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Sabrina Hauser

dblp:128/9518 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-7061-875XORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 4 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
5 papers
Design research and methods · 78% Health and well-being technologies · 18% Ubiquitous computing and smart environments · 4%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › HCI theory
postphenomenology
0.722018
Philosophers Living with the Tilting Bowl · CHI 2018
Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research · CHI 2018
Design research and methods › speculative design
material speculation
0.312018
Philosophers Living with the Tilting Bowl · CHI 2018
Design research and methods › design practice
DIY practice
0.212015
Tutorial Authorship and Hybrid Designers: The Joy (and Frustration) of DIY Tutorials · CHI 2015
Design research and methods › speculative design
design fiction
0.212013
A sustainable design fiction: Green practices · ACM Trans. Comput. Hum. Interact. 2013
Design research and methods
sustainable HCI
0.212013
A sustainable design fiction: Green practices · ACM Trans. Comput. Hum. Interact. 2013
Design research and methods
research through design
0.112020
Designing and Evaluating Calmer, a Device for Simulating Maternal Skin-to-Skin Holding for Premature Infants · CHI 2020
Design research and methods
field study
0.112018
Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research · CHI 2018
Design research and methods › design practice
practice-oriented design
0.012013
A sustainable design fiction: Green practices · ACM Trans. Comput. Hum. Interact. 2013

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

randomized clinical trials · 0.4iterative design · 0.4postphenomenological inquiry · 0.3interpretive analysis · 0.3field deployment · 0.3autoethnography · 0.3qualitative study · 0.2artifact analysis · 0.2practice theory · 0.2design fiction · 0.2
YearPublicationVenuePosition
2020 Designing and Evaluating Calmer, a Device for Simulating Maternal Skin-to-Skin Holding for Premature Infants
abstract
We describe the design and deployment of Calmer, a technology that simulates key aspects of maternal skin-to-skin holding for prematurely born infants: its inspiration, approach, physical design, and introduction into the Neonatal Intensive Care Unit. Maternal skin-to-skin holding can mitigate neonatal pain during medical procedures by as much as 50%, which can improve weight gain, sleep and later development. However, parents cannot always be present, and some infants are too fragile to be held. Interventions targeting this gap could be perceived as supplanting the mother in this intimate role, exposing her to depression and endangering her maternal bond. Over 10 years, we iteratively developed Calmer and demonstrated infant health benefit in a randomized clinical trial. Here, we report and reflect on pursuing this goal in a socially and technologically complex context: constraints, strategies, features, reception of the device, and surprises, such as leading to mothers feeling channeled rather than replaced.
Sabrina Hauser, Melinda J. Suto, Liisa Holsti, Manon Ranger, Karon E. MacLean
CHI1
2018 An Annotated Portfolio on Doing Postphenomenology Through Research Products
abstract
In this paper, we argue for framing the crafting and studying of research products as doing philosophy through things. We do this by creating an annotated portfolio of such Research through Design (RtD) artifact inquiries as postphenomenological inquiries. In our annotated portfolio, we first provide an account of the postphenomenological commitments of 1) taking empirical work as the basis of the inquiry, 2) analyzing structures of human-technology relations and 3) studying technological mediation. Secondly, we trace these commitments across six RtD artifact inquiries. We conclude with a discussion on how research products can be seen as an experimental way of doing postphenomenology and how HCI design researchers can work with that. As a result, the presented philosophical framing can be leveraged in HCI research to form a deeper and more dimensional understanding of the human-technology relations we craft and study. This also adds a methodological path to moving beyond foci of use, utility, interaction, and human-centeredness.
Sabrina Hauser, Doenja Oogjes, Ron Wakkary, Peter-Paul Verbeek
Conference on Designing Interactive Systems1
2018 Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research
abstract
Design-oriented research in HCI has increasingly migrated towards theoretical perspectives to understand the implications of newly crafted technology in everyday life. However, in this context, the relations between theory and understanding the things we make are not always clear, especially the degree to which the nature of research artifacts is revealed through or determined by theory. We examine a series of field deployment studies we conducted with our research artifact table-non-table over the course of four and a half years that we came to see as a postphenomenological inquiry. Importantly, our interpretations of this artifact, methodological concerns, and theoretical groundings evolved over time. We account for and critically reflect on these shifts in the relationship between theory and our design artifact. We detail how theory was enacted and embodied in our design research practice and offer insights into the complex relations between theory and things in design-oriented HCI research.
Sabrina Hauser, Ron Wakkary, William Odom, Peter-Paul Verbeek, Audrey Desjardins, Henry W. J. Lin, Matthew A. Dalton, Markus Lorenz Schilling, Gijs de Boer
CHI1
2018 Philosophers Living with the Tilting Bowl
abstract
This paper reports on a postphenomenological inquiry of six trained philosophers, who as study participants lived with and reflected on a research product we designed known as the Tilting Bowl: a ceramic bowl that unpredictably but gently tilts multiple times daily. The Tilting Bowl is a counterfactual artifact that is designed specifically for this study as part of a material speculation approach to design research. A postphenomenological inquiry looks to describe and analyze accounts of relationships between humans and technological artifacts, and how each mutually shapes the other through mediations that form the human subjectivity and objectivity of any given situation. This paper contributes an empirical account and analysis of the relations that emerged (background and alterity) and the relativistic views that co-constitute the philosophers, Tilting Bowl, and their specific worlds. The findings demonstrate the relevance of this philosophical framing to fundamentally and broadly understand how people engage digital artifacts.
Ron Wakkary, Doenja Oogjes, Henry W. J. Lin, Sabrina Hauser
CHI4
2017 Morse Things: A Design Inquiry into the Gap Between Things and Us
abstract
Applying a thing-centered, material speculation approach we designed the Morse Things to acknowledge and inquire into the gap between things and us. The Morse Things are sets of ceramic bowls and cups networked together to independently communicate through Morse code in an Internet of Things (IoT). We deployed the Morse Things in the households of six interaction design practitioners and researchers for six weeks. Following the deployment, we conducted a workshop to discuss the role of the Morse Things and ultimately the gap between things and people. We reflect on the nature of living with IoT things and discuss insights into the gap between things and humans that led to the idea of a new type of thing in the home that is neither human-centered technology nor non-digital artifacts.
Ron Wakkary, Doenja Oogjes, Sabrina Hauser, Henry W. J. Lin, Leo Ma, Tijs Duel
Conference on Designing Interactive Systems3
2016 Unselfconscious Interaction: A Conceptual Construct
abstract
In this article, we present unselfconscious interaction, a conceptual construct that describes a form of interaction with computational artifacts animated by incremental intersections that lead to improvements in the relationships among artifacts, environments and people. We draw on Christopher Alexander's notion of goodness of fit and unselfconscious culture, and utilize Erik Stolterman and Mikael Wiberg's concept-driven interaction research to analyze three interaction design concept artifacts to develop the construct of unselfconscious interaction for human–computer interaction. The resulting construct is comprised of the motivation of goodness of fit that is supported by two design qualities we name open-endedness and lived-with. We describe tensions within the construct, the notion of purposeful purposelessness in design and discuss the features that derive from Alexander's unselfconscious culture and are to be considered when designing for goodness of fit: resources, adaptation, ensembles, time and anonymity. Our main contribution in this article lies in the articulation of the construct of unselfconscious interaction.
Ron Wakkary, Audrey Desjardins, Sabrina Hauser
Interact. Comput.3
2015 Tutorial Authorship and Hybrid Designers: The Joy (and Frustration) of DIY Tutorials
abstract
Tutorials are critical to the success and vitality of DIY practices. In this paper, we elevate the importance of tutorial authorship as one way to maintain and improve the quality of tutorials in DIY. We discuss the role interaction designers can play as hybrid designers, mediating between author and audience to contribute to the improvement of practices of tutorial authorship in DIY. We examine the quality of tutorials through the building and analysis of ten DIY projects and tutorials. We analyze key issues across three categories: 1) competences, components and tools, 2) sequencing, 3) and communication. We offer findings that are both practical guidelines for detailed improvements of tutorials and structural themes for improving tutorial authorship including the themes of accurate information, competences and tools, and tutorial format. In conclusion, we discuss the potential for interaction designers to simultaneously mediate and shape tutorials and tools in a form of hybrid design.
Ron Wakkary, Markus Lorenz Schilling, Matthew A. Dalton, Sabrina Hauser, Audrey Desjardins, Henry W. J. Lin
CHI4
2014 Understanding guide dog team interactions: design opportunities to support work and play
abstract
The visually impaired have been a longstanding and well-recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field with regards to research on visually impaired owners and their dogs (guide dog teams). This paper presents a study that explores the interactions of guide dog teams revealing a rich, holistic understanding of their everyday lives and needs, across both work and leisure activities. Our findings inform and inspire future research and practices suggesting three opportunity areas: supporting working guide dog teams, enhancing play-interaction through accessible dog toys utilizing sensor technologies, and speculative and exploratory opportunities. This work contributes to the growing research on designing for human-canine teams and motivates future research with guide dog teams.
Sabrina Hauser, Ron Wakkary, Carman Neustaedter
Conference on Designing Interactive Systems1
2014 Eclipse: eliciting the subjective qualities of public places
abstract
In this Pictorial we explain and describe Eclipse, a method aimed at eliciting subjective qualities of people's experiences of and relationships with public places. Our method guides participants to sequentially explore their memories, sensations, sense of place, and stories related to a public place. Our goal is to present this method in a pictorial form to make it more concise and more easily usable by other interaction designers; in this, we want to depict the richness and qualities of the elicitations, and ultimately the subjective qualities of a public place.
Ron Wakkary, Audrey Desjardins, William Odom, Sabrina Hauser, Leila Aflatoony
Conference on Designing Interactive Systems4
2013 A sustainable design fiction: Green practices
abstract
In this article, we argue that an approach informed by practice theory coupled with design fiction provides useful insights into the role of interaction design with respect to environmental sustainability. We argue that a practice-oriented approach can help interaction designers step away from models of individual behavior and studies of artifacts towards seeing sustainable behaviors as part of multidimensional and interrelated practices and practice elements. We analyze two previously conducted studies. The first study of everyday repair focuses on how people repair their broken objects. The second study of green-DIY examines how green enthusiasts facilitate their practices of making sustainable DIY (do-it-yourself) projects. We describe the practices of everyday repairers and green enthusiasts in terms of materials, competences, and meanings, and the interrelations among those elements, using the framework of Shove et al. [2012]. We argue that understanding the dynamics of practice and their unique configurations is a starting point to redefine the roles of sustainable interaction design (SID). We propose that designers design towards resources and tools in ways that reflect on the challenges of intelligibility of their design interventions in practices. In addition to considering SID in the light of practice theories, we reveal how design fictions are readily incorporated into green practices in ways that transform those practices and hold implications for transformations of design as well. We bring forward opportunities for designers to co-design with DIY enthusiasts, targeted as practitioners in their own right, designing toward or within a design fiction. As a result, we conclude with the possibility for sustainable interaction designers to become practice-oriented designers who design with transparent open strategies and accessible materials and competences.
Ron Wakkary, Audrey Desjardins, Sabrina Hauser, Leah Maestri
ACM Trans. Comput. Hum. Interact.3