This paper presents a design approach tackling the transformation of behavior through 'interactive materiality' from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the discussion of two researchthrough-design cases, the augmented speed-skate experience and affective pen, it highlights the opportunities for design of an action-perception loop. Consequently, an approach is suggested that defines three steps to be incorporated in the design process: affirming and appreciating current behavior; designing continuous mapping for transformation; and fine-tuning sensitivities in the interactive materiality. Thereby, it discusses how behavior transformation through interactive materiality derived from a theoretical level, can contribute to design knowledge on the implementation level. The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers.
A new stream of research and development responds to changes in life expectancy across the world. It includes technologies which enhance well-being of individuals, specifically for older people. The ACCOMPANY project focuses on home companion technologies and issues surrounding technology development for assistive purposes. The project responds to some overlooked aspects of technology design, divided into multiple areas such as empathic and social human-robot interaction, robot learning and memory visualisation, and monitoring persons’ activities at home. To bring these aspects together, a dedicated task is identified to ensure technological integration of these multiple approaches on an existing robotic platform, Care-O-Bot®3 in the context of a smart-home environment utilising a multitude of sensor arrays. Formative and summative evaluation cycles are then used to assess the emerging prototype towards identifying acceptable behaviours and roles for the robot, for example role as a butler or a trainer, while also comparing user requirements to achieved progress. In a novel approach, the project considers ethical concerns and by highlighting principles such as autonomy, independence, enablement, safety and privacy, it embarks on providing a discussion medium where user views on these principles and the existing tension between some of these principles, for example tension between privacy and autonomy over safety, can be captured and considered in design cycles and throughout project developments
This paper presents the Squeeze Me, a research-throughdesign case that explores the emergence of empathic behavior between human and machine by sparking an expression-rich relation. The Squeeze Me is a squeezable device used to grab attention from a robot, providing ground for expressive values to be shared. The expressions exerted on the mediating device by the human are mapped to expressive behaviors of the robot in the modality of motion in forthcoming interaction. We propose a doublelayered interaction paradigm in achieving natural and socially acceptable synthesis. Firstly, a direct mapping, inherently exhibiting a natural relationship. Secondly, an amplifying and reductive mapping to construct a personalizing relationship through vivid and lively interactions fed by the intentions of the robot as well as the user. The design case serves to explore consequences of a phenomenological approach on the constitution of empathy in the fields of human and robot interaction. With this work we intend to inspire design engineering to shift from representational and discrete to rich, continuous-sustained and other embodied mechanisms for interaction when targeting empathic behavior to emerge.
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