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Experts translate the latest findings on embodied cognition from neuroscience, psychology, and cognitive science to inform teaching and learning pedagogy.
Embodied cognition represents a radical shift in conceptualizing cognitive processes, in which cognition develops through mind-body environmental interaction. If this supposition is correct, then...
Recent decades have revealed that the digital educational technology that is expected to revolutionise schooling for generations to come, is fraught with challenges. One major challenge is that educational systems vastly vary between cultures and countries. The differences start from the conceptualisation of education and school. It is, therefore,...
Recent decades have revealed that the digital educational technology that is expected to revolutionise schooling for generations to come, is fraught with challenges. One major challenge is that educational systems vastly vary between cultures and countries. The differences start from the conceptualisation of education and school. It is, therefore,...
In this paper, we explore issues of embodied control that relate to current and future technologies in which body movements function as an instrument of control. Instead of just seeing ourselves in control, it is time to consider how these technologies actually control our moving bodies and transform our lived spaces. By shifting the focus from dev...
Human–technology choreographies denote a multifaceted approach to the human life in technologized environments. This second thematic issue within the topic area promotes a shift in focus from what can be done with technology to the inherently expressive processes of how humans move while interacting with technology.
In interaction design and related disciplines, the focus of research tends toward technological objects rather than the movements relating to interacting with the objects. Even when movements are considered, the emphasis is placed on their instrumental value, that is, how movements have direct effect on the functions of technology. However, the emp...
In the design of educational applications, expertise in several fields is needed: pedagogy, technology and interaction design, among others. Since the aim of an educational application is to promote learning, there should be a clear hierarchy in the perspectives: pedagogical objectives should be the primary perspective, while others play merely an...
Bodily movements have traditionally had mostly instrumental value in interaction design. However, movements can also be given a central role in understanding behaviour and in designing technology for humans. This workshop is aiming at taking a fresh, movement-oriented look at the design and evaluation of technology in a wide variety of contexts.
A central challenge in the design of non-speech sounds is to understand the relating conceptualisation process. In the current paper, we propose the use of metaphor theories as a framework to understand what sound design is fundamentally all about. In the proposed framework, we handle metaphors as conceptual entities, which are the basic constituen...
From an educational point of view, the only relevant basis for the design of an educational application is the learning objectives of the content area. In the development process of an educational application, there are also other people involved besides educational experts. This paper describes a project which primarily aims at developing an appli...
Patient education (PE) has a crucial role in the function of a healthcare organisation. For the care process of a patient, it is essential to get the right information at the right moment and in the right form. This paper analyses PE as the primary mode of interaction between a patient and a healthcare organisation. The approach is illustrated with...
Homes are essential contexts in which to understand how technologies are used and experienced. At the same time they hold substantial challenges for conducting research, exploring novel designs, and building understanding. In this paper we review approaches to studying the home, including recent innovations and issues that should guide further meth...
Today, many public services are available online through Web sites. The accessibility of the sites, also to people with disabilities, is important because the accessibility concerns equality of citizens, a cornerstone of democracy. In the current study we carried out a meta-analysis of 17 studies concerning the accessibility of the Web sites of pub...
Patient education and counselling are essential constituents of interaction between a patient and a healthcare organisation. This study explores patient education and counselling practices, focusing on the opportunities of modern technology in the development of interaction with patients. With the help of a qualitative study we illustrate nurses' c...
The development of interactive technology is often based on the assumption of need to reduce the physical action and cognitive load of the user. However, recent conceptualizations, supported by research in various fields of science, emphasize human physical action in cognitive processes and knowledge formation. In fact, physical and closely related...
The design of technical product is often focused in the development of that particular artefact. However, when we introduce new technology we don’t simply replace old technology with new, but change many things in the whole context of use. With the help of familiar examples from our everyday life we illustrate how far-reaching tiny-looking technolo...
Advancement in technology provides opportunities to user as well as challenges for application development organization. User interfaces which were design for specific device tend to be developed for various devices. Users are busy people, when they move among different context would like to move application with them. The current trend of users de...
Interactive technology for education has formed into a relatively independent domain of research and development. Interactive technology is often seen as a context independent tool. However, we argue that education in different contexts may have so different and incommensurable aims that no single technology can be announced as good or bad per se i...
Methodological support for the design of non-speech user interface sounds for human–computer interaction is still fairly scarce. To meet this challenge, this paper presents a sound design case which, as a practical design solution for a wrist-computer physical training application, outlines a prosody-based method for designing non-speech user inter...
The design of alarm sounds is a subtle yet important challenge. Our conceptions and stereotypes of what alarm sounds sound like are usually quite entrenched, which may be limiting the acceptance of new alarm sounds into the domain of traditional ones. This paper presents the design approaches undertaken for the case of redesigning a set of alarm an...
The large scale deployment of mobile applications inevitably impacts upon our culture as a whole and affects more intimately our daily lives. Not all of these effects are desirable. In a market economy, ethical issues are not the most important drivers in the development of technology. In this article, we ask whether the mobile human-computer inter...
Various phenomena in human life are related to different kinds of rhythms. Not only are our bodily functions based on rhythms, but also much of the interaction with our environment is related to them. In this study, we explore breathing regulation and how it could be supported with an interactive application. The application is based on the concept...
The large scale deployment of mobile applications inevitably impacts upon our culture as a whole and affects more intimately our daily lives. Not all of these effects are desirable. In a market economy, ethical issues are not the most important drivers in the development of technology. In this chapter, the authors ask whether the mobile human-compu...
This study examines three design bases for speed regulation messages by testing their ability to function across modalities.
Two of the design bases utilise a method originally intended for sound design and the third uses a method meant for tactile
feedback. According to the experimental results, all designs communicate the intended meanings simila...
Technical issues currently dominate public and academic discussion of the information society. There appears to be abundant optimism about the application of new technology in the construction of an information society for citizens. Individualism, formalised in the notion of postmodernism, promotes the idea of an individual-centric information soci...
The most usable user-interface is not necessarily the most popular. For example, the extent to which an interaction is based
on graphics can depend highly on convention rather than usability. This study compares contemporary flight search applications
in order to investigate whether a more extensive use of graphics can enhance usability. Two user-i...
The traditional framework in human-computer studies is based on a simple input-output model of interaction. In many cases,
however, splitting interaction into input and output is not necessarily appropriate. Gestures work as a good example of a
modality which is difficult or inappropriate to be conceptualised within the traditional input-output par...
The large scale deployment of mobile applications inevitably affects our daily lives and the whole culture. Not all of these effects are desirable. In a market economy, ethical issues are not the foremost drivers in the development of technology. In this paper, we ask whether the mobile human-computer interaction community could take an active role...
The Cartesian dichotomy of human mind and body has largely ruled the development of western thought. One effect of that Cartesian legacy is the tendency to conceive interaction between a user and smart device as being composed of different inputs and outputs. In many cases, this is a practical and highly appropriate approach to design interactive t...
The creative processes of interaction design operate in terms we generally use for conceptualising human-computer interaction (HCI). Therefore the prevailing design paradigm provides a framework that essentially affects and guides the design process. We argue that the current mainstream design paradigm for multimodal user-interfaces takes human sen...
Audio and haptics as interaction modalities share properties, which make them highly appropriate to be handled within a single
conceptual framework. This paper outlines such framework, gaining ingredients from the literature concerning cross-modal integration
and embodied cognition. The resulting framework is bound up with a concept of physical emb...
Interaction design for new technological environments relies on the tradition of human-computer interaction (HCI). With roots in the 1980s, HCI design paradigms often reflect the setting in which the user is an office worker in front of a desktop computer. As computational power can now be embedded in almost any type of product, the desktop setting...
This book constitutes the refereed proceedings of the Third International Workshop on Haptic and Audio Interaction Design, HAID 2008 held in Jyväskylä, Finland, in September 2008.
The 13 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on visual impairment, ap...
Designing effective non-speech audio elements for a user-interface is a challenging task due to the complex nature of sounds
and the changing contexts of non-visual interfaces. In this paper we present a design method, which is intended to take into
account the complexity of audio design as well as the existing audio environment and the functional...
In the field of auditory display there is currently a lack of theoretical support for the design of non-speech sounds as elements
of a user interface. Sound design methods are often based on ad hoc choices or the personal preferences of the designer. A
method is proposed in this paper based on a semiotic approach to the design of non-speech sounds....
At present most sound design methods for non-speech sounds in auditory interfaces are based on empirical knowledge, often resulting in sounds derived from random selection or the personal preferences of the designer. A more theoretical design background is required which will create a framework that can be integrated with a practical approach to cr...
At present most sound design methods for non-speech sounds in auditory interfaces are based on empirical knowledge, often resulting in sounds derived from random selection or the personal preferences of the designer. A more theoretical design background is required which will create a framework that can be integrated with a practical approach to cr...
Learnability is a key factor in the out-of-box (OOBE) experience. This paper is a conceptual analysis of learnability in the context of OOBE. We first analyse the concept of learnability in terms of different views of learning. Then we discuss how metaphors could be utilised as a way of making learnable products which provide a positive OOBE. We al...
The forecast advent of ubiquitous computing promises to bring about a radical shift in our way of interacting with computing systems. It is expected that people will interact continuously with computation, in an ever-increasing range of forms, situations and locations. Current user-centred design methodology is severely stretched when applied to th...
Metaphors are a key part of human conceptualisation processes. Conceptualising contemporary information and communication technology is no exception. The way we communicate with and with the help of modern technology can be understood and conceptualised as a matter of metaphor. Within the context of interaction design, however, the term metaphor ha...
The concept of metaphor has been used in UI design in a loose manner. There is a need to conceptually separate it from related
concepts to restore the power it used to have in rhetoric. It is also important to understand the life cycle of metaphor,
how it changes over time in the conceptualisation process. This is especially topical in ubiquitous c...
This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing...
The concept of metaphor is often used in user-interface design in a loose manner. Everything that resembles something else is called a metaphor. Especially in the context of graphical user-interfaces the use of the con-cept of the metaphor is merely for imitating real world entities rather than making creative parallels between two objects, as in i...
User-interface is much more than just a sum of its parts. Therefore, the primary task of a user-interface designer is not to design a set of presentation elements but to design meaningful wholes. The focus of the current paper is in the analysis of the relationships among presentation elements. The underlying objective is to support the design of h...
The tendency in user interface design is to support interaction
styles that resemble our interaction with our natural environment. In
practice, this has resulted in adaptive, multimodal user interfaces.
Concerning output, designers are challenged to create interfaces with
multimodal output elements in which single messages from a designer to a
user...
The requirements for alarm sounds for safety critical contexts are many, some of which may be conflicting. This study concerns the design of alarm sounds for a hospital environment, in particular operating room conditions. We describe the process of capturing sound design ideas in a form that could be utilised in practical sound design. The process...
The design of alarm or warning sounds appears to be far from a trivial challenge. Even if the basic principles of creating an alarm-ing quality for a sound have been widely accepted and applied, there seems to be a constant need for knowledge about what a "good" alarm should sound like. In this paper, we analyse the challenge of alarm sound de-sign...
Learnability is generally seen as a key factor of usability. This paper discusses learnability in terms of different learning theories. The appropriateness of different theories when striving towards high learnability is highly dependent on the specific context. One case, the learnability of a portable music player, is analysed and discussed in det...
In the construction of sound objects into an application, the designer's skills to communicate through sounds is the cornerstone of the activity. In such an expertise, the knowledge about the human way of interpreting different properties of sounds is essential. This paper is a description of two experiments, in which the semantics of tempo change,...
Yhteenveto: Käsitteistö luo näkökulman käyttöliittymäanalyysiin. Diss. -- Jyväskylän yliopisto, 1999.