Studios



Six unique Studios at TEI 2019 will provide new and enriching perspectives on the field of tangible, embedded, and embodied interaction by combining the hands-on with the academic.

Schedule

All Studios are one-day and will take place on Sunday, March 17, 2019.

8.00 ~ 9.00: Registration and studio setup

9.00 ~ 17.00/18.00: Studios (Your studio might have slightly different start / end times, in which case the studio coordinators will inform you.)

REGISTRATION

If you have any questions about the program, please email to Studio Chairs.

OVERVIEW

S1: Critical Materiality: Creating Toolkits and Methods for Engaging Materiality in HCI

Organized by Joanna Berzowska, Aisling Kelliher, Daniela Rosner, Matt Ratto, Suzanne N Kite

Further information: https://criticalmateriality.com

S2: Be the Meeple: New Perspectives on Traditional Board Games

Organized by Dorothé Smit, Bernhard Maurer, Martin Murer, Jens Reinhardt, Katrin Wolf

Further information: https://hci.sbg.ac.at/sites/be-the-meeple/

S3: Designing Hybrid Ways to Disseminate Interaction Design Research

Organized by Jeroen Peeters, Rosa van der Veen

S4: Designing Interactive Olfactory Experience in Real Context and Applications

Organized by Mei-Kei Lai, Yan Yan Cao

Further information: www.interactive-olfaction.com

S5: Composing Ecosystemically in Responsive Environments with Gestural Media, Objects and Textures

Organized by Brandon Michael Mechtley, Todd Ingalls, Lauren Hayes, Byron Lahey, Jessica Rajko, Seth Dominicus Thorn, Robert LiKamWa, Julian Stein, Garrett Johnson, Oswaldo Emiddio Vasquez, Connor Rawls, Peter Weisman, Assegid Kidane, Xin Wei Sha

S6: Exploring Theatre of the Oppressed Techniques to Create Digital Content

Organized by Leslie L Smith, Robert LiKamWa



DESCRIPTIONS

S1: Critical Materiality: Creating Toolkits and Methods for Engaging Materiality in HCI

Organized by Joanna Berzowska, Aisling Kelliher, Daniela Rosner, Matt Ratto, Suzanne N Kite

The miniaturization of electronic technologies, as well as advances in organic and material science, have contributed to the development of composite, smart, and computational materials that create promising narratives for the future of ubiquitous computing. The goal of this one-day studio is to develop tools to acquire a deeper conceptual and critical understanding of materiality in HCI. The studio will draw on strategies from a broad range of sources including critical making, speculative design, experiential prototyping, and indigenous ontologies, in order to map out key questions and concerns. The studio will give the participants the opportunity to discuss the concept of Critical Materiality as a framework for developing tangible, embedded, and embodied interfaces, by brainstorming narratives around the past lives, current uses, and the future imaginaries of materials. Participants will co-develop a shared vocabulary and theoretical framework for Critical Materiality as a strategy to be deployed in conceiving and implementing HCI artifacts and experiences. The studio will culminate in the design and production of a deck of cards that propose keywords, questions, concerns, and opportunities for Hybrid Materials within this Critical Materiality framework. The deck of cards will be made available during the conference and distributed online.

Studio website: https://criticalmateriality.com


S2: Be the Meeple: New Perspectives on Traditional Board Games

Organized by Dorothé Smit, Bernhard Maurer, Martin Murer, Jens Reinhardt, Katrin Wolf

Games are a great objective for research on tangible and embodied interaction as they not only have a long tradition in both the analogue and the digital game domain; they also perfectly represent the tangible and the embodiment through the nature of game play. In this Studio, we will go beyond the analogue characteristics of board games, not just by adding a visual digital layer, but by examining new game play mechanics for board games through digital technology. We will do this by introducing a new role in board games as an immersed 'character' in the game. For this, we use a very specific technology (virtual reality live streaming from a miniature perspective) as a new lens on (existing) board games. Through experimentation with and exploration of existing board games through this new lens, we will conceptualize and prototype game play mechanics for this new notion of game participation.

Studio website: https://hci.sbg.ac.at/sites/be-the-meeple/


S3: Designing Hybrid Ways to Disseminate Interaction Design Research

Organized by Jeroen Peeters, Rosa van der Veen

This studio will constructively explore hybrid publication formats for the dissemination of interaction design research in an academic context. We start from the premise that there is a gap between the richness of the artefacts created in interaction design research and the formal publication formats that exist today. Interactive artefacts and the experiences they elicit in use, possess a richness that is difficult to communicate in text and images alone. Through exploratory prototyping, we will explore this gap: what are key elements of artefact based research, that might benefit from alternative media, and how might we design such media to become useful supplements to existing dissemination formats? By bringing together a diverse group of participants from the TEI community to explore this topic, we aim at bringing forth a discussion on how we might stretch the boundaries of academic publication of interaction design research.


S4: Designing Interactive Olfactory Experience in Real Context and Applications

Organized by Mei-Kei Lai, Yan Yan Cao

Olfactory experience has become a popular topic in TEI community as its novelty in inviting new type of storytelling and new dimension of medium in embodied interaction. This studio focuses on the experiential approach of designing interactive olfactory experience in real world contexts. We will show two case studies on how to adapt contextual inquiry into designing olfactory interactions. We will also demo prototypes and introduce a set of basic digital tools for creating olfactory interactions. Based on the tools and demo, the participants will work in groups to design olfactory experience for their proposed contexts and applications. The aim of the studio is to establish a community in discussion of a new perspective in designing and evaluating interactive olfactory experience in real contexts and applications.

Studio website: www.interactive-olfaction.com


S5: Composing Ecosystemically in Responsive Environments with Gestural Media, Objects and Textures

Organized by Brandon Michael Mechtley, Todd Ingalls, Lauren Hayes, Byron Lahey, Jessica Rajko, Seth Dominicus Thorn, Robert LiKamWa, Julian Stein, Garrett Johnson, Oswaldo Emiddio Vasquez, Connor Rawls, Peter Weisman, Assegid Kidane, Xin Wei Sha

In this workshop, participants will try their hand at a variety of tangible, embodied, and embedded sensing and feedback technologies including vibrotactile instruments, expressive mechatronics, gesturally modulated fields of light, sound, mist, and realtime steerable immersive atmospheres. Working through hands-on experience by theme, participants will be introduced to compositional and experimental methodologies. In the second half of the workshop, participants will compose together some simple "ecosystems" using the Synthesis Center's hardware-software media choreography architecture (sc), in the iStage experimental theater-scale blackbox space.


S6: Exploring Theatre of the Oppressed Techniques to Create Digital Content

Organized by Leslie L Smith, Robert LiKamWa

Augusto Boal's Theatre of the Oppressed (TO) practice adapts Paulo Freire's theories into social justice and community-building activities built on theatrical practice. Boal's work has been adapted to reach other disciplines such as education, mental health and other forms of artistic expression. His practice of Image Theater mines the existing social knowledge of the participants to create a collaborative narrative that is both specific and representative of the oppressive social concerns of participants. Little work has been done to consider these practices in relation to emerging technological storytelling media. In a learn-in-practice model, participants will be asked to take part in traditional TO practices and to create a living AR experience based on their experience of social media as an oppressor. They will achieve this by using their minds, voices and bodies to unlock their collective knowledge and adapt the story of what is discovered into an AR experience.