Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Affective computing
Computer Power and Human Reason: From Judgment to Calculation
Computer Power and Human Reason: From Judgment to Calculation
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
interactions - Design Fiction
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Understanding how children understand robots: Perceived animism in child-robot interaction
International Journal of Human-Computer Studies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"It's in love with you": communicating status and preference with simple product movements
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Vehicular lifelogging: new contexts and methodologies for human-car interaction
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Adversarial Design
Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships
Proceedings of the 20th ACM international conference on Multimedia
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This paper explores the metaphor of animism as a methodological framework for interaction design and, in particular, advocates for a form of animism the authors term 'heterogeneous multiplicity.' Animism can make valuable contributions within ubiquitous computing contexts, where objects with designed behaviors tend to evoke a perception that they have autonomy, intention, personality and an inner life. Furthermore, animism that supports heterogeneous multiplicity offers unique opportunities to stimulate human creativity through embodied engagement with an ecology of things. To demonstrate the concept of heterogeneous multiplicity, the authors present a speculative design project, AniThings, that intertwines multiple animistic collaborators to position activities of digital resource discovery and curation beyond the narrow domain of recommendation engines and personal feeds. The project illustrates an ecology of six tangible, interactive objects that, respectively, draw from a variety of digital resources and inhabit a range of variously positioned stances towards their human collaborators and each other. This diversity of behaviors, resources, and positionality makes AniThings ideal for supporting open-ended ideation and collaborative imagining activities.