Robb Mitchell

Robb Mitchell
University of Southern Denmark | SDU · Department of Design and Communication

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66
Publications
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323
Citations

Publications

Publications (66)
Conference Paper
Full-text available
Can the likelihood of social interactions between strangers be increased by the spatial intervention of interactive physical structures? This paper describes three room-sized mechanical contraptions which were designed to neccesitate the increased physical awareness of, and induce cooperation between, all people present within a single space. React...
Article
How to generate business is at play in most innovation projects today. Not only Internet-based businesses, but also traditional manufacturing companies with conventional product sales are currently challenged to consider alternative business models: service design, project sales, direct sales, etc. In participatory innovation the core assumption is...
Conference Paper
Full-text available
Positive face-to-face social encounters between strangers can strengthen the sense of community in modern urban environments. However, it is not always easy to initiate friendly encounters due to various inhibiting social norms. We present three inspirational design patterns for reducing inhibitions to interact with unfamiliar others. These abstrac...
Conference Paper
Full-text available
Actualizing positive social encounters remains both a key ends and means in many activities to foster a sense of community. Initiating encounters between strangers typically requires facilitative activities or artefacts, such as icebreakers or tickets-to-talk. However, there is little understanding of which designs are effective and why, and the br...
Conference Paper
Full-text available
Developing systems to spark face-to-face interactions between strangers is a recurring challenge that may benefit from drawing together inspiration from many different creative fields. This paper presents a design fiction that makes accessible over 50 diverse examples of objects and environments that might help foster new social encounters. Unlike...
Conference Paper
Full-text available
When discussing children’s experiences and designing for play, a common dichotomy is to distinguish between playing indoors and playing outdoors. Choices of whether to play inside or outside typically have a big impact on many aspects of play, e.g. autonomy, sociality, visibility, sensory experiences, equipment used, environmental affordances, and...
Conference Paper
Full-text available
This paper introduces the results of our exploration into designing playful physical tools for foreign language learning in classroom settings. Although playful physical tools have been used for centuries in educational settings to support learning, limited research has explored physical tools for language learning. For this reason, we prototyped f...
Chapter
The spread of information and communication technologies (ICTs) in all aspects of our lives increases the range and scale of potential issues with social acceptance. In the HCI community there is a growing interest and recognition of social acceptability issues with emerging technologies and novel interaction paradigms. This workshop builds on the...
Conference Paper
Wearables are integrated into many aspects of our lives, yet, we still need further guidance to develop devices that truly enhance in-person interactions, rather than detract from them by taking people's attention away from the moment and one another. The value of this paper is twofold: first, we present an annotated portfolio of 'social wearables'...
Conference Paper
Social and collaborative benefits are a major motivator for developing tangible and embodied interaction, but if, how, and why such approaches may successfully facilitate collocated encounters between strangers is not well established. We have been conducting an iterative, and participatory design space review of diverse design examples that may he...
Conference Paper
Full-text available
Physical games involving blindfolded players have a timeless appeal and the restricting of perceptual channels can be insightful for players and observers regarding embodied experience. Wireless, mobile and wearable technologies open up further opportunities for designing bodily play experiences through exploiting sensory deprivation. To better und...
Conference Paper
Video is often used to give people sensations or insights into another person’s perspective via providing real-time feeds of first-person viewpoints. Less explored is rapid and dynamic perspective changing that can make it uncertain for users whether or not they are viewing a direct feed, and if they are viewing themselves or another. We present a...
Technical Report
Full-text available
The goal of the HumanFit project is to develop an IoT Lab that supports companies in testing and developing new ideas for public health in Denmark. The IoT Lab is framed by four areas (user, organization, market, technology) and three maturity levels (low, medium, high). To determine the maturity level in each of the areas and how to move towar...
Conference Paper
Full-text available
This workshop will discuss how different multimedia applications and interaction techniques have been employed to support public sociality---from collocated interactions to social awareness and feeling of community. Participants will discuss recent work and join hands-on design activities to envision new ways for potential users to discover and lea...
Conference Paper
Full-text available
Pretend play is vital for fun and learning, but compared with other play types, appears under-explored by technology developers, particularly regarding multiuser toys. Playing with water offers rich full-bodied collaborative experiences, but very little interaction design has sought to exploit children's timeless fascination with water. This paper...
Conference Paper
Full-text available
HCI has a longstanding interest in facilitating impromptu play between both collocated or remotely located unacquainted people. Less explored is fostering play between people in close, but separate locations. We present early results from a project investigating if ICT can facilitate new social play encounters through connecting different levels of...
Conference Paper
Full-text available
Differences in children's skills and physique can impede their enjoyment of physical games. In this paper, we present a wearable system for playing tag in the dark. We intended the LEDs on players' vests to balance differences in children's abilities by increasing the visibility of more successful players. Initial tests with 64 children suggest tha...
Conference Paper
Full-text available
A central viewpoint to understanding the human aspects of interactive systems is the concept of technology acceptance. Actual, or imagined disapproval from other people can have a major impact on how information technological innovations are received, but HCI lacks comprehensive, up-to date, and actionable, articulations of "social acceptability"....
Conference Paper
Full-text available
Video has been used to give people sensations or insights into another person's perspective via providing real time feeds of first person viewpoints. Less explored is rapid and dynamic perspective changing that can introduce uncertainty for users concerning whether their feeds are manipulated, and if they are viewing themselves or another. We repor...
Conference Paper
We introduce Object Theatre for Design as a hands-on approach to enable healthcare tracking to move beyond numbers and empower patients to monitor and convey their subjective well-being. A transformed perspective on relating to artifacts will drive tangible and bodily explorations in order to collaboratively create mockups for logging and expressin...
Chapter
This paper offers three inspirational design patterns for sparking social play between unacquainted people in public and semi-public spaces. The intention is to support developers in appreciating and articulating possible approaches in creating physical or digital artefacts as interventions that encourage unacquainted people to play together in urb...
Conference Paper
Full-text available
This paper offers four inspirational design patterns concerned with reducing inhibitions for unacquainted co-located people to interact. These patterns identify impediments to interpersonal contact in relation to the distances between people and present diverse examples of how these challenges may be addressed. Each inspirational design pattern off...
Conference Paper
Positive social and collaborative effects are hailed as a major advantage of embodied and tangible approaches to interaction. This studio offers a hands-on exploration of potentially extreme versions of such benefits - systems and techniques that somehow share or transfer embodiment between two or more people. Through participatory demos, studio at...
Conference Paper
Full-text available
This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilit...
Conference Paper
Players sharing control of each other's bodies offers a promising direction for delivering engaging collaborative experiences in digital physical games. We present HandyFeet -- a movement based game platform in which two players compete to most effectively direct the body of a third player. This third person becomes like a puppet that has two maste...
Conference Paper
Come and get creatively hands on with the next generation of stretch sensors! This studio will see participants familiarize themselves with, and devise exciting new uses for dielectric elastomer (DE) stretch sensors. Unlike normal stretch sensors, these skin-like sensors are highly durable and reliable. DE sensors can also be customised into nearly...
Conference Paper
This paper introduces self-less play - a novel perspective upon how technology can foster teamwork through facilitating interpersonal interdependency. We illustrate this by presenting and analysing Blind Running - a wearable game platform comprising a pair of different headsets, each worn by one of two players standing back to back. The headsets de...
Conference Paper
To effectively leverage human sensorimotor abilities, this paper urges going beyond the traditional five senses. When users share physical space or location with other people, a crucial but neglected modality is arguably the sense of ownership. If, how, and what someone can see, touch, hear, feel, and taste is normally strongly influenced by their...
Conference Paper
Full-text available
Interactive artifacts are normative, as they materialize the norms of their designers in order to guide human action in a use-context. A better understanding of how interactive artifacts transmit norms can support designers and users to critically reflect about appropriate human and designed artificial behavior in context. In this paper we introduc...
Conference Paper
This paper presents a novel example of technological augmentation of a craft practice. By translating the skilled, embodied knowledge of knitting practice into the language of sound, our study explores how audio augmentation of routinized motion patterns affects an individual's awareness of her bodily movements and alters conventional practice. Fou...
Conference Paper
In this article we present the Toilet Companion: an augmented toilet brush that aims to provide moments of joy in the toilet room, and if necessary, stimulates toilet goers to use the brush. Based upon the amount of time a user sits upon the toilet seat, the brush swings it handle with increasing speed: initially to draw attention to its presence,...
Conference Paper
Eating is one of the most social of human activities; yet, scant attention has been paid to coordinating meal completion speeds. Addressing this challenge, we present "Keep Up With Me" - a novel augmented dining table designed to guide diners in keeping pace with each other. This mechatronical table incorporates a mechanism to gauge the relative we...
Conference Paper
Full-text available
Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer & Wolves, a role-playing game where blindfolded players...
Conference Paper
Technology provoking disparate individuals to collaborate or share experiences in the public space faces a difficult barrier, namely the ordinary social order of urban places. We employed the notion of the breaching experiment to explore how this barrier might be overcome. We analyse responses to a set of city center social interventions to reveal...
Conference Paper
Full-text available
We sketch out an alternative design space between traditional 'digital technologies' and 'physical product design'. We call this design space Co-Embodied Technology (CET) and position it against more representational approaches. Using skill, scaffolding, traces and social coordination, we discuss two TEI design examples we find promising for develo...
Conference Paper
Design materials with unpredictable dynamic qualities such as balancing; bouncing; rolling and falling can lead to surprises that provoke a lively challenging of assumptions. In this workshop; participants will engage hands-on in exploring several contrasting kinetic materials to support negotiating service strategies and values.
Thesis
This thesis contributes an identification of a key mechanism and its constituent qualities, for facilitating shared understandings of risk. Globalisation and the pace of technological change increases the uncertainties of decision making within many design and innovation practices. Accordingly, the focus of participatory workshops has expanded towa...
Conference Paper
This paper identifies a key mechanism and its constituent qualities, for facilitating mutual understandings of risk. The focus of participatory workshops has expanded towards addressing broader questions of strategy, business models and other organizational and inter-organisational issues. To develop effective partnerships across the boundaries sep...
Conference Paper
Full-text available
We wish to alert facilitators to the merits of deploying kinetic resources within workshops. Design materials and activities involving unpredictable kinetic aspects such as balancing, bouncing, rolling and falling can lead to surprises that provoke a lively challenging of assumptions. Based on video data from many innovation workshops we show how m...
Chapter
The coming together of diverse viewpoints has been heralded as fruitful for innovative ideas. But for innovation to actually happen, collaboration and effective communication are required.
Conference Paper
Full-text available
One aim of participatory innovation is to find new ways of engaging people in various situations that result in ideas and suggestions. For a socio-technical system – whether the design process or its implemented result – to work smoothly (aesthetically) as a specific social order, we should understand just how it is practically accomplished. In thi...
Conference Paper
A major challenge for developers of tangible, embedded and embodied interfaces is the understanding of dynamic social contexts. To address this challenge, the concept of "social contraptions" is proposed. Social contraptions are interactive installations and performative interventions employed as designerly explorations of social relations.
Article
Full-text available
We identify an empirical gap in the application of an activity common to Participatory Design and Innovation, namely the tangible workshop. We suggest that tangibles or "things", while often used, remain under investigated in terms of their role in facilitating collaboration in Design and Innovation workshops. Not much is known as yet about how the...
Article
Understanding contexts is an important challenge that is made harder for designers by the increasing speed at which contexts change. To assist designers, three types of contextual dynamism are distinguished: physical, ontological and social. To inform understanding ontological dynamism and social dynamism, "social contraptions" - a form of socially...
Conference Paper
Full-text available
This paper presents and discusses results from two cases, where various sketching techniques including DIY cartoon storyboards, live sketching and co-sketching, were used to provoke young and older users to think about new designs and design qualities, and to help designers evaluate and investigate these ideas together with users. Results suggest t...
Conference Paper
Full-text available
The very model of how to make business is at play in most innovation projects today, in particular with the advent of Internet commerce. Even traditional manu-facturing companies with conventional product sales are presently challenged to consider alternative business models: Service design, project sales, direct sales etc. Public organizations are...
Conference Paper
Full-text available
This paper presents a set of techniques for modelling business in rich, tangible formats. These tangible formats were developed in companies and educational settings and have proven extraordinarily successful in initiating conversations about how to innovate business in cross-disciplinary and cross-functional groups of participants. Our aim here is...
Conference Paper
This paper introduces the notion of "tangible business model sketches" -- interactive sculpture-like mechanisms -- to stimulate discussions concerning how businesses create and capture value. We outline the need for opening up discussions around innovation that these models address and their proposed utility for designers. We present three examples...
Conference Paper
In this paper we introduce the idea of "social contraptions", which are interactive physical devices employed as designerly explorations of social relations as mediated by physical space and artefacts. We present two independent but related design explorations that were situated in fine art and industrial research contexts. We argue that these cont...
Article
Full-text available
This paper reports upon an ongoing investigation exploring a provoking concept in interpersonal interaction. The origins of the concept of human conduits or cyranoids as a tool of de- ception is outlined. Informal exploration of the technique in social settings is described. It was discovered that a participa- tory unveiling of the illusion might a...

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Projects

Projects (3)
Project
Bringing people together across disciplinary boundaries to generate, ideate, and evaluate. Tangible tools, sketching, business models, boundary objects etc.
Project
embodied interaction, movement-based games, digital-body play, sensory play, rough-and-tumble play, collaborative play, interdependent play, body-transfer illusions, body-swapping etc.
Project
Designing for facilitating new encounters and sparking new interpersonal connections. How might furniture, systems, architecture, art, fashion, play, or other interventions, technologies or artefacts or products help people wanting human-human contact to have more social interactions? Or foster conviviality, senses of community, feelings of belonging, or social well-being? In addition to academic outputs, this project has been developed and disseminated through a number of workshops, exhibitions, talks, and seminars including: • Designing for Social Wellbeing, Laboratorio Psicologia Sociale Della Salute, University of Naples Federico II, Italy (2021). • Welcome to The Anthill, Uroboros Festival, DOX Centre for Contemporary Art, Prague, Czech Republic (2020) • Social Icebreakers Everywhere, The Night of Science, Kiel, Germary (2020) • Physical Play and Social Icebreakers, Invited Lecture, Interaction Design & Children, Aarhus University (2019) • Helping Strangers Play Together, Informal workshop at Trust In Play - EU School of Urban Game Design, Innovathens, Athens, Greece (2019) • Design For Approachability, Keynote for SIDeR Conference, Aalto University, Helsinki (2018) • Playing With Strangers, workshops for Pro Juventute Play Conference 2018 – Playable Cities. Biel/Bienne, Switzerland (2018) • Playful Social Roles For Lighting Design, Presentation for Kolding Industrial Group, Bierholm Auditors, Kolding (2018) • Be In With You, HCI Seminar, University of California, Santa Cruz (December 2017) • User Empathy and Beyond, UX Masters II, Beijing Normal University, China (November 2017) • Rapid Catalyst Generation, Bärenzwinger (the old bear pits), Märkisches, Berlin via Z/KU (August 2017) • Embodying Design Patterns For Social Interaction, UX Masters, Psychology Faculty, Beijing Normal University, China (April 2017). • That Thing Between Us, Is Us. Live Library: Performing Selves, (A-R-C Artists Research Centre Fellowship event), The Tetley, in collaboration with University of Leeds, Leeds, UK (March 2017). • We-Coupling!: Designing New Forms of Embodied Interpersonal Connection. Workshop at TEI’17 with Shunichi Kasahara & Jun Nishida. Yokohama, Japan (March 2017) • Channel Surfers (Pixelache Festival – Interfaces for Empathy) Kiasma Museum, Helsinki (September 2016). Design Patterns for Social Icebreaking. UCLIC Interactions Centre, University College London, UK (October 2015). Smiles Between Strangers, Tsukuba University, Tsukuba, Japan, (September 2015). Playing Strangely and Playing With Strangers, University of Electro Communications, Tokyo, Japan, (September 2015). Design Patterns for Social Icebreaking. Tokyo Institute of Technology (September 2015). Design Patterns for Social Icebreaking. SoftDevice Inc, Kyoto, Japan, (September 2015). • Design Patterns for Social Icebreaking. Human Centered Design Organisation (HCD-Net), Knowledge Salon, Osaka, Japan, (September 2015). • Social Interventions. Lecture for Creative Cities, Architecture School & Computing Dept. combined masters course, Aarhus University, Denmark. (2012) • Sketching Tangible Interactions, IXDA Dublin – The Interaction Design Association, Dublin, Ireland. Facilitated collaborative drawing sessions for industrial practitioners (2011) • Interpersonal Comfort, Lecture for Critical Design, IT Product Design, SDU Sønderborg (2010) • Creative Interactions, CLIPS (Collaborative Innovation in the Public Sector) Project, Roskilde University in collaboration with Copenhagen Business School (2010) • Arts & Connaissance, L'Université de Neuchâtel, Neuchâtel, Switzerland, Lecture & seminar (2007) • The Cyranoids Are Coming! Digital Design Studio, Goldsmiths College, London. Lecture & seminar in collaboration with social psychologist Alex Gillespie and neuropsychologist Brian O’Neill (2007) • Art & Social Interaction, A Yearly Event, Glasgow School of Art, Scotland. Lecture (2006) • Audio Connections, Creative Computing, University of Abertay, Dundee. Invited Lecture (2006) • Click With Someone, Creative Computing, University of Abertay, Dundee. Invited Lecture (2006)