The media equation: how people treat computers, television, and new media like real people and places
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Designing for ephemerality and prototypicality
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Service robots in the domestic environment: a study of the roomba vacuum in the home
Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction
Economic and subjective measures of the perceived value of aesthetics and usability
ACM Transactions on Computer-Human Interaction (TOCHI)
Experiments with a robotic computer: body, affect and cognition interactions
Proceedings of the ACM/IEEE international conference on Human-robot interaction
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User experience over time: an initial framework
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of design in Ubicomp research and practice
Proceedings of the 13th international conference on Ubiquitous computing
Ripple effects of an embedded social agent: a field study of a social robot in the workplace
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theories, methods and case studies of longitudinal HCI research
CHI '12 Extended Abstracts 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
Looking ahead: how field trials can work in iterative and exploratory design of ubicomp systems
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Advances in ubicomp technology are enabling the devel-opment of products that move in affective ways. However, there is insufficient empirical knowledge to encourage such designs. As research through design, we built three proto-types of standing-type kinetic products to conduct user experience (UX) field studies with visceral, behavioral, and reflective perspectives. Tasks, the users' body reactions, and their feelings were measured and interpreted to uncover features of a desirable UX with moving products. The find-ings and discussions contribute to the ubicomp community by expanding the design space for moving products and inspiring the community with practical applications.