The Inflatable Cat: Idiosyncratic Ideation of Smart Objects for the Home - YouTube

Channel: ACM SIGCHI

[5]
- Good afternoon, everybody.
[7]
I'm glad and honored to present this work
[10]
on idiosyncratic ideation of smart objects for the home.
[14]
And this paper's about how to design
[17]
meaningful and emotionally valuable smart objects
[21]
together with people and the context
[24]
of their individual homes.
[26]
This paper's a collaboration of myself and colleagues
[30]
from Chemnitz University of Technology,
[33]
Will Odom from Simon Fraser University in Canada,
[36]
and Eva Hornecker from Bauhaus University
[39]
in Weimar, Germany.
[43]
Smart objects for the home, they're a hot topic
[46]
in design and research,
[47]
yet as it stands the IoT for the home produces
[52]
a lot of pictures on the jammer, hold a phone in front of it
[56]
to make it better.
[58]
And most IoT for the home, it focuses on efficiency,
[61]
on comfort, and on security.
[64]
And there is not much emotional engagement
[67]
apart from perhaps when you want to go to bed
[71]
but your smart light bulb decided it needs
[74]
a very important update before you can actually
[77]
switch it off.
[79]
But other than that, smart objects, they do not spark
[82]
much emotional engagement.
[84]
So the question really is,
[86]
is smart objects, if they rely on so many sensors,
[90]
why do they suffer from sensory and emotional deprivation?
[96]
And this is where we set off to explore how to co-design
[101]
meaningful and emotionally valuable smart objects.
[107]
There's a huge number of IoT design tools
[110]
to conduct workshops in order to come up with
[114]
a "novel" idea for the smart home,
[117]
yet none of them focuses on sensory and emotional qualities.
[125]
If you look at some of these methods in detail,
[128]
for example, the note cards on the screen,
[131]
there's 60 different cards for 60 different sensors
[134]
and equally many for actuators.
[137]
Yet the biggest hindrance of these cards
[139]
is that they fail to engage co-designers
[143]
in a sensory and emotional way.
[146]
And one of the reasons for that is that these design tools
[150]
are analog and request rather high faculty of abstraction.
[155]
We argue in our paper in quite some detail
[158]
that these tools are quite unfit to make designers
[162]
and co-designers alike to relate to how a smart object
[166]
would make them feel,
[169]
which emotion they might elicit, let alone understand
[172]
how a specific actuator or specific sensor
[176]
actually makes you feel.
[180]
And that was where we stood
[182]
when we built our own co-design tool.
[186]
It is called Loaded Dice,
[188]
and it consists of two interactive cubes.
[191]
And we use this tool to explore the design space
[194]
of smart, connected things together with people.
[197]
If you want to try them out, I have them with me down there.
[200]
Just meet me there.
[202]
And it consists of two interactive cubes
[206]
that are wirelessly connected.
[208]
One cube, the one to the left, it's a sensor cube,
[212]
and it has a different sensor in each of its six sides.
[217]
For example, temperature sensor,
[218]
motion sensor, a volume sensor.
[221]
The side that is facing up is active,
[225]
and it communicates wirelessly
[227]
with the side facing up on the other cube.
[231]
So the second cube, you have guessed it,
[232]
is an actuator cube, and it in turn has
[236]
a different actuator on each of its six sides.
[239]
It reacts to the sensor cube with light, vibration,
[243]
or with heat.
[246]
For example, we can detect heat and display it as light
[250]
or convert it into air through a fan on the other cube.
[254]
We have done quite a number of co-design workshops
[256]
and in a number of other papers we have shown
[258]
that Loaded Dice, it supports creativity
[262]
and exploration skills in the very early stages
[265]
of design processes.
[267]
So the question is,
[268]
if you can use Loaded Dice to transform heat into air,
[272]
why can't you use it to, let's say,
[274]
transform anger into something more objective?
[281]
We also looked into prior work at CHI,
[283]
and among others that chose vocabularies, we took the one
[287]
from Diefenbach and colleagues as a start.
[290]
They have provided an interaction vocabulary
[292]
that allows to describe the "how" of interaction.
[298]
We took that as a starting point, adapted it quite heavily,
[301]
and updated it to be fit for describing the interaction
[305]
with smart objects.
[310]
So, how does this workshop work?
[314]
It is basically a negotiation.
[317]
It's relating sensory qualities depicted with a card deck
[320]
of sensory qualities, and functional possibilities
[324]
of sensors and actuators depicted through Loaded Dice.
[328]
To engage co-designers in workshops,
[330]
we usually conduct those workshops
[332]
in the homes of our participants.
[335]
So in the first step, co-designers, they define
[338]
a domestic problem that they would like to explore.
[342]
And in a second step, we use a part co-designers
[345]
to explore this problem in-depth
[348]
through the sensory vocabulary.
[351]
And they also make a distinction between an input
[354]
and an output side, so to sort sensory qualities
[357]
into input categories and into output categories.
[361]
Only then, in the third step,
[363]
co-designers are introduced to Loaded Dice.
[366]
They use it in order to explore sensors and actuators,
[370]
and to enrich the interaction of actors
[373]
within this problem space through a connection
[376]
of Loaded Dice and vocabulary.
[379]
So, for example, they can connect the notion of, let's say,
[384]
a strange sound sensor with a covered heating element.
[391]
We conducted a number of co-design workshops
[394]
that followed this rationale, and we used it to co-design
[399]
meaningful and emotionally valuable smart objects
[403]
in the context of everyday life.
[407]
Of these smart objects, our co-designers came up with
[410]
their three in the paper,
[413]
and we analyzed those three to understand the role
[417]
of sensory and emotional qualities,
[419]
and speculating smart objects and services,
[423]
always together with people in the context of their home.
[430]
The first one is the Anger Meter.
[432]
It was done by a group of co-designers living together,
[435]
and their next door neighbor often complains
[438]
that they're making too much noise.
[441]
So with the Anger Meter, they can negotiate
[444]
between their own noise level
[446]
and the annoyance of their neighbor.
[448]
So the neighbor can signal the level of his anger
[451]
with the potentiometer, and to avoid misuse,
[454]
the device also contains a microphone
[457]
that compares the subjective anger
[460]
with the legally allowed noise levels.
[464]
And this speculative device, co-designers, they acknowledge
[467]
their neighbor's issues, yet they reject his anger.
[472]
By doing so, the smart object transforms one person's
[476]
subjective emotion into objective information.
[483]
Next one is the Automated Rent Debtor.
[491]
I will skip that one.
[495]
There's a bit of it in the paper.
[497]
It's kind of an ethically questionable thing,
[502]
so I invite you to read about all of that.
[504]
It's about prohibiting people of having a hot shower
[510]
when they're late with their rent.
[513]
So, finally, let's talk about cats.
[516]
This smart object was conceived by a group of co-designers
[519]
living together in a co-housing project.
[523]
And the smart object is designed
[525]
for their three-legged cat, Alfred.
[529]
The problem of the apartment, it has no cat flap.
[533]
And often times, Alfred the cat,
[535]
he meows in front of the front door,
[537]
hoping for someone to let him in.
[541]
This can take anytime from one minute to one hour,
[544]
especially during night.
[546]
Co-designers, they longed for a remedy
[548]
they would believe would make the cat happy.
[552]
So with the help of the card set, the co-designers
[554]
described the communication of their cat as poetic.
[558]
They decided that a microphone
[560]
and some animal speech recognition at the front door
[563]
would recognize the meows of Alfred
[565]
and distinguish Alfred from any other cat.
[568]
Co-designers described this as targeted,
[572]
and to not let Alfred wait, it also needs to be fast.
[577]
So co-designers also wanted actuation inside the house
[581]
to be equally poetic.
[584]
It also instant and attention grabbing.
[588]
Co-designers, they discussed the notion of poetic
[591]
quite strongly, and they figured,
[593]
if they amplified the meowing through loudspeaker,
[596]
that would still be Alfred, but loud and thus unpoetic.
[600]
They also considered having Shakespeare poems
[602]
being read aloud, also unpoetic.
[605]
Co-designers then switched to Loaded Dice,
[608]
and they explored sensors and actuators
[610]
through actual functionality.
[612]
Their final poetic idea is a fan instead of loudspeaker.
[618]
This does not disturb conversation
[620]
through an unpoetic sound,
[622]
but still it's grabbing attention.
[625]
So when Alfred meows at the door, an inflatable
[628]
but larger copy of himself would be inflated by a fan,
[633]
then rise to the ceiling and shake.
[636]
And this emphatic cat, it would be located
[638]
in a resident's bedroom and would only be triggered
[642]
by the meowing of Alfred, but not any other cat.
[648]
So, what should you take from this?
[652]
Our workshop design, it allowed co-designers
[654]
to reflect on how sensory information
[657]
should be transformed into actuation.
[660]
In this example, a poetic and targeted interaction
[663]
was transformed into a completely different poetic notion
[667]
that was still friendly and attention grabbing.
[671]
Our workshops enabled people to develop their own ideas
[673]
and concepts for what an IoT artifact might be
[675]
in the context of their home.
[677]
That could now send you home quite happily and invite you
[680]
to build one of these objects for next time or CHI,
[685]
but these objects are not necessarily
[688]
what we want you to build.
[690]
These smart object, they are idiosyncratic in the sense
[693]
that the ideas are highly poetic and emotionally valuable,
[698]
but only make sense in a specific housing context.
[702]
And in exploring those with our workshops,
[707]
the example they unravel, how idiosyncratic smart objects
[711]
mirror the housing situation
[713]
that the co-designers are living in.
[716]
Our workshops, they also enabled co-designers
[718]
to ideate emotionally valuable smart objects
[721]
that do not build on objective measurements
[724]
towards efficient communication,
[727]
but they rely on situated knowledge of the people involved
[731]
to imagine emotionally valuable communication.
[736]
The Anger Meter, for example, it makes only sense
[738]
in the context of an old neighbor's need for rest
[741]
and the younger party crowd living next door.
[745]
So, with future work we need to focus on
[747]
reflecting on "the home," on more non-stereotypical homes
[752]
through the idiosyncrasies of these smart objects
[755]
individually created for them.
[759]
More importantly, how did the workshop enable co-designers
[763]
to ideate smart object that foregrounded
[766]
these particular sensory emotional qualities?
[770]
That was possible through a back and forth process
[773]
with a lot of reflection and exploration
[775]
of sensory attributes on one side
[778]
and functional possibilities on the other side.
[782]
So in the first phase, the sensory vocabulary
[786]
allowed co-designers to frame relevant issues
[789]
from their homes in a self-determined way.
[792]
And here, the cards, they helped co-designers
[795]
to empathize with absent people,
[797]
with their angry neighbor or with that cat.
[800]
Only then, in the second phase,
[802]
co-designers considered issues of functionality
[805]
and they attributed emotional qualities
[807]
such as anger or poetics into functional attributes
[812]
of sensors embodied in Loaded Dice.
[815]
But, more importantly, there was always
[817]
a back channel of negotiating sensory attributes
[820]
and functional sensors and actuators.
[824]
Only this back and forth between these two
[826]
allowed to fine-tune the translation of sense and emotion,
[831]
and to translate sensory and emotional qualities
[835]
into objective input or objective output.
[841]
To sum up, by exploring sensory and emotional properties,
[845]
by alternating between sensory vocabulary
[848]
and technical toolkit, co-designers translated
[851]
between what does it mean for an interaction
[854]
to be poetic and meaningful,
[856]
and only then, to make a creative negotiation,
[860]
and to attribute functional properties to an actuator.
[864]
In doing so, it becomes meaningful for the residents
[867]
that a fan-inflated cat communicates the need
[872]
of an actual cat in a poetic way.
[877]
These findings now, they raise
[878]
a number of questions for the HCI community.
[880]
For example, how can HCI design further
[883]
upon these small but crucial back and forth steps
[888]
between translating sensory perception
[891]
to emotion and vice versa?
[893]
There's also a need for future work
[895]
for a detailed investigation on how these sensory
[899]
and emotional qualities of smart objects relate.
[906]
And, with that, I'm taking your questions.
[910]
(applause)
[924]
- [Gregory] Hi. Gregory Abowd.
[926]
I wanted to thank you for a thought-provoking talk.
[930]
I'm going to ask, I have a lot of questions,
[931]
but what I'm going to ask is a kind of,
[933]
from an engineering perspective to a designer.
[936]
One thing that I'm skeptical about
[937]
in what you presented here is that that vocabulary
[941]
that you gave to describe the input and output
[943]
actually led to the ideas that these creative designers
[947]
came up with.
[948]
So what evidence do you have that those people,
[950]
even if they didn't have the vocabulary that you gave them,
[953]
whether they would have come up with these ideas?
[957]
Because I'm trying to think,
[958]
I would like to be creative like this.
[960]
It's not clear to me that those words that you give me
[962]
are going to help me make the leap
[964]
to coming up with an inflatable cat idea.
[967]
- Well, there's definitely no evidence of that,
[971]
so I certainly can't promise you that your co-designers
[975]
will be as creative as our co-designers.
[977]
And we did just not as enough workshops
[982]
to actually know that.
[985]
From me as the designer asking engineer, the question is,
[989]
how could we help co-designers
[993]
to build those very idiosyncratic ideas just for their home
[998]
and not for, like, building more stuff
[1002]
that can be thought like, by the thousands,
[1006]
so that people might in the end
[1007]
be able to ideate in their home on their own,
[1010]
yet building things that are meaningful from that.
[1013]
- [Gregory] Yeah, I mean, because, for example,
[1015]
the cat: great idea, but the failing I see with that is,
[1019]
you have to, what range within the home is going to
[1021]
communicate that the cat wants to get in?
[1024]
Right? If it's in the bedroom
[1025]
and I'm in the kitchen, I won't see it.
[1026]
Poor cat.
[1028]
That's a very utilitarian perspective on that,
[1031]
even though it's a clever idea.
[1034]
- Yes.
[1036]
(laughter)
[1042]
- [Woman With Laptop] (muffled speaking)