Session:「The Things of the Internet of Things」

GeoCoin: Supporting Ideation and Collaborative Design with Smart Contracts

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173737

論文アブストラクト: Design and HCI researchers are increasingly working with complex digital infrastructures, such as cryptocurrencies, distributed ledgers and smart contracts. These technologies will have a profound impact on digital systems and their audiences. However, given their emergent nature and technical complexity, involving non-specialists in the design of applications that employ these technologies is challenging. In this paper, we discuss these challenges and present GeoCoin, a location-based platform for embodied learning and speculative ideating with smart contracts. In collaborative workshops with GeoCoin, participants engaged with location-based smart contracts, using the platform to explore digital 'debit' and 'credit' zones in the city. These exercises led to the design of diverse distributed-ledger applications, for time-limited financial unions, participatory budgeting, and humanitarian aid. These results contribute to the HCI community by demonstrating how an experiential prototype can support understanding of the complexities behind new digital infrastructures and facilitate participant engagement in ideation and design processes.

日本語のまとめ:

デジタルインフラストラクチャの学習のためにロケーションベースのスマートコントラクトを用いた学習プラットフォーム(GeoCoin)を利用.GeoCoinを用いたワークショップを開催し,参加者を分析.

Design Vocabulary for Human--IoT Systems Communication

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173848

論文アブストラクト: Digital devices and intelligent systems are becoming popular and ubiquitous all around us. However, they seldom provide sufficient feed-forwards and feedbacks to reassure users as to their current status and indicate what actions they are about to perform. In this study, we selected and analyzed nine concept videos on future IoT products/systems. Through systematic analysis of the interactions and communications of users with the machines and systems demonstrated in the films, we extracted 38 design vocabulary items and clustered them into 12 groups: Active, Request, Trigger functions, Approve, Reject, Notify, Recommend, Guide, Show problems, Express emotions, Exchange info, and Socialize. This framework can not only inspire designers to create self-explanatory intelligence, but also support developers to provide a language structure at different levels of the periphery of human attention. Through the enhancement of situated awareness, human IoT system interaction can become more seamless and graceful.

日本語のまとめ:

IoT製品・システムに関するコンセプトビデオを分析.ビデオからシステムとのインタラクションやコミュニケーションを体系的に分析し,38のデザイン語句を抽出.

The Ambient Birdhouse: An IoT Device to Discover Birds and Engage with Nature

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173971

論文アブストラクト: We introduce the Ambient Birdhouse, a novel IoT design for the home that seeks to encourage awareness and discovery of birds outside. People increasingly have routines and technologies that disconnect them from nature. Moreover birds are hard to come to know, seen but not heard, heard but not seen, or simply around when we are not. The Ambient Birdhouse aims to reconcile these positions, by using local bird media to leverage people's playfulness and curiosity, calmly sustain interest over time and ultimately to garner interest and engagement in nature and conservation projects. We trialled the Ambient Birdhouse with five families. Key findings are that the playful nature of the Birdhouse has an immediate grasp on children, and through them on the rest of the family. Children were prompt to learn bird calls, and invented and played games that involved the Birdhouse. Learning strategies emerged spontaneously from family routines and arrangements, with each family creating different moments and spaces for learning.

日本語のまとめ:

バードハウス型のIoTデバイスAmbient Birdhouseの運用に関する報告.地元に生息している鳥について学ぶことで,最終的には自然や保全プロジェクトへユーザの関心を向けるさせることを目指した.

The Ethnobot: Gathering Ethnographies in the Age of IoT

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174178

論文アブストラクト: Computational systems and objects are becoming increasingly closely integrated with our daily activities. Ubiquitous and pervasive computing first identified the emerging challenges of studying technology used on-the-move and in widely varied contexts. With IoT, previously sporadic experiences are interconnected across time and space in numerous and complex ways. This increasing complexity has multiplied the challenges facing those who study human experience to inform design. This paper describes the results of a study that used a chatbot or 'Ethnobot' to gather ethnographic data, and considers the opportunities and challenges in collecting this data in the absence of a human ethnographer. This study involved 13 participants gathering information about their experiences at the Royal Highland Show. We demonstrate the effectiveness of the Ethnobot in this setting, discuss the benefits and drawbacks of chatbots as a tool for ethnographic data collection, and conclude with recommendations for the design of chatbots for this purpose.

日本語のまとめ:

民族誌情報を収集するツールとしてのチャットボットの利点・欠点,設計について検証.結果として,ボットはユーザの状態にセンシティブでかつユーザ側の発言を促すような設計であるべきことが分かった.