Sandra Bae, PhD student and member of the Utility Research Lab and ACME Lab at ATLAS, has been honored with a Best Paper Honorable Mention at VIS 2023 for her research on network physicalizations.
Billed as 鈥渢he premier forum for advances in theory, methods and applications of visualization and visual analytics鈥�, will be held in Melbourne, Australia, from October 22-27, and is sponsored by IEEE. The Best Papers Committee bestows honorable mentions on the top 5% of publications submitted.
The paper introduces a computational design pipeline to 3D print physical representations of networks enabling touch interactivity via capacitive sensing and computational inference.
[video:https://youtu.be/uv0Yu0WUeSQ]
S. Sandra Bae, Takanori Fujiwara, Anders Ynnerman, Ellen Yi-Luen Do, Michael L. Rivera, Danielle Albers Szafir
Abstract
Interaction is critical for data analysis and sensemaking. However, designing interactive physicalizations is challenging as it requires cross-disciplinary knowledge in visualization, fabrication, and electronics. Interactive physicalizations are typically produced in an unstructured manner, resulting in unique solutions for a specific dataset, problem, or interaction that cannot be easily extended or adapted to new scenarios or future physicalizations. To mitigate these challenges, we introduce a computational design pipeline to 3D print network physicalizations with integrated sensing capabilities. Networks are ubiquitous, yet their complex geometry also requires significant engineering considerations to provide intuitive, effective interactions for exploration. Using our pipeline, designers can readily produce network physicalizations supporting selection-the most critical atomic operation for interaction-by touch through capacitive sensing and computational inference. Our computational design pipeline introduces a new design paradigm by concurrently considering the form and interactivity of a physicalization into one cohesive fabrication workflow. We evaluate our approach using (i) computational evaluations, (ii) three usage scenarios focusing on general visualization tasks, and (iii) expert interviews. The design paradigm introduced by our pipeline can lower barriers to physicalization research, creation, and adoption.
Bae describes potential use cases for sensing network physicalizations:
The work continues as Bae plans to pursue more complex designs and richer interactivity including:
Fabricating bigger networks - The biggest network Bae has 3D printed so far is 20 nodes and 40 links, but this is rather small for most network datasets. She will scale this technique to support bigger networks.
Supporting output - Interactive objects receive input (e.g., from touch) and produce output (e.g., light, sound, color change) in a controlled manner. The sensing network currently addresses the first part of the interaction loop by responding to touch inputs, but she next wants to explore how to support output.
Bae showcased this research along with fellow ATLAS community members at the Rocky Mountain RepRap Festival earlier this year. We鈥檙e excited to see where her innovative research leads next.
ATLAS is well-represented at this year鈥檚 conference convening at Carnegie Mellon University in Pittsburgh from July 10-14, 2023. This year鈥檚 theme is resilience.
"Resilience is at once about flexibility, durability, and strength as well as a sense of mutuality and hope where solidaristic modes of engagement make new kinds of worlds possible.
This also recognizes that resilience takes many forms in design discourse, ranging across: indigenous knowledge, more-than-human perspectives, and the relationship between human, material and artificial intelligences."
It is exciting to see members across more than half of ATLAS labs represented in this year鈥檚 proceedings, with broad-reaching research covering microbiomes as materials for interactive design; 3D printing with spent coffee grounds; personal informatics systems; improving cross-disciplinary collaboration among artists and researchers; expressive movement for altering emotions and awareness; and the intersection of crocheting and data. Take a look:
Fiona Bell (ATLAS PhD alum), Michelle Ramsahoye (ATLAS affiliate PhD student), Joshua Coffie (ATLAS MS alum), Julia Tung (ATLAS BS student), and Mirela Alistar (ATLAS Living Matter Lab director, assistant professor)
Our bodies are home to an unseen ecosystem of microbes that live in symbiosis with us. In this work, we extend the 鈥渉uman鈥� in Human-Computer Interaction (HCI) to include these microbes. Specifically, we explore the skin microbiome as an intimate material for interaction design. Viewing the body as a microbial interface, we start by presenting a method to grow our microbiome such that it becomes visible to the human eye. We then present a design space that explores how different environmental parameters, such as temperature and growth media, can be controlled to influence the color of the microbiome. We further investigate how our interactions in a daily uncontrolled environment (e.g., exercising, hugging, typing) can impact the microbiome. We demonstrate several wearable applications that reveal and control the microbiome. Lastly, we address the challenges and opportunities of working with the microbiome as an intimate, living material for interaction design.
Michael L. Rivera (ATLAS Utility Research Lab Director, assistant professor), S. Sandra Bae (ATLAS PhD student)
The widespread adoption of 3D printers exacerbates existing environmental challenges as these machines increase energy consumption, waste output, and the use of plastics. Material choice for 3D printing is tightly connected to these challenges, and as such researchers and designers are exploring sustainable alternatives. Building on these efforts, this work explores using spent coffee grounds as a sustainable material for prototyping with 3D printing. This material, in addition to being compostable and recyclable, can be easily made and printed at home. We describe the material in detail, including the process of making it from readily available ingredients, its material characteristics and its printing parameters. We then explore how it can support sustainable prototyping practices as well as HCI applications. In reflecting on our design process, we discuss challenges and opportunities for the HCI community to support sustainable prototyping and personal fabrication. We conclude with a set of design considerations for others to weigh when exploring sustainable materials for 3D printing and prototyping.
For additional details, see our article on how this and other Utility Research Lab projects won awards at the Rocky Mountain RepRap Festival.
Michael Jeffrey Daniel Hoefer, Stephen Voida, (ATLAS affiliate assistant professor, founding faculty, information science)
A grand challenge for computing is to better understand fundamental human needs and their satisfaction. In this work, we design a personal informatics technology probe that scaffolds reflection on how time-use satisfies Max-Neef's fundamental needs of being, having, doing, and interacting via self-aspects, relationships and organizations, activities, and environments. Through a combination of a think-aloud study (N=10) and a week-long in situ deployment (N=7), participants used the probe to complete self- aspect elicitation and Day Reconstruction Method tasks. Participants then interacted with network visualizations of their daily lives, and discovered insights about their lives. During the study, we collected a dataset of 662 activities annotated with need satisfaction ratings. Despite challenges in operationalizing a theory of need through direct elicitation from individuals, personal informatics systems show potential as a participatory and individually meaningful approach for understanding need satisfaction in everyday life.
Ruhan Yang (ATLAS PhD student), Ellen Yi-Luen Do (ATLAS ACME Lab director, faculty member)
This paper explores the implementation of embedded magnets to enhance paper-based interactions. The integration of magnets in paper-based interactions simplifies the fabrication process, making it more accessible for building soft robotics systems. We discuss various interaction patterns achievable through this approach and highlight their potential applications.
[Workshop]
Laura Devendorf (ATLAS Unstable Design Lab director, assistant professor), Leah Buechley, Noura Howell, Jennifer Jacobs, Hsin-Liu (Cindy) Kao, Martin Murer, Daniela Rosner, Nica Ross, Robert Soden, Jared Tso, Clement Zheng (ATLAS PhD alum)
While cross-disciplinary collaboration has long been, and continues to be a cornerstone of inventive work in interactive design, the infrastructures of academia, as well as barriers to participation imposed by our professional organizations, make collaboration for some groups harder than others. In this workshop, we鈥檒l focus specifically on how artists residencies are addressing (or not) the challenges that artists, craftspeople, and/or independent designers face when collaborating with researchers affiliated with DIS. While focusing on the question 鈥渨hat is mutual benefit鈥�, this workshop seeks to combine the perspectives of artists as well as researchers collaborating with artists (through residencies or otherwise) to (1) reflect on benefits or deficiencies in what we are currently doing and (2) generate resources for our community to effectively structure and evaluate our methods of collaboration with artists. Our hope is to provide recognition of and pathways for equitable inclusion of artists as a first step towards broader infrastructural change.
Refer to the for more details on this research.
[Demo]
Ruojia Sun (ATLAS PhD student), Althea Vail Wallop (ATLAS MS student), Grace Leslie (ATLAS Brain Music Lab director, assistant professor), Ellen Yi-Luen Do (ATLAS ACME Lab director, faculty member)
Movement forms the basis of our thoughts, emotions, and ways of being in the world. Informed by somaesthetics, we design for "taking up space" (e.g. encouraging expansive body movements), which may in turn alter our emotional experience. We demonstrate SoniSpace, an expressive movement interaction experience that uses movement sonification and visualization to encourage users to take up space with their body. We use a first-person design approach to embed qualities of awareness, exploration, and comfort into the sound and visual design to promote authentic and enjoyable movement expression regardless of prior movement experience. Preliminary results from 20 user experiences with the system show that users felt more comfortable with taking up space and with movement in general following the interaction. We discuss our findings about designing for somatically-focused movement interactions and directions for future work.
[Demo]
Mikhaila Friske (ATLAS affiliate PhD student)
This demo focuses around crocheting and data. In addition to a physical workbook for conference goers to peruse and try, there will be a few small set-ups for specific activities and a small craft circle for people to craft within if they so choose.
11 ATLAS community members have contributed to work featured at the 22nd annual to be held on June 19-23, 2023 at Northwestern University in Chicago, Illinois. IDC is the premier international conference for researchers, educators and practitioners to share the latest research findings, innovative methodologies and new technologies in the areas of inclusive child-centered design, learning and interaction. IDC鈥�23 is hosted by the Center for Computer Science and Learning Sciences at Northwestern University.
Coming out of the pandemic, this year鈥檚 theme asks participants to 鈥渞ediscover childhood鈥� to understand what it means to be a child in this and coming decades and what adults can do to provide a sustainable and equitable future for the next generation. Key topics include privacy, ethics, equity, social and emotional wellbeing, sustainability, and healthy human development.
Casey Lee Hunt (ATLAS THING Lab member, PhD student), Kaiwen Sun, Zahra Dhuliawala, Fumi Tsukiyama, Iva Matkovic, Zachary Schwemler (ATLAS MS alumnus), Anastasia Wolf, Zihao Zhang, Allison Druin, Amanda Huynh, Daniel Leithinger (ATLAS THING Lab Director, Computer Science faculty member), Jason Yip
Children鈥檚 online co-design has become prevalent since COVID-19. However, related research focuses on insights gained across several shorter-term projects, rather than longitudinal investigations. To explore longitudinal co-design online, we engaged in participatory design with children (ages 8 - 12) for 20 sessions in two years on a single project: an online collaboration platform with tabletop telepresence robots. We found that (1) the online technology space required children to play a role as technology managers and troubleshooters, (2) the home setting shaped online social dynamics, and (3) providing children the ability to choose their design techniques prevented gridlock from situational uncertainties. We discuss how each finding resulted from interplay between our long-term technology design and online co-design processes. We then present insights about the future of online co-design, a conceptual model for longitudinal co-design online, and describe opportunities for further longitudinal online co-design research to generate new methods, techniques, and theories.
Junnan Yu, Ronni Hayden (PhD student), Ricarose Roque (Assistant Professor, Information Science)
Physical play has often been leveraged to provide children with active and engaging learning experiences. However, coding activities are predominantly sedentary in front of the screen, and the application of physical play in Computer Science education is less explored, e.g., how can we engage in computational thinking (CT) through physical play? In this design-based exploration, we conducted three design activities where young children, college students, and researchers were invited to create physical play projects using the BBC micro:bit and reflect on their experiences. By examining participants鈥� projects and creating processes, we provide empirical evidence that remixing physical play activities with coding can engage learners in various CT concepts and practices, reveal how CT concepts and practices can be represented in physical play, and highlight implications for designing physical play-mediated computational learning experiences. Ultimately, we encourage more learning experiences to incorporate physical play into computing education for children.
Ricarose Roque chairs the session 鈥淐omputational and Data Literacy鈥� in which this paper is included.
[Pictorial]
Ricarose Roque (Assistant Professor, Information Science)
This pictorial presents visuals of families engaging with creative technologies as 鈥渒nowledge-building artifacts鈥� to provoke reflection on the social, material, and emotional context of designed interactions (鈥渢hings that make you think鈥�) as well as provocations to re-value these contexts and promote alternative visions in what and how engagement with computing can look like (鈥渢hings that matter鈥�). The selected images are from a large and ongoing collection of documentation from a family technology program. The images were captured using the Reggio Emilia documentation approach to documentation, which aims to 鈥渕ake learning visible.鈥�
Ricarose Roque is one of three Pictorial Chairs in the conference Organizing Committee.
[Work-in-progress]
Krithik Ranjan (ATLAS ACME Lab member, PhD student), Peter Gyory (ATLAS ACME Lab member, PhD Candidate), Michael L. Rivera (Utility Research Lab Director, Assistant Professor, Human-Computer Interaction and Digital Fabrication), and Ellen Yi-Luen Do (ATLAS ACME Lab Director, Computer Science faculty member)
Computational thinking has been identified as an important skill for children to learn in the 21st century, and many innovative kits and tools have been developed to integrate it into children鈥檚 learning. Yet, most solutions require the use of devices like computers or other expensive hardware, thus being inaccessible to low-income schools and communities. We present Cartoonimator, a low-cost, paper-based computational kit for children to create animations and engage with computational thinking. Cartoonimator requires only paper and a smartphone to use, offering an affordable learning experience. Children can draw the scenes and characters for their animation on the paper, which is printed with computer vision markers. We developed the mobile web app to provide an interface to capture keyframes and compile them into animations. In this paper, we describe the implementation and workflow of Cartoonimator, its deployment with children at a local STEAM event, and a planned evaluation for the kit.
[Work-in-progress]
Cornelius Onimisi Adejoro, Luise Arn, Larissa Schwartz (Master's student), Tom Yeh (Associate Professor, Computer Science)
This paper presents a new approach to engaging children in Nigeria to share their views of AI. This approach is centered on an inclusive writing contest for children in a secondary school in Abuja to write about AI to compete for prizes and share their writings with others. A preliminary analysis of the first 11 articles we received exhibits diverse gender and ethnic representation that conveys cultural values and perspectives distinct from those of the children in Western countries. This finding suggests future work to conduct an in-depth cross-cultural analysis of the articles and to replicate similar writing contests to engage children in other underrepresented countries
The Engineering Education and AI-Augmented Learning Interdisciplinary Research Theme awarded multiple seed grants this spring to help spur research teaming in the college and boost early projects with the high potential for societal impact, including to several ATLAS Institute affiliates.
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