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Karmen Franinovic

dblp:37/5617 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0002-4437-2354ORCID · reported

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

Human-computer interaction and ubiquitous computing · 5 · 3 first-authorArtificial intelligence and machine learning · 2

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
3 papers
Human-robot interaction · 44% Personal fabrication and tangible interfaces · 36% Design research and methods · 13%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces
shape-changing interfaces
0.412019
Shape Changing Surfaces and Structures: Design Tools and Methods for Electroactive Polymers · CHI 2019
Human-robot interaction
child-robot interaction
0.212014
Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger" · HRI 2014
Human-robot interaction › robot design
robot behavior design
0.212014
Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger" · HRI 2014
Human-robot interaction
social robot
0.212014
Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger" · HRI 2014
Personal fabrication and tangible interfaces
tangible interaction
0.112009
Toward the design and evaluation of continuous sound in tangible interfaces: The Spinotron · Int. J. Hum. Comput. Stud. 2009
Usability and user experience research
user study
0.112014
Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger" · HRI 2014
Design research and methods › research methodology
wizard of oz prototyping
0.112014
Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger" · HRI 2014

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

participatory workshop · 0.4DIY fabrication · 0.4wizard-of-oz · 0.2video analysis · 0.2
YearPublicationVenuePosition
2019 Shape Changing Surfaces and Structures: Design Tools and Methods for Electroactive Polymers
abstract
Electroactive polymers (EAP) are a promising material for shape changing interfaces, soft robotics and other novel design explorations. However, the uptake of EAP prototyping in design, art and architecture has been slow due to limited commercial availability, challenging high voltage electronics and lack of simple fabrication techniques. This paper introduces DIY tools for building and activating EAP prototypes, together with design methods for making novel shape-changing surfaces and structures, outside of material science labs. We present iterations of our methods and tools, their use and evaluation in participatory workshops and public installations and how they affect the design outcomes. We discuss unique aesthetic and interactive experiences enabled by the organic and subtle movement of semi-transparent EAP membranes. Finally, we summarise the potential of design tools and methods to facilitate increased exploration of interactive EAP prototypes and outline future steps.
Karmen Franinovic, Luke Franzke
CHI1
2019 Interacting with Electroactive Polymers in Responsive Environments
abstract
In this paper, we discuss the opportunities and challenges of creating responsive environments with Electroactive Polymers (EAPs). Our previous research on tools and methods for EAPs enabled us to develop two public installations: SOLO and Electric Animal Plant. Going beyond the demonstration of EAPs, these projects explore the aesthetics and interactivity of such shape-changing materials. We explain actuating and sensing capabilities of EAPs in these works, and we reflect on the response of the participants to the installations.
Karmen Franinovic, Luke Franzke, Florian Wille, Andrés Villa Torres
TEI1
2014 Which robot behavior can motivate children to tidy up their toys?: design and evaluation of "ranger"
abstract
We present the design approach and evaluation of our prototype called "Ranger". Ranger is a robotic toy box that aims to motivate young children to tidy up their room. We evaluated Ranger in 14 families with 31 children (2-10 years) using the Wizard-of-Oz technique. This case study explores two different robot behaviors (proactive vs. reactive) and their impact on children's interaction with the robot and the tidying behavior. The analysis of the video recorded scenarios shows that the proactive robot tended to encourage more playful and explorative behavior in children, whereas the reactive robot triggered more tidying behavior. Our findings hold implications for the design of interactive robots for children, and may also serve as an example of evaluating an early version of a prototype in a real-world setting.
Julia Fink, Séverin Lemaignan, Pierre Dillenbourg, Philippe Rétornaz, Florian Vaussard, Alain Berthoud, Francesco Mondada, Florian Wille, Karmen Franinovic
HRI9
2012 Feelings Elicited by Auditory Feedback from a Computationally Augmented Artifact: The Flops
abstract
This paper reports on emotions felt by users manipulating a computationally and acoustically augmented artifact. Prior studies have highlighted systematic relationships between acoustic features and emotions felt when individuals are passively listening to sounds. However, during interaction with real or computationally augmented artifacts, acoustic feedback results from users' active manipulation of the artifact. In such a setting, both sound and manipulation can contribute to the emotions that are elicited. We report on a set of experimental studies that examined the respective roles of sound and manipulation in eliciting emotions from users. The results show that, while the difficulty of the manipulation task predominated, the acoustical qualities of the sounds also influenced the feelings reported by participants. When the sounds were embedded in an interface, their pleasantness primarily influenced the valence of the users' feelings. However, the results also suggested that pleasant sounds made the task slightly easier, and left the users feeling more in control. The results of these studies provide guidelines for the measurement and design of affective aspects of sound in computationally augmented artifacts and interfaces.
Guillaume Lemaitre, Olivier Houix, Patrick Susini, Yon Visell, Karmen Franinovic
IEEE Trans. Affect. Comput.5
2009 Toward the design and evaluation of continuous sound in tangible interfaces: The Spinotron
Guillaume Lemaitre, Olivier Houix, Yon Visell, Karmen Franinovic, Nicolas Misdariis, Patrick Susini
Int. J. Hum. Comput. Stud.4
2004 Recycled soundscapes
abstract
An interactive system collects noise from a public place and transforms it into content for a public orchestration: the noise is split in specific sounds which are recomposed through sonic interface in a new soundscape. The SoundCam is the most visible part of the Recycling Soundscapes system. It rotates scanning a public space and gives the possibility to spy and to record audio details and voices in the space, even at the big distance. Paradoxically the people in the context involuntary become the center of auditory attention, while the importance of spy fades as the voices start coming out from Sonic Bowls. The Sonic Bowls are instruments that invite passers-by to play with sounds coming from their environment: birds, footsteps, voices. These are collaboratively composed into a new soundscape through SonicBowl interface. The voices are played back randomly as surprise voice messages and build the sound memory of the place. http://www.interaction-ivrea.it/theses/2003-04/architectureofsubtraction/ReSound.htm
Karmen Franinovic, Yon Visell
Conference on Designing Interactive Systems1