaedter 2010)



The basical function of Family Window and Honey is a always-on video connection. The installation contains webcams and displays. Other functions in thier programmed software are added in the autobiographical design process. These expanded functions are handwritten messages, time shift recording, activity timeline etc.



Reference: Neustaedter, C. Judge, T. K. Sengers, P. 2015. Autobiographical Design in the Home. In Judge, T. K. & Neustaedter, C. eds. Studying and Designing Technology for Domestic Life.
Judge, T. K., Neustaedter, C., Kurtz, A. F. 2010. The Family Window: The Design and Evaluation of a Domestic Media Space. In CHI 2010.
http://www.cios.org/EJCPUBLIC/023/1/023122.HTML
http://scitechconnect.elsevier.com/video-chat-hci/

Net Pot (Foley-Fisher et al., 2010)



Net Pot allows people to dine (a hot pot) together over distance. The pot is divided into two parts, like the Chinese traditional "Yuan Yang Guo." One half is used for cooking. The other half is a white plate. The tableware are captured by a camera and projected onto the white plate of the remote pot. This allows users to get awareness information from their remote dining partners and to enjoy their hot pot together.


Reference: Foley-Fisher, Z., Tsao, V., Wang, J., & Fels, S. 2010. NetPot: Easy meal enjoyment for distant diners. In H.S. Yang et al. (eds.) ICEC 2010, LNCS 6243, pp. 446-448, 2010.

ShoddyPop (by Lindley et al, 2009)

ShoddyPop is an email server that is rather unreliable. Ease of sending is preserved, and senders can be sure that their message will be delivered, but the delivery time is subject to variation. This means that recipients and senders cannot rely on the time of delivery to drive the tempo of a response, allowing the recipient to take their time before replying, or even to craft their reply over a number of days.

Source: Lindley, S. E., Harper, R., and Sellen, A. 2009. Desiring to be in touch in a changing communications landscape. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (CHI’09). ACM Press, 1693–1702.

PersonCards (by Lindley et al, 2009)


PersonCards allows for lightweight information such as picture messages to be sent to a frame and displayed within another’s home. Content can be sent to a PersonCard from any channel (e.g., SMS, MMS, Twitter). Recipients can then scribble on the screen, so as to send back handwritten messages. The device could even incorporate a small camera, so that pictures could be taken and delivered instantly to the sender without the need to incorporate other technologies.

Source: Lindley, S. E., Harper, R., and Sellen, A. 2009. Desiring to be in touch in a changing communications landscape. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (CHI’09). ACM Press, 1693–1702.
 
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