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Dan Lockton

dblp:40/6268 · DBLP profile ↗
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10ranked-venue papers
5as first author
2since 2021 · last 2022
0000-0002-8653-7057ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-author

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 · 50% Collaborative and social computing · 25% Immersive interaction · 19%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
academia-industry collaboration
0.412020
Meeting Designers Where They Are: Using Industry Events as a Research Venue for HCI and Design Methods Development · CHI 2020
Collaborative and social computing › knowledge management
knowledge sharing
0.412020
Meeting Designers Where They Are: Using Industry Events as a Research Venue for HCI and Design Methods Development · CHI 2020
Immersive interaction
augmented reality
0.312018
Experiential Augmentation: Uncovering The Meaning of Qualitative Visualizations when Applied to Augmented Objects · CHI 2018

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

user study · 0.7design recommendations · 0.7workshop · 0.4case study · 0.4
YearPublicationVenuePosition
2022 Spooky Technology: The ethereal and otherworldly as a resource for design
abstract
Our everyday technologies could have appeared terrifying to our ancestors: instantaneous disembodied communication, access to knowledge, objects with ‘intelligence’ that talk to us (and each other). Black boxes and intangible entities are omnipresent in our homes and lives without our necessarily understanding the hidden flows of data, unknown agendas, imaginary clouds, and mysterious rules that govern them. Have humanity's ways of relating to the unknown throughout history gone away, or have they perhaps transmuted into new forms? In an ongoing project, we have inventoried examples, encounters and reflections on contemporary technology, framed through the perspective of the haunted, spectral and otherworldly. In this paper, we excerpt this collection to illustrate the value and opportunity of an unfamiliar, disquieting perspective in helping to frame the frictions, beliefs and myths that are emerging around interactions with everyday technologies. We posit and demonstrate ‘spooky technology’ as an accessible framework to reflect and respond to our increasingly entangled relationships with technology.
Daragh Byrne, Dan Lockton, Meijie Hu, Miranda Luong, Anuprita Ranade, Karen Escarcha, Katherine Giesa, Catherine Yochum, Gordon Robertson, Lisa (Yip Yan) Yeung, Matthew Cruz, Christi Danner, Elizabeth Wang, Malika Khurana, Zhenfang Chen, Alexander Heyison, Yixiao Fu
Conference on Designing Interactive Systems2
2021 Collection of Metaphors for Human-Robot Interaction
abstract
The word “robot” frequently conjures unrealistic expectations of utilitarian perfection: tireless, efficient and flawless agents. However, real-world robots are far from perfect—they fail and make mistakes. Thus, roboticists should consider altering their current assumptions and cultivating new perspectives that account for a more complete range of robot roles, behaviors, and interactions. To encourage this, we explore the use of metaphors for generating novel ideas and reframing existing problems, eliciting new perspectives of human-robot interaction. Our work makes two contributions. We (1) surface current assumptions that accompany the term “robots,” and (2) present a collection of alternative perspectives of interaction with robots through metaphors. By identifying assumptions, we provide a comprehensible list of aspects to reconsider regarding robots’ physicality, roles, and behaviors. Through metaphors, we propose new ways of examining how we can use, relate to, and co-exist with the robots that will share our future.
Patrícia Alves-Oliveira, Maria Luce Lupetti, Michal Luria, Diana Löffler, Mafalda Samuelsson-Gamboa, Lea Albaugh, Waki Kamino, Anastasia K. Ostrowski, David Puljiz, Pedro Reynolds-Cuéllar, Marcus Scheunemann, Michael Suguitan, Dan Lockton
Conference on Designing Interactive Systems13
2020 Sleep Ecologies: Tools for Snoozy Autoethnography
abstract
Autoethnographic and other first-person research methods are a topic of increasing interest in design and HCI. This focus parallels the boom in self-tracking and personal informatics, perhaps most intriguingly in the intersection of quantitative and qualitative data and the noticing of patterns in one's own life and everyday wellbeing. But how can design support this? One opportunity is for research probes, or tools, which enable forms of self-inquiry, by design researchers themselves, or others. In this paper-with the broad scope of healthier student sleep as a domain-we present a series of artifacts designed by undergraduates as tools to enable autoethnographic exploration, and detail how they have been used to investigate bedtime routines, personal scheduling of time, focus, sleep data, and sleeping in non-traditional places. We also reflect on the notion of combination autoethnographic 'kits' as a way forward for forms of self-inquiry.
Dan Lockton, Tammar Zea-Wolfson, Jackie Chou, Yuhan (Antonio) Song, Erin Ryan, C. J. Walsh
Conference on Designing Interactive Systems1
2020 Meeting Designers Where They Are: Using Industry Events as a Research Venue for HCI and Design Methods Development
abstract
There is much work in the CHI community about the 'industry-academia divide', and how to bridge it. One key crossover between HCI/UX scientists and practitioners is the development and use of tools and methods-boundary objects between academia and practice. Among other forms of collaboration, there is an underdeveloped opportunity for academics to make use of industry events (conferences, meetups, design jams) as a research venue in the context of tool and method development. This paper describes three cases from work in academia-industry engagement over the last decade, in which workshops or experiments have been run at industry events as a way of trialling and developing tools directly with practitioners. We discuss advantages of this approach and extract key insights and practical implications, highlighting how the CHI community might use this method more widely, gathering relevant research outcomes while contributing to knowledge exchange between academia and practice.
Dan Lockton, Carine Lallemand
CHI1
2019 New Metaphors: A Workshop Method for Generating Ideas and Reframing Problems in Design and Beyond
abstract
Metaphors are important at multiple levels within design and society-from the specifics of interfaces, to wider societal imaginaries of technology and progress. Exploring alternative metaphors can be generative in creative processes, and for reframing problems strategically. In this pictorial we introduce an inspiration card workshop method using juxtaposition (or bisociation) to enable participants to explore novel metaphors for hard-to-visualise phenomena, drawing on a provisional set of inspiration material. We demonstrate the process through illustrating creative workshops in France, Portugal, Chile, and the USA, and reflect on benefits, limitations, and potential development of this format for use within interaction design.
Dan Lockton, Devika Singh, Saloni Sabnis, Michelle Chou, Sarah Foley, Alejandro Pantoja
Creativity & Cognition1
2019 Emoto: From Phone to Emotive Robotic AI Sidekick
abstract
In this paper we introduce the concept of Phone as an Emotive AI sidekick through a set of novel interactions where in a multi-axis actuated robotic charging stand we made acts as a 'body' for the AI on our phones. The novel interactions begin with how the robotic platform embodies and thus communicates our devices' understanding of the world, continues with the affordance for more varied expressive output, and works towards extending current phone functionality to be far-field, context-driven interactions.
Gautam Bose, Marisa Lu, Lucas Ochoa, Dan Lockton
TEI4
2018 Experiential Augmentation: Uncovering The Meaning of Qualitative Visualizations when Applied to Augmented Objects
abstract
As we move toward commercial usage of ubiquitous computing and augmented reality, it is important to think about how computing should communicate with us when it is distributed in our environment. This paper proposes that qualitative indexical visualizations based on learned understanding of physical phenomena (Experiential Augmentation) can enhance our interaction design language and aid digital interfaces in communicating in a real-world context. We present a study that gathers data on how participants interpret such visualizations, and propose a model with which to analyze their responses. Finally, we also give a set of design recommendations for those interested in creating similar augmentations.
Dixon Lo, Dan Lockton, Stacie Rohrbach
CHI2
2017 Printerface: Screen Printed Electroluminescent Touch Interface
abstract
Printerface proposes a visual design technique to create customized and interactive icons that may be applied to paper or textile substrates. The icons are screen printed electroluminescent (EL) and conductive inks. Research in the field of printed electronics traditionally uses either dot-matrix or multiple capacitive buttons for interaction. Current low-resolution interfaces limit customizability and user interaction. The Printerface demo suggest a new method which allows a designer visual freedom over low-resolution displays.
Ty Van de Zande, Dan Lockton
ISS2
2009 Influencing interaction: development of the design with intent method
abstract
Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among design techniques for influencing interaction.
Dan Lockton, David Harrison, Tim Holley, Neville A. Stanton
PERSUASIVE1
2008 Design with Intent: Persuasive Technology in a Wider Context
Dan Lockton, David Harrison, Neville A. Stanton
PERSUASIVE1