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Dive into the research topics where Miriam Sturdee is active.

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Featured researches published by Miriam Sturdee.


interactive tabletops and surfaces | 2015

A Public Ideation of Shape-Changing Applications

Miriam Sturdee; John G. Hardy; Nick Dunn; Jason Alexander

The shape-changing concept where objects reconfigure their physical geometry has the potential to transform our interactions with computing devices, displays and everyday artifacts. Their dynamic physicality capitalizes on our inherent tactile sense and facilitates object re-appropriation. Research both within and outside HCI continues to develop a diverse range of technological solutions and materials to enable shape-change. However, as an early-stage enabling technology, the community has yet to identify important applications and use-cases to fully exploit its value. To expose and document a range of applications for shape-change, we employed unstructured brainstorming within a public engagement study. A 74-participant brainstorming exercise with members of the public produced 336 individual ideas that were coded into 11 major themes: entertainment, augmented living, medical, tools & utensils, research, architecture, infrastructure, industry, wearables, and education & training. This work documents the methodology and resultant application ideas along with reflections on the approach for gathering application ideas to enable shape-changing interactive surfaces and objects.


human factors in computing systems | 2016

Design Fiction: How to Build a Voight-Kampff Machine

Miriam Sturdee; Paul Coulton; Joseph Lindley; Michael Stead; Haider Ali; Andrew Hudson-Smith

Tyrell: Is this to be an empathy test? Capillary dilation of the so-called blush response? Fluctuation of the pupil. Involuntary dilation of the iris... Deckard: We call it Voight-Kampff for short. Design fiction is a broad term that occupies a space within the wider miscellany of speculative design approaches and is appearing as a nascent method for HCI research. The factor that differentiates and distinguishes design fiction from other approaches is its novel use of world building and in this paper we consider whether there is value in creating fictional research worlds through which we might consider future interactions. As an example we build a world in which algorithms for detecting empathy will become a major compnent of future communications. We take inspiration from the sci-fi film Blade Runner in order to consider what a plausible world, in which it is useful to build a Voight-Kampff machine, might be like.


ACM Computing Surveys | 2018

Analysis and Classification of Shape-Changing Interfaces for Design and Application-based Research

Miriam Sturdee; Jason Alexander

Shape-changing interfaces are physically tangible, interactive devices, surfaces, or spaces that allow for rich, organic, and novel experiences with computational devices. Over the last 15 years, research has produced functional prototypes over many use applications; reviews have identified themes and possible future directions but have not yet looked at possible design or application-based research. Here, we gather this information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape-changing interfaces. Eight categories of prototype are identified alongside recommendations for the field.


Design Journal | 2017

Using Design Fiction to Inform Shape-Changing Interface Design and Use

Miriam Sturdee; Paul Coulton; Jason Alexander

Abstract Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces.


human factors in computing systems | 2018

SketCHI: Hands-On Special Interest Group on Sketching in HCI

Makayla Lewis; Miriam Sturdee; Nicolai Marquardt; Thuong N. Hoang

Sketching is of great value as a process, input, output and tool in HCI, but can be confined to individual ideation or note-taking, as few researchers have the confidence to document events, studies and workshops under the public gaze. The recent surge in interest in this sometimes-overlooked skill has manifested itself in courses, workshops and live-scribing of high-profile events -- and a renewed enthusiasm for freehand sketching as a formal part of the research process at all levels. SketCHI aims to address both research interests and sketching practice in a combined approach to define, discuss and deliver theory and methods to a broad audience. As well as structuring high level discussions and collating information and resources, this SIG will allow attendees to practice and explore observational sketching on location around the conference, with feedback and encouragement from industry professionals. Finally, attendees will be encouraged to collaborate and form a research community around sketching in HCI.


human factors in computing systems | 2018

Applied Sketching in HCI: Hands-on Course of Sketching Techniques

Makayla Lewis; Miriam Sturdee; Nicolai Marquardt

Hand-drawn sketches are an easy way for researchers to communicate and express ideas, as well as document, explore and describe concepts between researcher, user, or client. Sketches are fast, easy to create, and -- by varying their fidelity -- they can be used in all areas of HCI. The Applied Sketching in HCI course will explore and demonstrate themes around sketching in HCI with the aim of producing tangible outputs. Those attending will leave the course with the confidence to engage actively with sketching on a day-to-day basis. Participants will be encouraged to apply what they have learned to their own research.


human factors in computing systems | 2018

Sketch & The Lizard King: Supporting Image Inclusion in HCI Publishing

Miriam Sturdee; Jason Alexander; Paul Coulton; Sheelagh Carpendale

Almost all research output includes tables, diagrams, photographs and even sketches, and papers within HCI typically take advantage of including these figures in their files. However the space given to non diagrammatical or tabular figures is often small, even in papers that primarily concern themselves with visual output. The reason for this might be the publishing models employed in most proceedings and journals: Despite moving to a digital format which is unhindered by page count or physical cost, there remains a somewhat arbitrary limitation on page count. Recent moves by ACM SIGCHI and others to remove references from the maximum page count suggest that there is movement on this, however images remain firmly within the limits of the text. We propose that images should be celebrated - not penalised - and call for not only the adoption of the Pictorials format in CHI, but for images to be removed from page counts in order to encourage greater transparency of process in HCI research.


Design Journal | 2017

Fiction and Physicality: a designerly approach towards complexities of emerging technologies

Yeup Hur; Miriam Sturdee; Migeul Bruns Alonso; Panos Markopoulos; Jason Alexander

Abstract Rapid technological progression results in exciting new ways of interacting with our world whilst simultaneously limiting our experiences. Due to the pervasiveness of emerging technologies, designers are constantly faced with complexities and challenges, which necessitate the use of various tools and methodologies. This paper combines inspiration from the fields of aesthetics of interaction (Overbeek 1999), somaesthetics (Shusterman, 1999), design ethnography (Salvador, 1999), design fiction (Bleecker, 2009) and speculative design (Auger, 2013), to explore a designerly way of overcoming the complexity of implementing technologies into our daily life. We propose a holistic design approach to envision possibilities for emerging technology, integrating the physicality of human bodies with technological materiality. Further, we present a plausible narrative, containing visionary aspects and the investigated methodologies, alongside a series of design concepts that drive the storyline and form the basis for examining social implications, design and future contexts, and improving the way in which designers handle the limitations of a technology driven design approach.


participatory design conference | 2018

Giving a voice through design: adapting design methods to enhance the participation of people with communication difficulties

Roisin McNaney; Cara Wilson; Jayne Wallace; Margot Brereton; Abi Roper; Stephanie Wilson; Miriam Sturdee

Many participatory design methods are heavily reliant on the presence of communication skills, with approaches often focusing on verbal or written outputs. For people with communication difficulties it can often be difficult to engage with such approaches. This workshop aims to bring together researchers, designers and practitioners to explore share both positive and challenging experiences of working with users with communication difficulties within participatory design. We will generate a description of a set of design methods which have been adapted and used with people communication difficulties, with a view to enhancing the knowledge and skills of workshop participants for the future.


nordic conference on human-computer interaction | 2018

Foldwatch: using origami-inspired paper prototypes to explore the extension of output space in smartwatches.

Alexandra Fuchs; Miriam Sturdee; Johannes Schöning

Smartwatches are highly portable, ubiquitous devices, allowing rich interaction at a small scale. However, the display size can hinder user engagement, limit information display, and presentation style. Most research focuses on exploring ways in which the interaction area of smartwatches can be extended, although this mainly entails simple fold-out displays or additional screens. Conversely, added weight and size can hinder the wearable experience. In response, we took inspiration from origami and explored the design space for new types of lightweight, highly foldable smartwatch, by developing complex paper-prototypes which demonstrate novel ways of extending screen space. We collected data on potential input and output interaction with complex folded smartwatch displays during workshops with expert and non-expert users, discovering application ideas and additional input/output functionality. These insights were used to produce and evaluate a concept video for the FoldWatch prototype.

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