Keynotes
<-->Hiroshi Ishiguro
Hiroshi Ishiguro, professor en directeur van de Intelligent Robotics Laboratory in Osaka (Japan), legt zich toe op het creëren van robots met een zo realistisch mogelijk voorkomen. Hij is bekend geworden met het maken van verschillende evenbeelden, zoals van hemzelf.
Om de uitdaging van uiterlijk en gedrag van zogenaamde androïde robots aan te gaan, zijn volgens hem twee aanpakken nodig: een vanuit robotwetenschappen en de ander vanuit cognitieve wetenschappen. De eerste benadering probeert zo menselijk mogelijk uitziende robots te maken op basis van kennis vanuit de cognitieve wetenschappen. De tweede opzet gebruikt de robot om veronderstellingen te verifiëren over het menselijk functioneren.
Gilbert Cockton
Hoofd Onderzoek in Mens-Machine Interactie op de Universiteit van Sunderland (UK), en vormalig voorzitter van de Britse HCI Group.
Gilbert Cockton ontving een NESTA fellowship om onderzoek te doen naar ‘Design as the Creation of Value’, over waarden en waarde.
Op de CHI Nederland Conferentie 2009: Change! zal Gilbert Cockton spreken over ‘Quadricentric Design’, over dat men in een ontwerpproces niet bij voorbaat een bepaald perspectief voorop moet stellen, maar aandacht moet verdelen tussen ‘designed artifacts, design purpose, design beneficiaries and design evaluation’.
Designing is at Least Quadricentric
Interaction Design stresses human-centeredness. A strong focus on people is essential, but we also must focus on craft materials, their form and their function. While some design practices focus too much on means (the ‘what’ of design), avoiding commitments to explicit ends (the ‘why’), we cannot ignore design means. Also, we must further distinguish the purpose of design (‘why’) from its beneficiaries (‘who’), and also between both of these and the ‘if’ of designing, i.e., between evaluation, purpose and beneficiaries.
The what, why, who and if of designing each need explicit focused attention, as do their twelve inter-connections (e.g., why -> what, why -> if, if -> why). The resulting hexadecacentric design is beyond the single focus of any designer, but different design roles can focus on different categories of design choices (i.e., means, ends, beneficiaries, evaluations) and/or to the links between them. Existing and innovative design and evaluation approaches can be scoped in terms of the four categories of design choices, their twelve interdependencies and six meta-principles for designing.
This may sound very complicated, but it greatly simplifies the task of assessing and improving approaches and resources for Interaction Design. I’ll show how in my talk.
Peter Werkhoven
Peter Werkhoven is hoogleraar Multimodal Interaction in Virtual Environments aan de Universiteit Utrecht. Tevens is hij directeur onderzoek bij TNO Defensie en Veiligheid. Zijn onderzoekinteresses omvatten onder andere mobiele virtual reality en multi-modale mens-machine interfaces.
Peter’s presentatie tijdens de CHI Nederland Conferentie 2009 besteedt aandacht aan de veranderende rol van computers tot “experience machines”. Het behandelt multi-modale interactie via tactiele en brein-machine interfaces, exosomatisch geheugen door “brain sensing” en uitdagingen in game-based concept ontwikkeling.
Emerging Human-Computer Interaction
Intuitive human-computer interfaces will drive a far-reaching symbiosis between humans and intelligent sensor and computer networks. Our natural senses will be augmented with body mounted and external sensors (a fusion of Cyborg developments and ambient intelligence). Multisensory experiences will be stored and analyzed in personal exosomatic memory systems that can be shared with others. Serious game technology progresses to connect people in merged virtual and real environments for educational purposes, decision making, social interactions and entertainment. In fact computer systems evolve from calculators into multimodal experience machines.
To make these developments successful it is essential that content and presentation are seamlessly tailored to the sensory and cognitive abilities of humans in the context of our intentions and emotions. I will discuss new developments in the areas of tactile interfaces (how to use our skin as an information channel), multimodal interfaces (how to present consistent visual, auditory and tactile information), brain computer interfaces (how to navigate by thought), and various aspects of (mobile) serious gaming
Geke van Dijk
Oprichter en directeur strategie van STBY, een ‘network company’, met kantoren in London en Amsterdam. STBY is gespecialiseerd in ’social research’ voor ’service design’ en innovatie, en werkt op het snijvlak van industrie en academisch onderzoek.
Geke van Dijk zal spreken over ’service design’ en voorbeelden geven van het combineren van gebruikersonderzoek en bedrijfskunde in innovatieve ’service design’ projecten.
CHANGE - moving on to the next level
The HCI community has always been quite successful in adapting to the constantly changing technological opportunities, human needs en trends in society. By discussing our work amongst colleagues we have incrementally improved our methods and techniques, but apart from that it is important to respond adequately to changing practices and thinking in other fields.
At the moment there seems to be a big opportunity and urgency for HCI experts to contribute to the development of the relatively new field of service design. We should not let that opportunity go to waste.
This talk is an appeal to the pioneers in the community to get involved in this new area. A lot of the thinking and practices of HCI naturally fit in, and may even lead the way for some of the other disciplines involved.
Parallelle sessies
Zie Accepted Papers en Cases, en Kunst expositie.




