@inproceedings{OswaldTostWettach, author = {Oswald, Patrick and Tost, Jordi and Wettach, Reto}, title = {i.Ge}, series = {TEI '15 : Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction}, booktitle = {TEI '15 : Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {978-1-4503-3305-4}, doi = {10.1145/2677199.2687910}, pages = {733 -- 738}, abstract = {Video games are traditionally presented and visualized on a screen (flat, portable, touch sensitive or projected) and are mostly restricted by predefined scenarios and character movements. Although the ways in which we interact with games have improved over recent years, the interaction is still limited to their functions and game presets and still happens inside the screen. In this paper we explore new interaction paradigms using i.Ge4, a video game level editor that allows users to interact with their own environment to create game content with every-day physical objects in real time. At this stage, i.Ge explores new ways to interact with the real world by augmenting it with interactive projections, reducing the gap between the real and the digital world in a spatial augmented reality. We also propose other novel naturalistic approaches to create and interact with digital content that involve embodiment and more use of depth.}, subject = {Videospiel}, language = {en} } @inproceedings{MeierTostHeidmann2019, author = {Meier, Sebastian and Tost, Jordi and Heidmann, Frank}, title = {On the relevance of cartography : an interaction design perspective}, series = {Proceedings of the International Cartographic Association}, booktitle = {Proceedings of the International Cartographic Association}, number = {2}, address = {Bern}, organization = {International Cartographic Association (ICA)}, doi = {10.5194/ica-proc-2-84-2019}, pages = {6}, year = {2019}, abstract = {We see more cartographic products in our digital world than ever before. But what role does cartography play in the modern production of cartographic products? In this position paper, we will argue that the democratization and diffusion of cartographic production has also led to the presumed "fading relevance" of cartography. As an argument against this notion, we highlight starting points for the field of cartography to improve modern cartographic production through its inherent cartographic knowledge.}, subject = {Kartografie}, language = {en} } @article{FlechtnerDewitzMaueetal., author = {Flechtner, Rahel and Dewitz, Leyla and Mau{\´e}, Rahel and Tost, Jordi and Schuster, Paula L. and Ackermann, Judith and Heidmann, Frank}, title = {Facing fears, facing opportunities: Lessons learned from a participatory design format with people affected by social anxiety}, address = {Potsdam}, doi = {10.34678/opus4-3116}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:525-31168}, pages = {1 -- 19}, abstract = {Social anxiety disorder (SAD) is one of the most commonly diagnosed anxiety disorders and a health concern that has a significant impact on the affected individuals' quality of life. Although there is a need to develop methods and tools to support those affected by SAD, it is especially challenging to conduct participatory design with this psychologically vulnerable group of people. This paper presents the design, implementation and evaluation of a participatory format built on a toolkit, a cultural probe and an online prototyping workshop to gain insights into the challenges and needs experienced in the everyday lives of those affected by severe social anxiety. We provide the theoretical framework for designing a participatory format for this vulnerable group, introduce and discuss our methodological approach, and present the lessons learned from implementing and evaluating the format in two workshop sessions with a total of 15 participants.}, subject = {Angstst{\"o}rung}, language = {en} } @inproceedings{TostSchusterHeidmann, author = {Tost, Jordi and Schuster, Paula and Heidmann, Frank}, title = {"Stranger Things - Prototyping Inconvenience"}, address = {New York}, organization = {Association for Computing Machinery}, pages = {9}, abstract = {There is a prevalent obsession in design-oriented disciplines and in the technological industry with comfort, efficiency, smoothness and smartness, which relates to a trend of envisioning super-convenient futures. In this paper, we raise convenience as a topic for inquiry within critical design practice and affirm the importance of questioning the broad implications of "design for convenience" in design research and design education. To this end, we investigate the potential of Inconvenient Design as a discursive and critical approach. By combining prototyping with tactics of critical and speculative design, we build a methodology that aims to push designers beyond their "comfortable human perspective", engaging them to question current practices in design and to think about alternatives. This methodology was the starting point of "Stranger Things - Prototyping Inconvenience", a design course held at the University of Applied Sciences Potsdam. The key insights and reflections from this course are summarized and illustrated through the results of the iterative prototyping sessions as well as the final projects completed by the graduate and undergraduate students.}, subject = {Design}, language = {en} } @article{TostSchusterHeidmann, author = {Tost, Jordi and Schuster, Paula and Heidmann, Frank}, title = {Prototyping inconvenience : a pedagogical experiment on designing for debate in design education}, series = {Interaction Design and Architecture(s) : IxD\&A}, journal = {Interaction Design and Architecture(s) : IxD\&A}, number = {51}, address = {Rom}, organization = {Universit{\"a}t Tor Vergata}, issn = {1826-9745}, doi = {10.55612/s-5002-051-004}, pages = {81 -- 110}, abstract = {With design having more impact than ever, there is an increased need for critical inquiries into design research and education that engage designers to question established disciplinary assumptions. One prevailing myth is the convenience ideal: the obsession with comfort, efficiency, smoothness, and smartness that relates to a trend of envisioning super-convenient futures. By combining iterative prototyping, anti-solutionist strategies, and tactics of critical and speculative design, we built a counter-approach to conventional design processes: Inconvenient Design. With convenience as the topic for debate, we explored its potential in the course Stranger Things-Prototyping Inconvenience. This paper provides an overview of the approach and course format, using examples of student projects to illustrate how it encouraged them to reflect and debate directly in the design process in a tangible way, enabling them to craft alternatives. Lastly, we discuss the opportunities our methodological approach can bring to design research and education.}, subject = {Prototyping}, language = {en} } @article{MatznerThielWoznicaTostetal., author = {Matzner, Nils and Thiel-Woznica, Marcel and Tost, Jordi and Weller, Kevin}, title = {Prototypes as Future Artifacts of Today}, series = {On_culture : the open journal for the study of culture}, journal = {On_culture : the open journal for the study of culture}, number = {15}, publisher = {Justus-Liebig-Universit{\"a}t Gießen}, address = {Gießen}, issn = {2366-4142}, doi = {10.22029/oc.2023.1353}, pages = {25}, abstract = {The design of sociotechnical futures relies on institutionalized visions but also on material artifacts. In this context, prototypes are a materialized means of exploration of potential futures. This article explores interdependencies between irritations by prototypes and critical/speculative design and argues that prototypes problematize a balance between feasibility and their potential for irritation, i.e. being incited to act differently by a prototype that does not fit into familiar practices (e.g. flying cars). We investigate the significance of the feasibility-irritation tension, first, by analyzing two case studies of prototypes from urban mobility as examples of technical feasibility in marketing and testing environments, and second, by contrasting them to the notion of prototypes as deliberately irritating artifacts within critical and speculative design practices. We offer a perspective for understanding their transformative potential. Our discussion shows how prototypes, as they are used in speculative design, might open new negotiation spaces instead of limiting futures to what seems feasible. New, irritating prototypes highlight a contingency, which is necessary to openly discussing feasible and fictional futures together.}, subject = {Mobilit{\"a}t}, language = {de} } @inproceedings{TostFlechtnerMaueetal., author = {Tost, Jordi and Flechtner, Rahel and Mau{\´e}, Rahel and Heidmann, Frank}, title = {Caring for a companion as a form of self-care}, series = {Live - Uniting HCI for a Hyperlocal and Global Experience : Proceedings of the 13th Nordic Conference on Human-Computer Interaction}, booktitle = {Live - Uniting HCI for a Hyperlocal and Global Experience : Proceedings of the 13th Nordic Conference on Human-Computer Interaction}, editor = {Uppsala University, and Ume{\aa} University,}, publisher = {Association for Computing Machinery}, address = {New York}, isbn = {979-8-4007-0966-1}, doi = {10.1145/3679318.3685343}, pages = {1 -- 15}, abstract = {This paper presents an approach to designing companion technologies for mental health based on a case study on social anxiety disorder (SAD). We highlight the potential of an irritating dimension of user experience and propose including irritating qualities in companions as a strategy to disrupt patterns of behavior and thought, support perspective change, and expand an individual's comfort zone. Taking the Tamagotchi as a counterpoint to assisting technologies and combining frameworks and concepts from psychology and HCI, we propose the grounding metaphor of 'caring for the companion as a form of self-care,' arguing the potential of building reciprocal care relationships as a means by which to support emotional attachment and establish healthy routines. In this paper, we introduce this grounding metaphor and a set of principles for fostering positive irritations. Our framework provides a basis for exploring and developing novel paradigms and poses future directions for HCI.}, subject = {Angstst{\"o}rung}, language = {en} }