James Pierce 0001

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45ranked-venue papers
28as first author
12since 2021 · last 2026
0000-0002-2192-1728ORCID · verified

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Human-computer interaction and ubiquitous computing · 45 · 28 first-author · 12 since 2021
YearPublicationVenuePosition
2026 Beyond Cameras and Microphones: Mitigating Privacy Tensions in 'Simple' Smart Home Sensors
abstract
Seemingly simple smart home sensor data, such as temperature or humidity, can lead to conflicts between involved stakeholders, such as users, their partners, or landlords. To understand potential mitigation strategies in product design, we conducted seven scenario-based workshops with 38 tech practitioners and academics. We asked them to prototype smart home device packages that showcase how conflicts caused by simple sensor data could be minimized in product design. The strategies they employed are: 1) reducing data granularity on the visual layer; 2) minimizing data storage; 3) offering more sensor data explainability; 4) increasing trust through strict data regulations. We contribute applicable design strategies for mitigating tensions for simple sensor systems developed by tech experts illustrated with examples.
Alexa Becker, Mirko Tobias Schäfer, Albrecht Kurze, Andreas Bischof, Franziska Baum, James Pierce 0001, Arne Berger
DIS6
2025 Wall, An Eccentric Design Probe: Exploring and Exposing the Sense-and-Extract Paradigm
abstract
We describe our process of conceptualizing, designing, prototyping, and using Wall, an eccentric smart device intended to encourage reflection on the design qualities of surveillant sensing systems. As a result of our conceptual design process, we first summarize four design qualities that define a sense-and-extract interaction paradigm. We then document our process of developing Wall. Finally, we reflect on our experiences using and living with Wall, and the experiential and theoretical insights we gained through our self-use studies.
James Pierce 0001, Gabrielle Queen, Kristin Tapang
Conference on Designing Interactive Systems1
2025 Arca: Documenting Novel Design Patterns for Improving Interpersonal Privacy with Smart Cameras
abstract
Companies and smart product designers prioritize the needs of primary users. However, smart devices with spatial sensors, like cameras and microphones, impact the experiences of people nearby. We refer to these people as adjacent users. We present a research through design project that highlights an overlooked need to design for adjacent users. This research outlines a range of actionable pathways forward in the form of design patterns, principles, and novel problem-framings. We also reflect upon barriers and inherent limits to user-centered design approaches. Our vehicle for generating and communicating these insights is a design concept and prototype called Arca. Presented as a fictional product, we brand Arca as “more inclusive, privacy-enhancing smart camera for you and your extended household.”
James Pierce 0001, Claire Weizenegger, Robyn Anderson, Hope Terpilowski, Wyatt Olson, Lian Bensadon, Faith Ong, Cobi Stancik
Conference on Designing Interactive Systems1
2025 Exploring the use of Speculative Concept Films for Co-Speculation around Data Ethics
Wyatt Olson, James Pierce 0001
CHI2
2023 Broadening Privacy and Surveillance: Eliciting Interconnected Values with a Scenarios Workbook on Smart Home Cameras
abstract
We use a design workbook of speculative scenarios as a values elicitation activity with 14 participants. The workbook depicts use case scenarios with smart home camera technologies that involve surveillance and uneven power relations. The scenarios were initially designed by the researchers to explore scenarios of privacy and surveillance within three social relationships involving “primary” and “non-primary” users: Parents-Children, Landlords-Tenants, and Residents-Domestic Workers. When the scenarios were utilized as part of a values elicitation activity with participants, we found that they reflected on a broader set of interconnected social values beyond privacy and surveillance, including autonomy and agency, physical safety, property rights, trust and accountability, and fairness. The paper suggests that future research about ethical issues in smart homes should conceptualize privacy as interconnected with a broader set of social values (which can align or be in tension with privacy), and reflects on considerations for doing research with non-primary users.
Richmond Y. Wong, Jason Caleb Valdez, Ashten Alexander, Ariel Chiang, Olivia Quesada, James Pierce 0001
Conference on Designing Interactive Systems6
2023 The Entoptic Field Camera as Metaphor-Driven Research-through-Design with AI Technologies
abstract
Artificial intelligence (AI) technologies are widely deployed in smartphone photography; and prompt-based image synthesis models have rapidly become commonplace. In this paper, we describe a Research-through-Design (RtD) project which explores this shift in the means and modes of image production via the creation and use of the Entoptic Field Camera. Entoptic phenomena usually refer to perceptions of floaters or bright blue dots stemming from the physiological interplay of the eye and brain. We use the term entoptic as a metaphor to investigate how the material interplay of data and models in AI technologies shapes human experiences of reality. Through our case study using first-person design and a field study, we offer implications for critical, reflective, more-than-human and ludic design to engage AI technologies; the conceptualisation of an RtD research space which contributes to AI literacy discourses; and outline a research trajectory concerning materiality and design affordances of AI technologies.
Jesse Josua Benjamin, Heidi R. Biggs, Arne Berger, Julija Rukanskaite, Michael Heidt, Nick Merrill, James Pierce 0001, Joseph Lindley
CHI7
2023 Probing a Community-Based Conversational Storytelling Agent to Document Digital Stories of Housing Insecurity
abstract
Despite the central role that stories play in social movement-building, they are difficult to sustainably document for many reasons. To explore this challenge, this paper describes the design of a community-based conversational storytelling agent (CSA) to document digital stories of housing insecurity. Building on insights from an ongoing grassroots project, the Anti-Eviction Mapping Project, we share how a study initially focused on CSA-support opened an investigation of the role that artificial intelligence may play in housing justice movements. Drawing from 17 interviews with narrators of housing insecurity experiences and collectors of such stories, we find that collectors perceive opportunities to expand means of documentation with multimedia and multi-language support. Meanwhile, some narrators perceive potential for a CSA to offer therapeutic storytelling experiences and document otherwise unrecorded stories. Yet, CSA encounters also surface perils of machine bias, as well as reduced possibilities of human connections and relations.
Brett A. Halperin, Gary Hsieh, Erin McElroy, James Pierce 0001, Daniela Karin Rosner
CHI4
2022 Addressing Adjacent Actor Privacy: Designing for Bystanders, Co-Users, and Surveilled Subjects of Smart Home Cameras
abstract
Many consumer Internet Things (IoT) devices involve spatial sensors such as cameras and microphones. These affect the privacy of nearby people. A prime example is smart home security cameras. We present our work developing scenarios, use cases, and design proposals for addressing smart camera privacy. Preliminary findings from a concept evaluation with 11 participants is presented. The outcomes of this research through design project foreground the importance and challenges of designing to support the privacy of nearby users. We outline actionable design responses while also raising limitations of technology approaches alone to address these issues.
James Pierce 0001, Claire Weizenegger, Parag Nandi, Isha Agarwal, Gwenna Gram, Jade Hurrle, Hannah Liao, Betty Lo, Aaron Park, Aivy Phan, Mark Shumskiy, Grace Sturlaugson
Conference on Designing Interactive Systems1
2022 Venetian Drawing Conversations
abstract
This one-day workshop invites designers, researchers and practitioners whose work might involve design, to collectively speculate about designed artefacts and technologies through the creation of drawing conversations: visual dialogues resulting from the merging of drawings created by different people. The workshop aims to use drawing as an activity for collaborative engagement with ambiguity, interpretation and mutual learning. Through drawing activities, we aim to join in Venice's rich creative traditions, and develop speculative visualisations in order to find common grounds between the diverse research interests of our organisers and participants.
Paulina Yurman, Marie Louise Juul Søndergaard, James Pierce 0001, Nadia Campo Woytuk, Anuradha Venugopal Reddy, Matt Malpass
Creativity & Cognition3
2022 Monitoring Pets, Deterring Intruders, and Casually Spying on Neighbors: Everyday Uses of Smart Home Cameras
abstract
The increased adoption of smart home cameras (SHCs) foregrounds issues of surveillance, power, and privacy in homes and neighborhoods. However, questions remain about how people are currently using these devices to monitor and surveil, what the benefits and limitations are for users, and what privacy and security tensions arise between primary users and other stakeholders. We present an empirical study with 14 SHC users to understand how these devices are used and integrated within everyday life. Based on semi-structured qualitative interviews, we investigate users’ motivations, practices, privacy concerns, and social negotiations. Our findings highlight the SHC as a perceptually powerful and spatially sensitive device that enables a variety of surveillant uses outside of basic home security—from formally surveilling domestic workers, to casually spying on neighbors, to capturing memories. We categorize surveillant SHC uses, clarify distinctions between primary and non-primary users, and highlight under-considered design directions for addressing power imbalances among primary and non-primary users.
Neilly H. Tan, Richmond Y. Wong, Audrey Desjardins, Sean A. Munson, James Pierce 0001
CHI5
2021 Machine Learning Uncertainty as a Design Material: A Post-Phenomenological Inquiry
abstract
Design research is important for understanding and interrogating how emerging technologies shape human experience. However, design research with Machine Learning (ML) is relatively underdeveloped. Crucially, designers have not found a grasp on ML uncertainty as a design opportunity rather than an obstacle. The technical literature points to data and model uncertainties as two main properties of ML. Through post-phenomenology, we position uncertainty as one defining material attribute of ML processes which mediate human experience. To understand ML uncertainty as a design material, we investigate four design research case studies involving ML. We derive three provocative concepts: thingly uncertainty: ML-driven artefacts have uncertain, variable relations to their environments; pattern leakage: ML uncertainty can lead to patterns shaping the world they are meant to represent; and futures creep: ML technologies texture human relations to time with uncertainty. Finally, we outline design research trajectories and sketch a post-phenomenological approach to human-ML relations.
Jesse Josua Benjamin, Arne Berger, Nick Merrill, James Pierce 0001
CHI4
2021 In Tension with Progression: Grasping the Frictional Tendencies of Speculative, Critical, and other Alternative Designs
abstract
Speculative design, critical design, and other alternative designs have emerged as popular approaches and burgeoning traditions within HCI and design research. While examples of this work abound, comparatively little theory exists for grasping alternative designs, and for explicating their relation to other types of design and to design in general. In response this paper develops the key concepts of progressional design, frictional design, and design as prefiguration. The progressional conceptualization of design holds that designs have a primary purpose, and that purpose is to ultimately converge toward and ideally arrive at production. The frictional conceptualization of design radically relaxes teleological assumptions and productional expectations. Frictional designs prefigure possibilities that are compellingly resistant to further progression and final production. Prefiguration grounds both progression and friction in the idea that designs are partial, provisional, and potentially preliminary actualizations of possible futures. To illustrate frictional design, this paper outlines a framework of 5 frictional tendencies: diverging, opposing, accelerating, counterfactualizing, and analogizing. These tendencies represent ways in which frictional designs are directionally in tension with the arrow-like vector of progressional design. Several additional concepts are discussed in conclusion to further explicate more nuanced relational potentials between friction and progression: transproductional uses, teleological ambiguity, and relational multiplicity.
James Pierce 0001
CHI1
2020 The Disaster and Climate Change Artathon: Staging Art/Science Collaborations in Crisis Informatics
abstract
Information systems increasingly shape our knowledge of crises such as disasters and climate change. While these tools improve our capacity to understand, prepare for, and mitigate such challenges, critical questions are being raised about how their design shapes public imagination of these problems and delimits potential solutions. Prior work in human-computer interaction (HCI) has pointed to art/science collaboration as one approach for helping to explore such questions. As an attempt to draw on this potential, our team designed and facilitated a 2-day "artathon" that brought together artists and scientists to create new works of art based on disaster and climate data. Reflecting on the artathon and its outcomes, we contribute two sets of findings. First, we articulate opportunities, suggested by the artwork, for expanding research and design in crisis informatics. Second, we offer suggestions for HCI researchers seeking to stage successful art/science collaborations or similar inter-disciplinary events.
Robert Soden, Perrine Hamel, David Lallemant, James Pierce 0001
Conference on Designing Interactive Systems4
2020 Sensor Illumination: Exploring Design Qualities and Ethical Implications of Smart Cameras and Image/Video Analytics
abstract
Drawing analogies between smart cameras and electric lighting, we highlight and extrapolate design trends towards always-on sensing in intimate contexts, and the functional expansion of smart cameras as general-purpose and multi-functional devices. Employing a research through design (RtD) approach, we extrapolate these trends using speculative scenarios, materialize the scenarios by designing and constructing lighting-inspired smart camera fixtures, and self-experiment with these fixtures to introduce and exacerbate privacy and security issues, and inspire creative workarounds and design opportunities for sensor-level regulation. We synthesize our insights by presenting 8 smart camera sensing design qualities for addressing privacy, security, and related social and ethical issues.
James Pierce 0001, Richmond Y. Wong, Nick Merrill
CHI1
2019 Lamps, Curtains, Robots: 3 Scenarios for the Future of the Smart Home
abstract
This project experiments with techniques of smart product collages and schematic scenarios to investigate smart home technologies. Focusing on smart cameras, the artist presents three scenarios and a range of design research artifacts. These scenarios and collages are presented as conceptual tools to help understand and anticipate present and future issues related to digital privacy, security, trust, accountability, and fairness.
James Pierce 0001
Creativity & Cognition1
2019 From HCI to HCI-Amusement: Strategies for Engaging what New Technology Makes Old
abstract
Notions of what counts as a contribution to HCI continue to be contested as our field expands to accommodate perspectives from the arts and humanities. This paper aims to advance the position of the arts and further contribute to these debates by actively exploring what a "non-contribution" would look like in HCI. We do this by taking inspiration from Fluxus, a collective of artists in the 1950's and 1960's who actively challenged and reworked practices of fine arts institutions by producing radically accessible, ephemeral, and modest works of "art-amusement." We use Fluxus to develop three analogous forms of "HCI-amusements," each of which shed light on dominant practices and values within HCI by resisting to fit into its logics.
Laura Devendorf, Kristina Andersen, Daniela Karin Rosner, Ron Wakkary, James Pierce 0001
CHI5
2019 Smart Home Security Cameras and Shifting Lines of Creepiness: A Design-Led Inquiry
abstract
Through a design-led inquiry focused on smart home security cameras, this research develops three key concepts for research and design pertaining to new and emerging digital consumer technologies. Digital leakage names the propensity for digital information to be shared, stolen, and misused in ways unbeknownst or even harmful to those to whom the data pertains or belongs. Hole-and-corner applications are those functions connected to users' data, devices, and interactions yet concealed from or downplayed to them, often because they are non-beneficial or harmful to them. Foot-in-the-door devices are product and services with functional offerings and affordances that work to normalize and integrate a technology, thus laying groundwork for future adoption of features that might have earlier been rejected as unacceptable or unnecessary. Developed and illustrated through a set of design studies and explorations, this paper shows how these concepts may be used analytically to investigate issues such as privacy and security, anticipatorily to speculate about the future of technology development and use, and generatively to synthesize design concepts and solutions.
James Pierce 0001
CHI1
2018 An Interface without A User: An Exploratory Design Study of Online Privacy Policies and Digital Legalese
abstract
Privacy policies are critical to understanding one's rights on online platforms, yet few users read them. In this pictorial, we approach this as a systemic issue that is part a failure of interaction design. We provided a variety of people with printed packets of privacy policies, aiming to tease out this form's capabilities and limitations as a design interface, to understand people's perception and uses, and to critically imagine pragmatic revisions and creative alternatives to existing privacy policies.
James Pierce 0001, Sarah E. Fox, Nick Merrill, Richmond Y. Wong, Carl F. DiSalvo
Conference on Designing Interactive Systems1
2018 Addressing Network Anxieties with Alternative Design Metaphors
abstract
Optimism and positivity permeate discourses of smart interactive network technologies. Yet we do not have to look too far or too deep to find anxieties knotting up on the horizon and festering below the network's glistening surface. This paper contributes a set of concepts, tactics, and novel design forms for addressing network anxieties generated through a design-led inquiry, or research through design approach. We present three technically grounded metaphors illustrated with examples selected from our exploratory design process. Weaving together concepts from surveillance studies, cultural studies, and other areas of the humanities with our visual and physical design work, we help draw attention to under-addressed concerns within HCI while proposing alternative ways of framing and engaging design issues arising with network technologies.
James Pierce 0001, Carl F. DiSalvo
CHI1
2018 Differential Vulnerabilities and a Diversity of Tactics: What Toolkits Teach Us about Cybersecurity
abstract
We investigate cybersecurity toolkits, collections of public facing materials intended to help users achieve security online. Through a qualitative analysis of 41 online toolkits, we present a set of key design dimensions: agentive scale (who is responsible for security), achievability (can security be achieved), and interventional stage (when are security measures taken). Recognizing toolkits as socially and culturally situated, we surface ways in which toolkits construct security as a value and, in so doing, how they construct people as (in)secure users. We center the notion of differential vulnerabilities, an understanding of security that recognizes safety as socially contingent, adversaries as unstable figures, and risk as differentially applied based on markers of relational position (e.g. class, race, religion, gender, geography, experience). We argue that differential vulnerabilities provides a key design concern in future security resources, and a critical concept for security discourses.
James Pierce 0001, Sarah E. Fox, Nick Merrill, Richmond Y. Wong
Proc. ACM Hum. Comput. Interact.1
2017 Dark Clouds, Io&#!+, and [Crystal Ball Emoji]: Projecting Network Anxieties with Alternative Design Metaphors
abstract
This design inquiry engages concerns set within the frame of network anxieties. Our work projects and engages negative affective dimensions of digital networks including anxiety, exhaustion, overstimulation, overload, paranoia, unease, distrust, fear, and creepiness. We do this by designing alternative Internet metaphors and then applying these metaphors to the design of IoT (Internet of Things) technologies to generate speculative design proposals.
James Pierce 0001, Carl F. DiSalvo
Conference on Designing Interactive Systems1
2017 Real-Fictional Entanglements: Using Science Fiction and Design Fiction to Interrogate Sensing Technologies
abstract
We present a set of design fiction proposals related to sensing and tracking technologies, inspired by the 2013 science fiction novel The Circle. By creating design proposals that explore connections between the novel's imagined world and our present and future realities, we show that we are able to explore, expand, and articulate a range of social, technical, and legal configurations of the future. This paper contributes a set of design fiction proposals and a case study of a design project that uses design fiction inspired by a science fiction text to engage issues of privacy and surveillance. The paper also provides a new approach to creating design fiction, by using science fiction texts as a starting point.
Richmond Y. Wong, Ellen Van Wyk, James Pierce 0001
Conference on Designing Interactive Systems3
2017 Eliciting Values Reflections by Engaging Privacy Futures Using Design Workbooks
abstract
Although "privacy by design" (PBD)?embedding privacy protections into products during design, rather than retroactively?uses the term "design" to recognize how technical design choices implement and settle policy, design approaches and methodologies are largely absent from PBD conversations. Critical, speculative, and value-centered design approaches can be used to elicit reflections on relevant social values early in product development, and are a natural fit for PBD and necessary to achieve PBD's goal. Bringing these together, we present a case study using a design workbook of speculative design fictions as a values elicitation tool. Originally used as a reflective tool among a research group, we transformed the workbook into artifacts to share as values elicitation tools in interviews with graduate students training as future technology professionals. We discuss how these design artifacts surface contextual, socially-oriented understandings of privacy, and their potential utility in relationship to other values levers.
Richmond Y. Wong, Deirdre K. Mulligan, Ellen Van Wyk, James Pierce 0001, John C.-I. Chuang
Proc. ACM Hum. Comput. Interact.4
2016 Design Proposal for a Wireless Derouter: Speculatively Engaging Digitally Disconnected Space
abstract
This Pictorial uses design as a way to imaginatively and critically engage with digital disconnectivity as the obverse reaction to an increasingly hyperconnected, sped-up, and always-on digital world. Design is practiced here as a mode of inquiry and the outcomes presented as conceptual tools.
James Pierce 0001
Conference on Designing Interactive Systems1
2015 Making Multiple Uses of the Obscura 1C Digital Camera: Reflecting on the Design, Production, Packaging and Distribution of a Counterfunctional Device
abstract
This paper describes and explains details of the design, production and packaging of a counterfunctional device: The Obscura 1C Digital Camera. We further describe a small-scale distribution of Obscura 1C packages into everyday contexts. The paper then reflects on the various types of conceptual, imaginary and firsthand uses made of the Obscura 1C. These include its uses for everyday audiences as a unique camera and as a conceptually usable device. But we also prioritize uses particular to the HCI and design audience. These include using the Obscura 1C to articulate the concepts of inhibitive interfaces, counterfunctionality, and enabling limitations. The Obscura 1C is further used to articulate how abstract ideas can be translated into material forms, to rethink the role of packaging in user studies, and to draw attention to how discursive design objects are packaged and presented.
James Pierce 0001, Eric Paulos
CHI1
2015 Expanding and Refining Design and Criticality in HCI
abstract
The term 'critical design' is on the upswing in HCI. We analyze how discourses around 'critical design' are diverging in Design and HCI. We argue that this divergence undermines HCI's ability to learn from and appropriate the design approaches signaled by this term. Instead, we articulate two ways to broaden and deepen connections between Design and HCI: (1) develop a broader collective understanding of what these design approaches can be, without forcing them to be about 'criticality' or 'critical design,' narrowly construed; and (2) shape a variation of design criticism to better meet Design practices, terms, and ways of knowing.
James Pierce 0001, Phoebe Sengers, Tad Hirsch, Tom Jenkins, William W. Gaver, Carl F. DiSalvo
CHI1
2014 On the presentation and production of design research artifacts in HCI
abstract
This paper reviews diverse examples of "research through design" in HCI. Various forms and functions of design research artifacts are highlighted, including 3 general types: (1) operational design prototypes and products, (2) conceptual and material design studies and experiments and (3) design proposals. The role of both design artifacts and the research publication itself are highlighted. These roles are further explicated through the concepts of verbal articulation, design articulation, and concept-things. As concluding questions/provocations, the notions of thingly publications, pure design research, and making design research artifacts more public are offered for the HCI community and DIS conference in particular
James Pierce 0001
Conference on Designing Interactive Systems1
2014 Some variations on a counterfunctional digital camera
abstract
This Pictorial takes a different look at digital cameras and photos. It frames this look within a counterfunctional design perspective. This works is presented not as a design process documentation, but rather as a type of visual-textual design artifact. We see it as a means to present new concepts composed of both the textual-theoretical and visual-designerly varieties. While cameras and photos are the ostensible thematic focus, these technologies are in turn used as a focusing device for a broader conceptual theme: designing digital limitations.
James Pierce 0001, Eric Paulos
Conference on Designing Interactive Systems1
2014 Counterfunctional things: exploring possibilities in designing digital limitations
abstract
This paper presents a set of design studies and discussions investigating new possibilities in designing digital limitations. Focusing on digital photography as a medium, we present design prototypes and experiments including Ultra-Low Resolution Displays, Inaccessible Cameras, and a set of point-and-shoot digital camera variants. Our design work is based on the concept of a counterfunctional thing-a thing that figuratively counters some of its own functionality. We present the concept of counterfunctionality as a way of approaching the design of interactive technology. In conclusion we connect our work with critical discourses surrounding technology and the value of designing limitations.
James Pierce 0001, Eric Paulos
Conference on Designing Interactive Systems1
2013 Electric materialities and interactive technology
abstract
This paper offers new theoretical and design insights into nteractive technology. By initially considering electric technology broadly, our work informs how HCI approaches a range of specific interactive or digital things and materials. Theoretically, we contribute a rigorous analysis of electric technology using the experiential lens of phenomenology. A major result is to characterize electric technology by three forms of materiality: the electric object, its electric materiality, and electric power. In terms of design, we present and analyze novel interactive form prototypes. Our theoretical contributions offer new insight into design artifacts, just as our novel design artifacts help reveal new theoretical insight.
James Pierce 0001, Eric Paulos
CHI1
2013 Introduction to the special issue on practice-oriented approaches to sustainable HCI
abstract
Since Blevis's seminal paper [Blevis 2007] in 2007, environmental sustainability has established itself as a mainstream concern for HCI. After an initial flurry of excitement about the potential for existing HCI techniques, such as persuasive computing and interaction design, to contributemeaningfully to increasing sustainability, we have begun to recognize that the complexity and apparent intractability of working towards sustainability is providing serious challenges to current HCI ways of approaching problems. For example, some are working to deepen the engagement between HCI and established approaches of environmental psychology [Froehlich et al. 2010] and behavioral theory [Hekler et al. 2013] in order to develop more rigorous methods and theoretical connections for pursuing sustainability. Others are deploying and evaluating eco-feedback technologies at a scale not yet common in HCI [Erickson et al. 2013] to get a better sense of their effects and potentialities. Thus, sustainability is becoming not simply a problem that HCI can contribute to solving, but also an opportunity to understand the limits of HCI as it is currently constituted and to develop new possibilities for the discipline.
James Pierce 0001, Yolande A. A. Strengers, Phoebe Sengers, Susanne Bødker
ACM Trans. Comput. Hum. Interact.1
2012 Slow technology: critical reflection and future directions
abstract
Over a decade ago Hallnäs and Redström's seminal article on Slow Technology [6] argued that the increasing availability of technology in environments outside of the workplace requires interaction design to be expanded from creating tools for making people's lives more efficient to creating technology that could be embedded in everyday environments over long periods of time. Since then, the Slow Technology design agenda has expanded to include issues such as (i) designing for slowness, solitude, and mental rest, (ii) designing interactive systems to be used across multiple generations and lifespans, and (iii) designing for slower, less consumptive lifestyles and practices. This workshop aims to advance the Slow Technology design program by exploring the various practical, methodological and theoretical motivations, challenges, and approaches implicated in doing research and design in this growing space.
William Odom, Richard Banks, Abigail Durrant, David S. Kirk, James Pierce 0001
Conference on Designing Interactive Systems5
2012 Designing everyday technologies with human-power and interactive microgeneration
abstract
This paper creatively explores and critically inquires into power and energy at scales at which it can be generated by human bodily kinetic motion, with goals of promoting more engaging, meaningful, and sustainable interactions with and through interactive technology and electricity. To do so we delineate and name the research and design space of interactive microgeneration (IμG) and the subarea of human-power microgeneration (HPμG). We then present findings from a qualitative study employing (i) novel design prototypes we designed (e.g., a hand-powered mobile phone), (ii) commercially available products (e.g., a solar phone charger), and (iii) common everyday products (e.g., a kitchen knife, a food processor). Our empirical study and design explorations point to new design and research opportunities and challenges related to the generation and consumption of electrical energy in everyday life.
James Pierce 0001, Eric Paulos
Conference on Designing Interactive Systems1
2012 The local energy indicator: designing for wind and solar energy systems in the home
abstract
This paper proposes and investigates the area of local energy for interactive systems design. We characterize local energy in terms of three themes: contextuality, seasonality, and visibility/tangibility. Here we focus on two specific local energy technologies domestic, electrical generation from wind and solar. In order to investigate this area we design, deploy and study a novel local energy device: The Local Energy Indicator. We conclude by outlining directions for future work related to local energy for interactive design.
James Pierce 0001, Eric Paulos
Conference on Designing Interactive Systems1
2012 Design tools in practice: studying the designer-tool relationship in interaction design
abstract
This paper presents findings from semi-structured interviews with professional interaction designers. The purpose of the study was to examine the relationship between interaction designers and their design tools---specifically the reasons behind their choice of tools. The findings show that the relationship between designers and their tools is more complex than commonly assumed. The paper argues that a deeper understanding of the complexity of the designer-tool relationship can make a difference for both education and practice.
Erik Stolterman, James Pierce 0001
Conference on Designing Interactive Systems2
2012 Sustainably unpersuaded: how persuasion narrows our vision of sustainability
abstract
In this paper we provide a critical analysis of persuasive sustainability research from 2009-2011. Drawing on critical sociological theory of modernism, we argue that persuasion is based on a limited framing of sustainability, human behavior, and their interrelationship. This makes supporting sustainability easier, but leads to characteristic patterns of breakdown. We then detail problems that emerge from this narrowing of vision, such as how the framing of sustainability as the optimization of a simple metrics places technologies incorrectly as objective arbiters over complex issues of sustainability. We conclude by suggesting alternative approaches to move beyond these problems.
Hrönn Brynjarsdóttir, Maria Håkansson, James Pierce 0001, Eric P. S. Baumer, Carl F. DiSalvo, Phoebe Sengers
CHI3
2012 Undesigning technology: considering the negation of design by design
abstract
Motivated by substantive concerns with the limitations and negative effects of technology, this paper inquires into the negation of technology as an explicit and intentional aspect of design research within HCI. Building on theory from areas including philosophy and design theory, this paper articulates a theoretical framework for conceptualizing the intentional negation of technology (i.e., the undesign of technology), ranging from the inhibition of particular uses of technology to the total erasure or foreclosure of technology. The framework is then expanded upon to articulate additional areas of undesigning, including self-inhibition, exclusion, removal, replacement, restoration, and safeguarding. In conclusion a scheme is offered for addressing questions concerning the disciplinary scope of undesign in the context of HCI, along with suggestions for ways that undesigning may be more strongly incorporated within HCI research.
James Pierce 0001
CHI1
2012 Beyond energy monitors: interaction, energy, and emerging energy systems
abstract
Motivated by a recent surge of research related to energy and sustainability, this paper presents a review of energy-related work within HCI as well as from literature outside of HCI. Our review of energy-related HCI research identifies a central cluster of work focused on electricity consumption feedback (ECF). Our review of literature outside of HCI highlights a number of emerging energy systems trends of strong relevance to HCI and interaction design, including smart grid, demand response, and distributed generation technologies. We conclude by outlining a range of opportunities for HCI to engage with the experiential, behavioral, social, and cultural aspects of these emerging systems, including highlighting new areas for ECF research that move beyond our field's current focus on energy feedback displays to increase awareness and motivate individual conservation behavior.
James Pierce 0001, Eric Paulos
CHI1
2011 Second-hand interactions: investigating reacquisition and dispossession practices around domestic objects
abstract
We present a qualitative study of reacquisition-the acquisition of previously possessed goods-involving in-depth interviews with 18 reacquirers within or nearby Pittsburgh, PA, USA. Based on critiques of sustainable consumption and our findings, we reframe technology consumption as acquisition, possession, dispossession and reacquisition. We present four reacquisition orientations describing our participants' motivations and practices: casual, necessary, critical, and experiential. We then present a range of findings including issues with work, time and effort involved in reacquisition, and values and practices of care and patience associated with invested reacquirers. We conclude with implications for designing technologies to support current reacquisition practices, as well as broader opportunities for HCI and interaction design to incorporate non-mainstream reacquisition practices and values into more mainstream technologies.
James Pierce 0001, Eric Paulos
CHI1
2011 A phenomenology of human-electricity relations
abstract
This paper investigates the philosophical question of how we can experience energy with the aim of informing the design of future ways of experiencing energy by means of technology. Four human-technology relations formulated by philosopher of technology Don Ihde are presented. Each is then developed in the context of electrical interactive technologies. In conclusion these human-electricity and human-technology relations are employed in order to interpret current work related to energy and sustainability within HCI and point to future work in these areas.
James Pierce 0001, Eric Paulos
CHI1
2011 Nurturing natural sensors
abstract
Sensing has played a significant role in the evolution of ubiquitous computing systems, enabling many of today's compelling interactive and ubiquitous experiences. In this paper, we argue for expanding the current landscape of sensing to include living organisms such as plants and animals, along with traditional tools and digital devices. We present a field study of ten individuals who routinely work with living organisms such as plants, fish, reptiles and bees, and rely on these organisms as well as analog instruments and digital sensors to infer environmental conditions and inform future actions. Our findings offer a new perspective on everyday biomarkers, and we use the lens of organic and non-digital sensing to reflect on current sensing paradigms in ubiquitous computing. We conclude with three opportunity areas to help frame future work in ubiquitous sensing: (1) incorporating traditional technologies and living systems into ubiquitous sensing applications, (2) developing information technologies that teach new ways of 'seeing', and (3) supporting richer forms of metadata to unite stakeholders through their actions, interests and concerns.
Stacey Kuznetsov, William Odom, James Pierce 0001, Eric Paulos
UbiComp3
2010 Some consideration on the (in)effectiveness of residential energy feedback systems
abstract
Energy feedback systems, particularly residential energy feedback systems (REFS), have emerged as a key area for HCI and interaction design. However, we argue that HCI researchers, designers and others concerned with the design and evaluation of interactive systems should more strongly consider the ineffectiveness of such systems, including not only potential limitations of specific types of REFS or REFS in general but also potentially counterproductive or harmful effects of REFS. In this paper we outline research questions and issues for future work based on critical gaps in REFS research identified from (i) a review of REFS literature and (ii) findings from two qualitative studies of commercial home energy monitors.
James Pierce 0001, Chloe Fan, Derek Lomas, Gabriela Marcu, Eric Paulos
Conference on Designing Interactive Systems1
2010 Materializing energy
abstract
Motivated and informed by perspectives on sustainability and design, this paper draws on a diverse body of scholarly works related to energy and materiality to articulate a perspective on energy-as-materiality and propose a design approach of materializing energy. Three critical themes are presented: the intangibility of energy, the undifferentiatedness of energy, and the availability of energy. Each theme is developed through combination of critical investigation and design exploration, including the development and deployment of several novel design artifacts: Energy Mementos and The Local Energy Lamp. A framework for interacting with energy-as-materiality is proposed involving collecting, keeping, sharing, and activating energy. A number of additional concepts are also introduced, such as energy attachment, energy engagement, energy attunement, local energy and energy meta-data. Our work contributes both a broader, more integrative design perspective on energy and materiality as well as a diversity of more specific concepts and artifacts that may be of service to designers and researchers of interactive systems concerned with sustainability and energy.
James Pierce 0001, Eric Paulos
Conference on Designing Interactive Systems1
2010 Home, habits, and energy: examining domestic interactions and energy consumption
abstract
This paper presents findings from a qualitative study of people's everyday interactions with energy-consuming products and systems in the home. Initial results from a large online survey are also considered. This research focuses not only on "conservation behavior" but importantly investigates interactions with technology that may be characterized as "normal consumption" or "over-consumption." A novel vocabulary for analyzing and designing energy-conserving interactions is proposed based on our findings, including: cutting, trimming, switching, upgrading, and shifting. Using the proposed vocabulary, and informed by theoretical developments from various literatures, this paper demonstrates ways in which everyday interactions with technology in the home are performed without conscious consideration of energy consumption but rather are unconscious, habitual, and irrational. Implications for the design of energy-conserving interactions with technology and broader challenges for HCI research are proposed.
James Pierce 0001, Diane J. Schiano, Eric Paulos
CHI1
2009 Understanding why we preserve some things and discard others in the context of interaction design
abstract
This paper takes up the problem of understanding why we preserve some things passionately and discard others without thought. We briefly report on the theoretical literature relating to this question, both in terms of existing literature in HCI, as well as in terms of related literatures that can advance the understanding for the HCI community. We use this reading to refine our frameworks for understanding durability in digital artifice as an issue of sustainable interaction design in HCI. Next, we report in detail on our ongoing work in collecting personal inventories of digital artifice in the home context. We relate our prior and most current personal inventories collections to the framework that owes to our reading of the theoretical literature. Finally, we summarize the theoretical implications and findings of our personal inventories work in terms of implications for the design of digital artifice in a manner that is more durable.
William Odom, James Pierce 0001, Erik Stolterman, Eli Blevis
CHI2