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Brendan Matkin

dblp:168/1579 · also Brendan B. Matkin · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Design research and methods · 34% Haptics and multimodal interaction · 34% Collaborative and social computing · 21%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › design ethics
value sensitive design
0.312017
Designing Cultural Values into Interaction · CHI 2017
Haptics and multimodal interaction › tactile communication
vibrotactile communication
0.312017
Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance · CSCW 2017
Collaborative and social computing
computer-mediated communication
0.112017
Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance · CSCW 2017
Collaborative and social computing
interpersonal communication
0.112017
Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance · CSCW 2017
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface
0.112017
Designing Cultural Values into Interaction · CHI 2017

Methods — techniques the papers use, named apart from their topics

user study · 0.6design case study · 0.3co-design · 0.3
YearPublicationVenuePosition
2017 Designing Cultural Values into Interaction
abstract
In this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of elwkw -- Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology.
Reese Muntean, Alissa Nicole Antle, Brendan Matkin, Kate Hennessy, Susan Rowley, Jordan Wilson
CHI3
2017 Flex-N-Feel: The Design and Evaluation of Emotive Gloves for Couples to Support Touch Over Distance
abstract
Many couples live apart due to work, educational situations, or frequent travel. While technology can help mediate these relationships, there is a lack of designs that allow couples to share a sense of touch over distance. We present a design case study of a tangible communication system called Flex- N-Feel--a pair of gloves that allows distance-separated couples to feel the flexing of their remote partners' fingers through vibrotactile sensations on their skin. We evaluated our design with nine couples where the system was augmented with either a Skype audio call or a video connection. Our study showed that participants enjoyed their conversation more with the gloves, felt more emotionally connected, and experienced intimate moments together. Couples used the glove for shared actions, playful episodes, intimate touches, and to simply feel each other's presence. Video was important to aid couples in understanding each other's actions. Our results illustrate that designs focusing on physical touch over distance should be open to appropriation such that they can augment existing communication routines and technologies.
Samarth Singhal, Carman Neustaedter, Yee Loong Ooi, Alissa Nicole Antle, Brendan Matkin
CSCW5
2016 Design Interactions in ?elәwkw: Belongings
abstract
Our pictorial visually describes ?elәwkw -- Belongings, an interactive tangible tabletop installed in the Museum of Anthropology at the University of British Columbia. The tabletop was designed to communicate the continuity of Musqueam culture, convey the complexity of belongings that were excavated from Musqueam's ancient village site, and reconnect those belongings to traditional practices and oral histories through tangible interactions with the table-all while highlighting that cultural knowledge should be treated with respect. In this pictorial, we will show how the design process was shared among researchers, curators, and the exhibit Advisory Committee and highlight some of the key design decisions that came out of this collaboration.
Reese Muntean, Kate Hennessy, Alissa Nicole Antle, Brendan Matkin, Susan Rowley, Jordan Wilson
Conference on Designing Interactive Systems4
2016 The Story of Things: Awareness through Happenstance Interaction
abstract
The Story of Things (SoT) system enables children to learn the story behind every object they touch in a typical day. Inspired by Living Media and the Internet of Things (IoT) our goal is to change children's awareness through hands-on interaction with the world they live in. A back-of-the-hand display is activated by stick-on finger sensors when a child touches an object. They can tap the display to select from a number of stories stored in a crowd sourced database about that object: the materials it was made from; the processes used to make it; how it impacts their body; how it will be disposed of; environmental or social rights challenges associated with the object; and how they can take positive action. This information is overlaid on the world through an augmented-reality contact lens. SoT will also enable children to see a trace of each day and in doing so help them better understand their environmental footprint and how their actions and choices can change the world for the better or worse.
Alissa Nicole Antle, Brendan Matkin, Jillian L. Warren
IDC2
2016 Designing Tangibles for Children: One Day Hands-on Workshop
abstract
This hands-on workshop introduces a foundation for designing tangibles for children. Participants engage in a low-fidelity design challenge using the iPad Osmo system. We focus on how designing tangibles for children is unique from other design problems and processes. We walk participants through an outcome driven design process using the award winning Developmentally Situated Design (DSD) card set -- focusing on cognitive, emotional, physical, and social skills specific to children at different ages. Small groups create solutions for the same design challenge, but focus on the skills and abilities of a specific age group. We facilitate a compare and contrast exercise of their solutions to help synthesize the complexities of, and showcase skills for, designing child-centric tangibles. Participants are encouraged to review the DSD II cards in advance, available at www.antle.iat.sfu.ca/DSD, as well the papers [1, 2, 3], to get the most out of their workshop experience. These artifacts and papers will be used to within the workshop for hands-on learning and conceptual discussions.
Alissa Nicole Antle, Jillian L. Warren, Emily S. Cramer, Brendan Matkin
IDC5
2016 Designing Tangibles for Children: One Day Hands-on Workshop
abstract
This hands-on workshop introduces a foundation for designing tangibles for children. Participants engage in a low-fidelity design challenge using the iPad Osmo system. We focus on how designing tangibles for children is unique from other design problems and processes. We walk participants through an outcome driven design process using the award winning Developmentally Situated Design (DSD) card set -- focusing on cognitive, emotional, physical, and social skills specific to children at different ages. Small groups create solutions for the same design challenge, but focus on the skills and abilities of a specific age group. We facilitate a compare and contrast exercise of their solutions to help synthesize the complexities of, and showcase skills for, designing child-centric tangibles. While not necessary for participation, we encourage participants who have them to bring iPads (v2 or higher) or iPad minis. Participants are also encouraged to review the DSD II cards in advance, available at http://www.antle.iat.sfu.ca/DSD.
Alissa Nicole Antle, Jillian L. Warren, Brendan Matkin, Emily S. Cramer
TEI3
2016 Embodying Alternate Attitudes: Design Opportunities for Physical Interfaces in Persuasive Gaming Experiences
abstract
The ability to view issues through alternate attitudes is an increasingly valuable skill. Persuasive games provide users an opportunity to practice adopting alternate attitudes, but users' pre-existing attitudes can get in the way. Multi-player games can use collaboration to help users overcome their pre-existing attitudes, but techniques for single-player games are lacking. In this paper we suggest that physical interface features (e.g., temperature) could be used to prime alternate attitudes in users. Embodied metaphor theory provides a framework for relating physical characteristics of an interface to more abstract concepts like emotions and beliefs. To empirically validate our design concept, we instantiate it in Thermouse: a temperature-controlled mouse that serves as a research instrument to assess whether interface temperature can help users explore alternate attitudes towards divisive humanitarian issues.
Emily S. Cramer, Brendan Matkin, Alissa Nicole Antle
TEI2
2016 Present-at-Body Self-Awareness in Equestrians: Exploring Embodied 'Feel' through Tactile Wearables
abstract
We are interested in novel interactive uses of pressure sensors and vibration actuators that can augment the role of physicality for embodied human perception and experience. Specifically, we explore how wearable technology can be used to provide more realistic present-at-body self-awareness in equestrians. Self-awareness of a rider's own physical cues (output) and how a horse responds (input) requires practice to attain objective adjustment. In this paper we present a proof of concept prototype aimed at providing ways to bridge the gap between rider output perception and reality. Our prototype couples pressure data gathered at specific points of the body in real-time with non-audiovisual tactile vibration feedback that is also site-specific. Our design is intended to enable an effective way for riders to learn about asymmetries in seat-related pressure by providing a present-at-body self-awareness of pressure points.
Jillian L. Warren, Brendan Matkin, Alissa Nicole Antle
TEI2