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Dive into the research topics where Audrey Desjardins is active.

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Featured researches published by Audrey Desjardins.


human factors in computing systems | 2013

Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice

Joshua Tanenbaum; Amanda Williams; Audrey Desjardins; Karen Tanenbaum

DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative and creative hobbyist practice. We shift the focus from the recreational elements of this practice to the ways in which it democratizes design and manufacturing. This democratized technological practice, we argue, unifies playfulness, utility, and expressiveness, relying on some industrial infrastructures while creating demand for new types of tools and literacies. Thriving on top of collaborative digital systems, the Maker movement both implicates and impacts professional designers. As users move more towards personalization and reappropriation, new design opportunities are created for HCI.


ACM Transactions on Computer-Human Interaction | 2013

A sustainable design fiction: Green practices

Ron Wakkary; Audrey Desjardins; Sabrina Hauser; Leah Maestri

In this article, we argue that an approach informed by practice theory coupled with design fiction provides useful insights into the role of interaction design with respect to environmental sustainability. We argue that a practice-oriented approach can help interaction designers step away from models of individual behavior and studies of artifacts towards seeing sustainable behaviors as part of multidimensional and interrelated practices and practice elements. We analyze two previously conducted studies. The first study of everyday repair focuses on how people repair their broken objects. The second study of green-DIY examines how green enthusiasts facilitate their practices of making sustainable DIY (do-it-yourself) projects. We describe the practices of everyday repairers and green enthusiasts in terms of materials, competences, and meanings, and the interrelations among those elements, using the framework of Shove et al. [2012]. We argue that understanding the dynamics of practice and their unique configurations is a starting point to redefine the roles of sustainable interaction design (SID). We propose that designers design towards resources and tools in ways that reflect on the challenges of intelligibility of their design interventions in practices. In addition to considering SID in the light of practice theories, we reveal how design fictions are readily incorporated into green practices in ways that transform those practices and hold implications for transformations of design as well. We bring forward opportunities for designers to co-design with DIY enthusiasts, targeted as practitioners in their own right, designing toward or within a design fiction. As a result, we conclude with the possibility for sustainable interaction designers to become practice-oriented designers who design with transparent open strategies and accessible materials and competences.


human factors in computing systems | 2015

Investigating Genres and Perspectives in HCI Research on the Home

Audrey Desjardins; Ron Wakkary; William Odom

The home and domestic experiences have been studied from multiple points of view and disciplines, with an array of methodologies in the past twenty-five years in HCI. Given the attention to the home and the volume of research, what further areas of research might there be? Based on a critical analysis of 121 works on the topic, we present seven genres of domestic technology research in HCI: social routines in the home, ongoing domestic practices, the home as a testing ground, smart homes, contested values of a home, the home as a site for interpretation, and speculative visions of the home. We articulate dominant research perspectives in HCI, and we offer two complementary perspectives about how to investigate the domestic experience in future research: the material perspective and the first person perspective.


Interacting with Computers | 2016

Unselfconscious interaction:a conceptual construct

Ron Wakkary; Audrey Desjardins; Sabrina Hauser

In this article, we present unselfconscious interaction, a conceptual construct that describes a form of interaction with computational artifacts animated by incremental intersections that lead to improvements in the relationships among artifacts, environments and people. We draw on Christopher Alexander’s notion of goodness of fit and unselfconscious culture, and utilize Erik Stolterman and Mikael Wiberg’s concept-driven interaction research to analyze three interaction design concept artifacts to develop the construct of unselfconscious interaction for human–computer interaction. The resulting construct is comprised of the motivation of goodness of fit that is supported by two design qualities we name open-endedness and lived-with. We describe tensions within the construct, the notion of purposeful purposelessness in design and discuss the features that derive from Alexander’s unselfconscious culture and are to be considered when designing for goodness of fit: resources, adaptation, ensembles, time and anonymity. Our main contribution in this article lies in the articulation of the construct of unselfconscious interaction.


creativity and cognition | 2013

Manifestations of everyday design: guiding goals and motivations

Audrey Desjardins; Ron Wakkary

This paper explores the relationship between goals, materials and competences in the practice of everyday design. Appropriations and creative uses of design artifacts are often reported in terms of outcomes and goals; however, we observe a gap in understanding how materials, tools, and competences are also involved in these processes. We conduct a multiple case study of three groups of everyday designers: families, hobbyist jewelers, and steampunk enthusiasts. We provide a description of the aspects of meaning, materials, and competences, as well as how they are interrelated, for each case. Our findings show that amongst these three aspects of the practice of everyday designers, it is the meaning of the practice that acts as the strongest motivator for practitioners. Materials, tools, and competences are hence largely determined accordingly. The implications of this study propose ways to design for practices with different types of meaning: foundational, aesthetic, and aspirational goals.


human factors in computing systems | 2016

Living In A Prototype: A Reconfigured Space

Audrey Desjardins; Ron Wakkary

In this paper, we present a twenty-three months autobiographical design project of converting a Mercedes Sprinter van into a camper van. This project allows us to investigate the complexities and nuances of a case where people engage in a process of making, transforming and adapting a space they live in. This example opens a radically different and productive context for revisiting concepts that are currently at the center of human-computer interaction (HCI) research: ubiquitous computing, home automation, smart homes, and the Internet of Things. We offer six qualities characterizing the evolving relationship between the makers and the lived-in environment: the van. We conclude with a discussion on the two themes of living in a reconfigured home and prototype qualities in a reconfigured space, and a critical reflection around the theme of the invariably unfinished home.


interaction design and children | 2011

How children represent sustainability in the home

Audrey Desjardins; Ron Wakkary

This paper describes an exploratory study about childrens perspective on sustainability in the house through a drawing-telling method. Here, we describe the methodological framework used for interviewing children about issues related to sustainability using the drawing-telling technique as described by Susan Wright [26]. The participants (children from age 9 to 13) were asked to draw two houses and then describe their drawings in terms of sustainable actions and features. The results show how the participants understand sustainability and how they represent it in the context of a house. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) for children. The goal of this study is to inform the design of eco-visualizations for children based on their understanding of sustainability and their own visualization of their homes.


human factors in computing systems | 2015

Tutorial Authorship and Hybrid Designers: The Joy (and Frustration) of DIY Tutorials

Ron Wakkary; Markus Lorenz Schilling; Matthew A. Dalton; Sabrina Hauser; Audrey Desjardins; Xiao Zhang; Henry W. J. Lin

Tutorials are critical to the success and vitality of DIY practices. In this paper, we elevate the importance of tutorial authorship as one way to maintain and improve the quality of tutorials in DIY. We discuss the role interaction designers can play as hybrid designers, mediating between author and audience to contribute to the improvement of practices of tutorial authorship in DIY. We examine the quality of tutorials through the building and analysis of ten DIY projects and tutorials. We analyze key issues across three categories: 1) competences, components and tools, 2) sequencing, 3) and communication. We offer findings that are both practical guidelines for detailed improvements of tutorials and structural themes for improving tutorial authorship including the themes of accurate information, competences and tools, and tutorial format. In conclusion, we discuss the potential for interaction designers to simultaneously mediate and shape tutorials and tools in a form of hybrid design.


user interface software and technology | 2014

Loupe: a handheld near-eye display

Kent Lyons; Seung Wook Kim; Shigeyuki Seko; David Nguyen; Audrey Desjardins; Mélodie Vidal; David Dobbelstein; Jeremy Rubin

Loupe is a novel interactive device with a near-eye virtual display similar to head-up display glasses that retains a handheld form factor. We present our hardware implementation and discuss our user interface that leverages Loupes unique combination of properties. In particular, we present our input capabilities, spatial metaphor, opportunities for using the round aspect of Loupe, and our use of focal depth. We demonstrate how those capabilities come together in an example application designed to allow quick access to information feeds.


designing interactive systems | 2014

Sfuture: envisioning a sustainable university campus in 2065

Sabrina Hauser; Audrey Desjardins; Ron Wakkary

This work describes a design fiction project on envisioning a sustainable university campus in the future. The fictional vision called SFUture was carried out through a series of five short films aiming to unlock peoples imagination, encourage reflection, and inspire action towards a more sustainable reality at SFU (Simon Fraser University). We discuss our rationale and strategies of using design fiction as a method as well as how we shared the project.

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Ron Wakkary

Eindhoven University of Technology

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William Odom

Simon Fraser University

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Xiao Zhang

Simon Fraser University

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Xiaolan Wang

Simon Fraser University

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