Eva Hornecker
Has also published under the name of:
"E. Hornecker"
Personal Homepage:
http://www.ehornecker.deCurrent place of employment:
University of Strathclyde
Eva Hornecker is Assistant Professor at the University of Strathclyde. She has worked at several places before, including the UK's Open University, Sussex University, the Vienna University of Technology, following her PhD in Bremen, Germany.
Eva's research focus is on 'Beyond the Desktop' Interaction Design. She researches in the intersections of UbiComp, tangible interfaces/interaction, and CSCW (focused on co-present social interaction), with application areas e.g. in education and museums. Additional sidetrack research on ethics and professional responsibility in IT.
Publications by Eva Hornecker (bibliography)
McCrindle, Carrie, Hornecker, Eva, Lingnau, Andreas and Rick, Jochen (2011): The design of t-vote: a tangible tabletop application supporting children's decision making. In: Proceedings of ACM IDC11 Interaction Design and Children 2011. pp. 181-184.
Children are not necessarily motivated to collaborate if no common ground can be found. In this paper, we present t-vote, a system supporting children's decision making. To encourage collaboration in a museum's context, we employ tangible pawns on a tabletop interface and implicitly script the decision making process of children. We describe the system design, our design process, and rationale.
© All rights reserved McCrindle et al. and/or ACM Press
Hornecker, Eva, Swindells, Stuart and Dunlop, Mark (2011): A mobile guide for serendipitous exploration of cities. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 557-562.
In this paper we describe the design concept, prototype development, and initial findings for a mobile guide supporting serendipitous exploration of a city. The system will allow a tourist to freely explore a new city, while providing them with peace of mind to not accidentally walk past attractions they desire to see. We have developed a proximity model and vibration patterns for alerts, and devised ways of mitigating tradeoffs between battery use and location accuracy.
© All rights reserved Hornecker et al. and/or ACM Press
Shaer, Orit and Hornecker, Eva (2010): Tangible User Interfaces: Past, Present and Future Directions. In Foundations and Trends in Human-Computer Interaction, 3 (1) pp. 1-138.
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in order to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge.
This paper examines the existing body of work on Tangible User Interfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frameworks and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, psychology, and philosophy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limitations of TUIs and chart directions for future research.
© All rights reserved Shaer and Hornecker and/or Now Publishers
Hornecker, Eva (2010): Creative Idea Exploration within the Structure of a Guiding Framework: The Card Brainstorming Game. In: Proceedings of Tangible, Embedded and Embodied Interaction TEI January 2010, 2010. pp. 101-108.
Hornecker, Eva (2010): Interactions Around a Contextually Embedded System. In: Proceedings of Tangible, Embedded and Embodied Interaction TEI January 2010, 2010. pp. 169-176.
Fischer, Patrick Tobias, Zöllner, Christian and Hornecker, Eva (2010): VR/Urban: Spread.gun -- design process and challenges in developing a shared encounter for media façades. In: Proceedings of the HCI10 Conference on People and Computers XXIV 2010. pp. 289-298.
Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations.
© All rights reserved Fischer et al. and/or BCS
Hornecker, Eva (2009). Tangible Interaction. Retrieved 5 April 2012 from http://www.interaction-design.org/encyclopedia/tangible_interaction.html
Marshall, Paul, Fleck, Rowanne, Harris, Amanda, Rick, Jochen, Hornecker, Eva, Rogers, Yvonne, Yuill, Nicola and Dalton, Nick Sheep (2009): Fighting for control: children's embodied interactions when using physical and digital representations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2149-2152.
Tabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a video-analysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces.
© All rights reserved Marshall et al. and/or ACM Press
England, David, Hornecker, Eva, Roast, Chris, Romero, Pablo, Fergus, Paul and Marshall, Paul (2009): Whole body interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4815-4818.
Kern, Dagmar, Marshall, Paul, Hornecker, Eva, Schmidt, Albrecht and Rogers, Yvonne (2009): Enhancing Navigation Information with Tactile Output Embedded into the Steering Wheel. In: Proceedings of Pervasive 2009. pp. 42-58.
Halloran, John, Hornecker, Eva, Stringer, Mark, Harris, Eric and Fitzpatrick, Geraldine (2009): The Value of Values: An Approach to Resourcing Co-Design of UbiComp. In CoDesign - International Journal of CoCreation in Design and the Arts, 5 (4) pp. 245-273.
The importance of values in design work is gaining increasing attention. However, some of the work to date takes an approach which starts with generic values; or assumes values are constant. Through discussion of three accounts of value discovery and value evolution in projects focused on exploring novel uses of ubiquitous computing, we complement current thinking by arguing for the use of users’ values as a resource in the co-design process. In particular, we show how users’ values (a) are spontaneously expressed whether or not particular elicitation methods are used; (b) are not fixed, but can change dynamically during the co-design process in response to ideas, prototypes, and demonstrators; (c) help mediate and shape the relationships of users to designers; and (d) can support users’ creative, functional and technical engagement in co-design – areas which can often prove difficult. Focussing on practical examples which demonstrate our approach, we conclude that values may act as a central resource for co-design in a larger variety of ways than hitherto been recognised.
© All rights reserved Halloran et al. and/or Taylor and Francis
Hornecker, Eva and Dünser, Andreas (2009): Children's Expectations and Mistaken Interactions with Physical-Digital Tools. In Interacting with Computers, 21 (1) pp. 95-107.
Hornecker, Eva (2009): Creative idea exploration within the structure of a guiding framework: the card brainstorming game. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 101-108.
I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game.
© All rights reserved Hornecker and/or his/her publisher
Hornecker, Eva (2009): Interactions around a contextually embedded system. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 169-176.
This paper discusses observations of visitor interactions around a museum installation, focusing on how physical setup and shape of two variants of the installation, a telescope-like viewer and a barrier-free screen, shaped visitor experiences and interactions around and with the system. The analysis investigates contextual embedding, and how the two system variants affected people's ability of sharing the experience and negotiating use.
© All rights reserved Hornecker and/or his/her publisher
Hornecker, Eva and Dünser, Andreas (2009): Of pages and paddles: Children's expectations and mistaken interactions with physical-digital tools. In Interacting with Computers, 21 (1) pp. 95-107.
An assumption behind new interface approaches that employ physical means of interaction is that these can leverage users' prior knowledge from the real world, making them intuitive or 'natural' to use. This paper presents a user study of Tangible Augmented Reality, which shows that physical input tools can invite a wide variety of interaction behaviours and raise unmatched expectations about how to interact. Children played with interactive sequences in an augmented book using physical paddles to control the main characters. Our analysis focuses on how knowledge and skills that children have from the physical world succeed or fail to apply in the interaction with this application. We found that children expected the digital augmentations to behave and react analogous to physical 3D objects, encouraged by the ability to act in 3D space and the (digital) visual feedback. The affordances of the paddles as physical interaction devices invited actions that the system could not detect or interpret. In effect, children often struggled to understand what it was in their actions that made the system react.
© All rights reserved Hornecker and Dünser and/or Elsevier Science
Hornecker, Eva, Marshall, Paul, Dalton, Nick Sheep and Rogers, Yvonne (2008): Collaboration and interference: awareness with mice or touch input. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 167-176.
Multi-touch surfaces are becoming increasingly popular. An assumed benefit is that they can facilitate collaborative interactions in co-located groups. In particular, being able to see another's physical actions can enhance awareness, which in turn can support fluid interaction and coordination. However, there is a paucity of empirical evidence or measures to support these claims. We present an analysis of different aspects of awareness in an empirical study that compared two kinds of input: multi-touch and multiple mice. For our analysis, a set of awareness indices was derived from the CSCW and HCI literatures, which measures both the presence and absence of awareness in co-located settings. Our findings indicate higher levels of awareness for the multi-touch condition accompanied by significantly more actions that interfere with each other. A subsequent qualitative analysis shows that the interactions in this condition were more fluid and that interference was quickly resolved. We suggest that it is more important that resources are available to negotiate interference rather than necessarily to attempt to prevent it.
© All rights reserved Hornecker et al. and/or ACM Press
Hornecker, Eva (2008): "I don't understand it either, but it is cool" - visitor interactions with a multi-touch table in a museum. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 113-120.
Marshall, Paul, Hornecker, Eva, Morris, Richard, Dalton, Nick Sheep and Rogers, Yvonne (2008): When the fingers do the talking: A study of group participation with varying constraints to a tabletop interface. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 33-40.
Werner, Julia, Wettach, Reto and Hornecker, Eva (2008): United-pulse: feeling your partner's pulse. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 535-538.
Eichhorn, Elisabeth, Wettach, Reto and Hornecker, Eva (2008): A stroking device for spatially separated couples. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 303-306.
Hornecker, Eva, Jacob, Robert J. K., Hummels, Caroline, Ullmer, Brygg, Schmidt, Albrecht, Hoven, Elise van den and Mazalek, Ali (2008): TEI goes on: Tangible and Embedded Interaction. In IEEE Pervasive Computing, 7 (2) pp. 91-96.
Hong, Dongpyo, Höllerer, Tobias, Haller, Michael, Takemura, Haruo, Cheok, Adrian David, Kim, Gerard Jounghyun, Billinghurst, Mark, Woo, Woontack, Hornecker, Eva, Jacob, Robert J. K., Hummels, Caroline, Ullmer, Brygg, Schmidt, Albrecht, Hoven, Elise van den and Mazalek, Ali (2008): Advances in Tangible Interaction and Ubiquitous Virtual Reality. In IEEE Pervasive Computing, 7 (2) pp. 90-96.
Dünser, Andreas and Hornecker, Eva (2007): Lessons from an AR book study. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 179-182.
We have observed children reading an augmented book aimed at early literacy education. We explored how children aged six to seven experience and interact with these novel instructional media. We here focus on issues arising from the tangibility of interface elements, the integration of physical and digital elements, on-screen and paper elements, and of text and interactive sequences.
© All rights reserved Dünser and Hornecker and/or ACM Press
Hornecker, Eva, Marshall, Paul and Rogers, Yvonne (2007): From entry to access: how shareability comes about. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 328-342.
Hornecker, Eva and Buur, Jacob (2006): Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 437-446.
Our current understanding of human interaction with hybrid or augmented environments is very limited. Here we focus on 'tangible interaction', denoting systems that rely on embodied interaction, tangible manipulation, physical representation of data, and embeddedness in real space. This synthesis of prior 'tangible' definitions enables us to address a larger design space and to integrate approaches from different disciplines. We introduce a framework that focuses on the interweaving of the material/physical and the social, contributes to understanding the (social) user experience of tangible interaction, and provides concepts and perspectives for considering the social aspects of tangible interaction. This understanding lays the ground for evolving knowledge on collaboration-sensitive tangible interaction design. Lastly, we analyze three case studies, using the framework, thereby illustrating the concepts and demonstrating their utility as analytical tools.
© All rights reserved Hornecker and Buur and/or ACM Press
Halloran, John, Hornecker, Eva, Fitzpatrick, Geraldine, Weal, Mark, Millard, David E., Michaelides, Danius, Cruickshank, Don and Roure, David C. De (2006): Unfolding understandings: co-designing UbiComp In Situ, over time. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 109-118.
A key challenge in co-designing UbiComp is that users may have limited understanding or experience of these technologies. While the value of situated co-design activities for promoting understanding is known, the role of time is less well researched. Here we describe and reflect on a range of co-design activities carried out with the curators of an historic English manor house to create novel visitor tours. We show how an ensemble of situated co-design activities over time led to the unfolding of user understanding around issues of content, technology and user experience, in turn leading to a progressive re-imagining of practice. This points to the importance of time and variety of in-situ activities to help people engage as co-designers in creating novel UbiComp-enabled experiences.
© All rights reserved Halloran et al. and/or ACM Press
Halloran, John, Hornecker, Eva, Fitzpatrick, Geraldine, Weal, Mark, Millard, David E., Michaelides, Danius, Cruickshank, Don and Roure, David C. De (2006): The literacy fieldtrip: using UbiComp to support children's creative writing. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 17-24.
Fieldtrips, traditionally associated with science, history and geography teaching, have long been used to support children's learning by allowing them to engage with environments first-hand. Recently, ubiquitous computing (UbiComp) has been used to enhance fieldtrips in these educational areas by augmenting environments with a range of instruments, devices and sensors. However, the sorts of interaction design that UbiComp makes possible have the potential not just to enhance the value of educational techniques in known application areas, but also to expand the application of those techniques into new areas of curriculum. We report on a UbiComp-supported fieldtrip to support creative writing, associated with the learning of literacy skills. We discuss how the fieldtrip, designed and run in the grounds of a historic English country house with Year 5 UK schoolchildren, engendered interactions which changed both the processes and products of creative writing, with benefits for both teachers and children.
© All rights reserved Halloran et al. and/or ACM Press
Weal, Mark J., Hornecker, Eva, Cruickshank, Don G., Michaelides, Danius T., Millard, David E., Halloran, John, Roure, David C. De and Fitzpatrick, Geraldine (2006): Requirements for in-situ authoring of location based experiences. In: Proceedings of 8th conference on Human-computer interaction with mobile devices and services 2006. pp. 121-128.
In this paper we describe an investigation into the requirements for and the use of in-situ authoring in the creation of location based pervasive and UbiComp experiences. We will focus on the co-design process with users that resulted in a novel visitor experience to a historic country estate. This has informed the design of new, in-situ, authoring tools supplemented with tools for retrospective revisiting and reorganization of content. An initial trial of these new tools will be discussed and conclusions drawn as to the appropriateness of such tools. Further enhancements as part of future trials will also be described.
© All rights reserved Weal et al. and/or ACM Press
Hornecker, Eva and Stifter, Matthias (2006): Learning from interactive museum installations about interaction design for public settings. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 135-142.
This paper reports on the evaluation of a digitally augmented exhibition on the history of modern media. We discuss visitors' interaction with installations and corresponding interaction design issues, drawing on results from analysis of logfiles, interviews, and observation in the museum. We see this as an exploration into interaction design of interactive installations for public settings, using the evaluation as a case study on what makes an installation engaging and how it can provide an engaging experience for groups.
© All rights reserved Hornecker and Stifter and/or their publisher
Hornecker, Eva and Stifter, Matthias (2006): Digital backpacking in the museum with a SmartCard. In: Proceedings of CHINZ06, the ACM SIGCHI New Zealand Chapters International Conference on Computer-Human Interaction 2006. pp. 99-107.
This paper reports on the evaluation of a digitally-augmented exhibition on the history of modern media and our experiences with the methodic approach employed. As a central element of this exhibition visitors can buy a smartcard that enables them to store collected or self-created data in a 'digital backpack', which can be accessed via internet as a personalized souvenir. We have evaluated the exhibition, visitors' perceptions and usage of the card using a multi-method strategy complementing quantitative data-analysis with qualitative, ethnographic methods. This paper focuses on visitors' use and the perceived utility of the smartcard, and our experiences with using automatically generated data from interaction logfiles for analyzing visitor behavior, and with the multi-method strategy.
© All rights reserved Hornecker and Stifter and/or ACM Press
Weal, Mark J., Hornecker, Eva, Cruickshank, Don, Michaelides, Danius T., Millard, David E., Halloran, John, Roure, David De and Fitzpatrick, Geraldine (2006): Requirements for in-situ authoring of location based experiences. In: Nieminen, Marko and Röykkee, Mika (eds.) Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2006 September 12-15, 2006, Helsinki, Finland. pp. 121-128.
Hornecker, Eva, Halloran, John, Fitzpatrick, Geraldine, Weal, Mark J., Millard, David E., Michaelides, Danius T., Cruickshank, Don and Roure, David De (2006): UbiComp in opportunity spaces: challenges for participatory design. In: Jacucci, Gianni and Kensing, Finn (eds.) PDC 2006 - Proceedings of the Ninth Conference on Participatory Design August 1-5, 2006, Trento, Italy. pp. 47-56.
Weal, Mark J., Cruickshank, Don, Michaelides, Danius T., Millard, David E., Roure, David De, Hornecker, Eva, Halloran, John and Fitzpatrick, Geraldine (2006): A Reusable, Extensible Infrastructure for Augmented Field Trips. In: PerCom 2006 - 4th IEEE Conference on Pervasive Computing and Communications Workshops 13-17 March, 2006, Pisa, Italy. pp. 201-205.
Hornecker, Eva and Psik, T. (2005): Using ARToolKit Markers to Build Tangible Prototypes and Simulate Other Technologies. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 30-42.
Quick prototyping of tangible user interfaces is currently hampered by availability of toolkits and the double challenge of tinkering with software and hardware. While software may be downloaded, hardware cannot. As a work-around for a class on experimental prototyping of tangible appliances we utilized the ARToolKit that tracks optical markers. By creatively adapting it, our students quickly developed working prototypes, simulating a range of devices and tracking technologies. Our approach enabled a focus on quick prototyping, idea testing and simulation of the interaction process. We explain our reasons for using the ARToolKit, summarize its advantages and disadvantages, present four students projects, and discuss our experiences and conclusions. In particular we found that visual tracking has the advantage not to limit or determine possible interaction styles and thus fosters designing richer interaction. We discuss this as a requirement for future tangible prototyping toolkits.
© All rights reserved Hornecker and Psik and/or Springer Verlag
Bittner, Peter and Hornecker, Eva (2005): A micro-ethical view on computing practice. In: Bertelsen, Olav W., Bouvin, Niels Olof, Krogh, Peter Gall and Kyng, Morten (eds.) Proceedings of the 4th Decennial Conference on Critical Computing 2005 August 20-24, 2005, Aarhus, Denmark. pp. 69-78.
Hornecker, Eva (2005): A Design Theme for Tangible Interaction: Embodied Facilitation. In: Gellersen, Hans, Schmidt, Kjeld, Beaudouin-Lafon, Michel and Mackay, Wendy E. (eds.) Proceedings of the Ninth European Conference on Computer Supported Cooperative Work 18-22 September , 2005, Paris, France. pp. 23-43.
Hornecker, Eva (2004). Tangible User Interfaces als kooperationsunterstützendes Medium. Mathematik & Informatik, der Universität Bremen
Eden, Hal, Scharff, Eric and Hornecker, Eva (2002): Multilevel design and role play: experiences in assessing support for neighborhood participation in design. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 387-392.
Designing and assessing systems to support neighborhood participation in design is difficult due to the challenges of involving real participants and the fragile nature of early instantiations of technologies aimed at supporting open-ended and ill-structured design tasks. We report on a scenario-based, semi-realistic field trial of two prototypes of the Envisionment and Discovery Collaboratory, an environment for supporting community involvement in design activities. By engaging subjects in playing participant roles, we have been able to gain some crucial insights into the facets of the design at multiple levels as part of an ongoing design process.
© All rights reserved Eden et al. and/or ACM Press
Törpel, Bettina, Hornecker, Eva and Henninger, Annette (2001): Informatisierung der Arbeit: Praxis - Theorie - Empirie. In: Oberquelle, Horst, Oppermann, Reinhard and Krause, Jürgen (eds.) Mensch and Computer 2001 March 5-8, 2001, Bad Honnef, Germany. .
Hornecker, Eva and Robben, B. (1999): Vocational training with combined real/virtual environments. In: 1999. pp. 730-734.
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