Abstract: The current trend of organizations offering their workers open-office spaces and co-working offices has been primed for stimulating teamwork and collaboration. However, this is not always valid as these kinds of spaces bring other types of challenges that compromise workers productivity and creativity. We present an approach for improving creativity and productivity at the workspace by redesigning an office chair that incorporates subtle technological elements that help users focus, relax and being more productive and creative. This sheds light on how we can better design interactive furniture for such popular contexts, as we develop this new chair through a multidisciplinary approach using ergonomics, interior design, interaction design, hardware and software engineering and psychology.
Abstract: A large amount of software products offer a wide
range and number of features. This is called featuritis or creeping
featurism and tends to rise with each release of the product. Feautiris
often adds unnecessary complexity to software, leading to longer
learning curves and overall confusing the users and degrading their
experience. We take a look to a new design approach tendency that
has been coming up, the so-called “What You Get is What You
Need” concept that argues that products should be very focused,
simple and with minimalistic interfaces in order to help users conduct
their tasks in distraction-free ambiences. This isn’t as simple to
implement as it might sound and the developers need to cut down
features. Our contribution illustrates and evaluates this design method
through a novel distraction-free diagramming tool named Delineato
Pro for Mac OS X in which the user is confronted with an empty
canvas when launching the software and where tools only show up
when really needed.
Abstract: Interactive installations for public spaces are a
particular kind of interactive systems, the design of which has been
the subject of several research studies. Sensor-based applications are
becoming increasingly popular, but the human-computer interaction
community is still far from reaching sound, effective large-scale
interactive installations for public spaces. The 6DSpaces project is
described in this paper as a research approach based on studying the
role of multisensory interactivity and how it can be effectively used
to approach people to digital, scientific contents. The design of an
entire scientific exhibition is described and the result was evaluated
in the real world context of a Science Centre. Conclusions bring
insight into how the human-computer interaction should be designed
in order to maximize the overall experience.