DIS Experience Night

Monday, 6 June 2016, 5 – 8pm
The Cube, P Block, Levels 4 and 5, Gardens Point Campus, QUT

The DIS 2016 Experience Night provides dedicated time to allow you to visit and experience the demos, posters, and design works on display surrounding The Cube.

Demos Chairs

Lian Loke, University of Sydney
Markus Rittenbruch, Queensland University of Technology

demos [AT] dis2016.org

Design Works Exhibition Chairs

Jennifer Seevinck, Queensland University of Technology
Gavin Sade, Queensland University of Technology

exhibition [AT] dis2016.org

Provocations and Works-in-Progress Chairs

Margot Brereton, Queensland University of Technology
Elise van den Hoven, University of Technology Sydney, Eindhoven University of Technology

provocations [AT] dis2016.org

Demos

P413 and P413a

Drawn To Customisation: The Machine As Artist

James Novak, Queensland College of Art, Griffith University, Australia

“Machine as artist” conjures images of the future, yet this demonstration shows how a common 3D printer can be hacked to draw abstract portraits, seeing the world through a webcam.

Linking data to action: Designing for amateur energy management

Hanna Hasselqvist, Cristian Bogdan, Filip Kis, Media Technology and Interaction Design, KTH Royal Institute of Technology, Stockholm, Sweden

We present a housing cooperative energy app aiming at supporting reduction of collective energy use by highlighting energy actions and their impact and sharing this information between cooperatives.

Sensing History: Contextualizing Artifacts with Sensory Interactions and Narrative Design

Jean Ho Chu, Georgia Institute of Technology, United States; Daniel Harley, Ryerson University, Canada; Jamie Kwan, Ryerson University, Canada; Melanie McBride, York University, Canada; Ali Mazalek, Ryerson University, Canada

We provide sensory prototypes and a narrative design strategy that aims to contextualize cultural heritage artifacts using historical, sensory, and embodied information that might otherwise be unavailable.

Skintillates: Designing and Creating Epidermal Interactions

Joanne Lo, Jung Lin Lee, Nathan Wong, David Bui, Eric Paulos, University of California, Berkeley, United States

Skintillates is a wearable technology that mimics tattoos.  We demonstrate that by fabricating electrical traces and thin electronics on temporary tattoo paper, a wide array of displays and sensors can be created.

LiveObjects: Leveraging Theatricality for an Expressive Internet of Things

Cesar Torres, Jasper O’Leary, Eric Paulos, University of California, Berkeley, United States

Experience LiveObjects, a series of IoT data objects that utilize theatricality, or the perception of an object having presence, to provoke new interactions between objects, viewers, and space.

Motion Echo Snowboard: Enhancing Body Movement Perception in Sport via Visually Augmented Feedback

Hyung Kun Park, Woohun Lee, KAIST, South Korea

Motion Echo Snowboard is an interactive snowboard concept, which provides visually augmented feedback for body movements during snowboarding. The proposed system augments the user experience with a real-time visual display of performer weight distribution on the upper side of the snowboard.

If Words Could Dance: Moving from Body to Data through Kinesthetic Evaluation

Shannon Cuykendall, Ethan Soutar-Rau, Thecla Schiphorst, Steve DiPaola, Simon Fraser University, Canada

We explore the relationship between kinesthetic experiences, words, and sensor data through the design of an interactive system POEME (Portrayal of Ephemeral Movement Experiences), that generates poetry from movement data.

B4 – Brisbane Backyard Bird Box: Confectioning People to the Environment

Mangalam Sankupellay, Connor McLaughlin, Jessica Davis, Jonas Schulz, Sean Magin, Margot Brereton, Paul Roe, Queensland University of Technology, Australia

B4 – Brisbane Backyard Bird Box is a situated, social, and gamified web based application with a dedicated recording box aimed to help develop connections between people and the environment.

Candle Shadow Display for Ambient Communication Delivery

Tuomas Lappalainen, Ashley Colley, University of Lapland, Finland; Jenine Beekhuyzen, Deakin University, Australia; Jonna Häkkilä, University of Lapland, Finland

We present an ambient information display created with a live candle. Dynamic shadows are cast by a natural candle flame, based on emoticons received in text messages.

Co-designing Encounters with Digital Cultural Heritage

Gabriela Avram, Laura Maye, University of Limerick, Ireland

Through co-design with cultural heritage professionals, the meSch project has developed a platform for connecting digital content with tangible artefacts. Our experience is shared via a co-design resource collection at mesch-project.eu/co-design

FeltRadio: Sensing and making sense of wireless traffic

Erik Grönvall, Jonas Fritsch, Anna Vallgårda, IT University of Copenhagen, Denmark

FeltRadio turns radio signals into visual and tactile stimuli as a form of sensorial augmentation. We will demonstrate FeltRadio and our explorations of it.

Moody: Haptic Sensations to Enhance Mood in Film Music

Antonella Mazzoni, Nick Bryan-Kinns, Queen Mary, University of London, UK

Haptics in media currently focuses on enhancing physical events. We aim instead at designing expressive haptic sensations to amplify the mood music in film. Moody is the wearable prototype we implemented to explore this approach.

FusePrint: A DIY 2.5D Printing Technique Embracing Everyday Artifacts

Kening Zhu, City University of Hong Kong, China; Alexandru Dancu, Chalmers University of Technology, Sweden; Shengdong Zhao, National University of Singapore

FusePrint is a Stereolithography-based fabrication technique that allows mixing everyday artifacts with photo-reactive resin during the printing process, facilitating the creation of 2.5D products that fit the existing objects.

DiscoverySpace: Suggesting Actions in Complex Software

Ailie Fraser, University of California, San Diego, United States

We present DiscoverySpace, an interface for Photoshop that suggests task-level action macros to apply to photographs. Action suggestions can help novice users maintain confidence and accomplish tasks in complex software.

PeerPresents: A Web-Based System for In-Class Peer Feedback during Student Presentations

Amy Shannon, Carnegie Mellon University, United States; J. Hassler Thurston, University of Rochester, United States; Natalie Diehl, University of Michigan, United States; Jessica Hammer, Carnegie Mellon University, United States; Steven Dow, UC San Diego, United States

This demo presents a novel system for in-class peer review called PeerPresents where students can quickly exchange feedback on projects in real-time.

Design Works

P506 and P506a

assimilate – la jetty

Media: Custom software on Touch table
Who: Damian Hills
When: Experience night only

The assimilate project is a collaborative system that allows participants to visually construct narratives in a 3D virtual space. Participants engage with a multi-user digital space and a reactive interface that overlays a visual collaborative environment. The interface triggers physical responsive feedback that supports gestural action and the recognition of meaning or intention associated with narrative exchange. The aim is that of a holistic system architecture, or one that enables active engagement in the emergence of meaningful collaborative narrative. This design contains a set of features that enable and support conversation, collaboration and narrative construction. The narratives are styled into generative behaviors that visually self-organise while participants make choices about outcomes and their associated behaviors. The playful interface promotes conversation and role-playing as meaning and connotation are cycled through a continuous process of feedback and narrative sequence selection. The system design is presented with a collaborative exploration of the seminal experimental film, La Jetée by Chris Marker. This is a story about a man with an obsessive memory of his childhood who travels in time during post-nuclear war in Paris. With the collaborative system participants may explore the film’s narratives of memory, time, the discovery of our past and future, and our inevitable connection with the present.

© Damian Hills

Feral Screens: Queering Urban Networked Publics

Media: Assorted screens and electronics, 9v batteries, plastic, cardboard.
Artist: Cally Gatehouse
When: Experience night only

As cities are transformed into networked publics though the installation of digital communication technologies, will they be able to accommodate and support the plurality of needs and desires of the people who live there? This project looks at urban screens through a critical lens by applying queer theory through an autobiographical design process. A metaphor of ‘going feral’ is used to design and build ambiguous prototypes that are then documented in public spaces. The resulting ‘Feral Screens’ are used as a prompt to imagine alternative communication devices and networks.

© Cally Gatehouse

Provocations and Works-in-Progress

P506 and P506a

Illuminating LEGOs with Digital Information to Create Urban Data Observatory and Intervention Simulator
Mohammad Hadhrawi, Kent Larson
Massachusetts Institute of Technology

Lyssna: A design fiction to reframe food waste
Doenja Oogjes, Miguel Bruns, Ron Wakkary
Eindhoven University of Technology, Simon Fraser University

Challenges in Designing Visual Analytics for Environmental Acoustic Monitoring
Tshering Dema, Margot Brereton, Paul Roe, Jinglan Zhang, Michael Towsey
Queensland University of Technology

Handle the Way: Enhancing Web Accessibility for People with Disability
Jinglan Zhang, Peter Purgathofer, Margot Brereton, Geraldine Fitzpatrick, Florian Güldenpfennig
Queensland University of Technology, Vienna University of Technology

A Consumer-Centred Sensory Vocabulary for Open-Food Innovation
Khaled Bachour, Nadia Pantidi, Tom A Rodden
University of Nottingham, University College Cork

ComixTrip: Reading Comic Books with Text Sequenced through Gaze Tracking
Alexis Rochette, Cédric Goossens, Rudi Giot, Christian Frisson
IRISIB Brussels, University of Mons

JogChalking: Capturing and Visualizing Affective Experience for Recreational Runners
Nabil Bin Hannan, Felwah Alqahtani, Derek Reilly
Dalhousie University

Deference and Demeanor: Exploring Interaction Design for Intelligent User Interface
Hang Guo
SAP, Singapore

Designing Multi-user Lighting Interfaces: Four strategies to implement Social Translucence
Thomas van de Werff, Karin Niemantsverdriet, Harm van Essen, Berry Eggen
Eindhoven University of Technology

StoryLamp: Sentimentality is Killing the World
Alyssa DiSalvo, Leila Watson, Zishan Yu, Peter Worthy, Jason Weigel, Stephen Viller, Ben Matthews
The University of Queensland

Indirect Interaction: A Computing Lecture for Five to Seven Year-Olds
William Billingsley, Paul Kwan
University of New England

Material Programming: a New Interaction Design Practice
Anna Vallgårda, Laurens Boer, Vasiliki Tsaknaki, Dag Svanaes
IT University of Copenhagen, KTH Royal Institute of Technology, Norwegian University of Science and Technology

Designing Mediated Nurturing Play with Dogs to Alleviate Workplace Stress
Marianna Cheklin, Florian Mueller, Stefan Greuter
RMIT University

Calls from the Wild: Engaging Citizen Scientist with Animal Sounds
Jessica L. Cappadonna, Margot Brereton, David M. Watson, Paul Roe
Queensland University of Technology, Charles Sturt University

A Feedback System for the Prevention of Forward Head Posture in Sedentary Work Environments
Joohee Kim, Na Hyeon Lee, Byung-Chull Bae, Jun Dong Cho
Sungkyunkwan University, Hongik University

Designing for the Marginalized: A step towards understanding the lives of refugees and asylum seekers
Asam Almohamed, Dhaval Vyas
Queensland University of Technology

Data Affordances and the Dynamics of Constraints in Redesign
William Billingsley
University of New England

Muru in Wonderland: An Immersive Video Tour with Gameful Character Interaction for Children
Sung-A Jang, Kyouseok Baik, Kwang Hee Ko
Korea Culture Technology Institute, Gwangju Institute of Science & Technology

Could the Inherent Nature of the Internet of Things Inhibit Person-to-Person Connection?
Maria Cervantes, Ramya Ramani, Peter Worthy, Jason Weigel, Stephen Viller, Ben Matthews
University of Queensland

The Cube

Levels P4 and P5

The Cube is one of the world’s largest digital interactive learning and display spaces dedicated to providing an inspiring, explorative and participatory experience of QUT’s Science and Engineering research.

The Cube consists of 48 multi-touch screens soaring across two storeys. Housed in QUT’s Science and Engineering Centre, The Cube is your hub for scientific and digital exploration. Collaborating with QUT researchers and drawing on knowledge and data from research areas in Science, Technology, Engineering and Mathematics (STEM), The Cube facilitates opportunities for the public to discover, visualise and contribute to research projects. Environments will be replicated at a real-world scale, allowing the public, as ‘citizen scientists’, to experience real project scenarios and explore big questions of the 21st century.

The Cube inspires and engages the next generation of thinkers and doers with an extensive outreach to schools, including hands-on and interactive workshops and public programs for high school students and QUT undergraduate and postgraduate students.

During DIS 2016, The Cube will showcase some of its most popular applications, including: