Phoebe Sengers
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Publications by Phoebe Sengers (bibliography)
» 2009 «
DiSalvo, Carl, Boehner, Kirsten, Knouf, Nicholas A. and Sengers, Phoebe (2009): Nourishing the ground for sustainable HCI: considerations from ecologically engaged art. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 385-394. Available online
Sustainable HCI is now a recognized area of human-computer interaction drawing from a variety of disciplinary approaches, including the arts. How might HCI researchers working on sustainability productively understand the discourses and practices of ecologically engaged art as a means of enriching their own activities? We argue that an understanding of both the history of ecologically engaged art, and the art-historical and critical discourses surrounding it, provide a fruitful entry-point into a more critically aware sustainable HCI. We illustrate this through a consideration of frameworks from the arts, looking specifically at how these frameworks act more as generative devices than prescriptive recipes. Taking artistic influences seriously will require a concomitant rethinking of sustainable HCI standpoints -- a potentially useful exercise for HCI research in general.
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» 2008 «
Leshed, Gilly, Velden, Theresa, Rieger, Oya, Kot, Blazej and Sengers, Phoebe (2008): In-car gps navigation: engagement with and disengagement from the environment. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1675-1684. Available online
Although in-car GPS navigation technology is proliferating, it is not well understood how its use alters the ways people interpret their environment and navigate through it. We argue that GPS-based car navigation might disengage people from their surrounding environment, but also has the potential to open up novel ways to engage with it. We present an ethnographically-informed study with GPS users, showing evidence for practices of disengagement as well as new opportunities for engagement, illustrating our findings using rich descriptions from the field. Grounded in our observations we propose design principles for GPS systems that support richer experiences of driving. We argue that for a fuller understanding of issues of disengagement and engagement with the environment we need to move beyond a focus on the (re)design of GPS devices, and point to future directions of work that embrace a broader perspective.
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Nathan, Lisa P., Blevis, Eli, Friedman, Batya, Hasbrouck, Jay and Sengers, Phoebe (2008): Beyond the hype: sustainability & HCI. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2273-2276. Available online
In this panel we explore: (1) the burgeoning discourse on sustainability concerns within HCI, (2) the material and behavioral challenges of sustainability in relation to interaction design, (3) the benefits and risks involved in labeling a project or product as environmentally sustainable, and (4) implications of taking on (or ignoring) sustainability as a research, design, and teaching topic for HCI.
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Leahu, Lucian, Thom-Santelli, Jennifer, Pederson, Claudia and Sengers, Phoebe (2008): Taming the situationist beast. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 203-211. Available online
The interplay between arts and HCI has become increasingly commonplace in the past years, offering new opportunities for approaching interaction, but also raising challenges in integrating methods and insights from across a great disciplinary divide. In this paper, we examine the ways Situationist art practice has been used as an inspiration for HCI design. We argue that methods from Situationist art practice have often been picked up without regard for their underlying sensibility: reflection and improvisation in an activist socio-political context. We describe an experiment in incorporating Situationist sensibility in design and use it to elucidate the challenges that face HCI in truly integrating the arts.
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Leahu, Lucian, Schwenk, Steve and Sengers, Phoebe (2008): Subjective objectivity: negotiating emotional meaning. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 425-434. Available online
Affective computing systems face challenges in relating objective measures with subjective human experiences. Many systems have either focused on objective measures as a substitute for subjective experience (e.g. skin conductance as a direct representation of arousal) or have abandoned objective measures to focus purely on subjective experience. In this paper, we explore how to negotiate the relationship between objective signals and subjective experiences by highlighting the role of human interpretation. Our approach is informed by a reflective analysis drawing on the arts and the humanities and by a participatory study examining the emergence of emotional meaning. We demonstrate the potential of our approach for interactive affective systems through a series of conceptual designs that embody these understandings.
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Boehner, Kirsten, Sengers, Phoebe and Warner, Simeon (2008): Interfaces with the ineffable: Meeting aesthetic experience on its own terms. In ACM Transactions on Computer-Human Interaction, 15 (3) p. 12
A variety of approaches have emerged in HCI that grapple with the ineffable, ill-defined, and idiosyncratic nature of aesthetic experience. The most straightforward approach is to transform the ineffable aspects of these experiences into precise representations, producing systems that are well-defined and testable but may miss the fullness of the experienced phenomenon. But without formal models and codified methods, how can we design and evaluate for a phenomenon we aren't sure can be adequately captured? In this article, we present a case study of a system for reflection and awareness of emotional presence that was, in a sense, lived into being. Through system design, use, and evaluation we recount how the system evolved into something that enhanced rather than impoverished the sympathetic awareness of another. In discussing the strategies and results of the case study, we examine what it means for the HCI community to not only design for aesthetic experiences but also bring aesthetics into the practice of HCI.
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Leahu, Lucian, Sengers, Phoebe and Mateas, Michael (2008): Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box. In: Youn, Hee Yong and Cho, We-Duke (eds.) UbiComp 2008 Ubiquitous Computing - 10th International Conference September 21-24, 2008, Seoul, Korea. pp. 134-143. Available online
Sengers, Phoebe, Boehner, Kirsten, Mateas, Michael and Gay, Geri (2008): The disenchantment of affect. In Personal and Ubiquitous Computing, 12 (5) pp. 347-358
» 2007 «
Gaver, William W., Sengers, Phoebe, Kerridge, Tobie, Kaye, Joseph and Bowers, John (2007): Enhancing ubiquitous computing with user interpretation: field testing the home health horoscope. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 537-546. Available online
Domestic ubiquitous computing systems often rely on inferences about activities in the home, but the open-ended, dynamic and heterogeneous nature of the home poses serious problems for such systems. In this paper, we propose that by shifting the responsibility for interpretation from the system to the user, we can build systems that interact with people at humanly meaningful levels, preserve privacy, and encourage engagement with suggested topics. We describe a system that embodies this hypothesis, using sensors and inferencing software to assess 'domestic wellbeing' and presenting the results to inhabitants through an output chosen for its ambiguity. In a three-month field study of the system, customised for a particular volunteer household, users engaged extensively with the system, discussing and challenging its outputs and responding to the particular topics it raised.
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Boehner, Kirsten, Vertesi, Janet, Sengers, Phoebe and Dourish, Paul (2007): How HCI interprets the probes. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1077-1086. Available online
We trace how cultural probes have been adopted and adapted by the HCI community. The flexibility of probes has been central to their uptake, resulting in a proliferation of divergent uses and derivatives. The varying patterns of adaptation of the probes reveal important underlying issues in HCI, suggesting under acknowledged disagreements about valid interpretation and the relationship between methods and their underlying methodology. With this analysis, we aim to clarify discussions around probes, and, more importantly, around how we define and evaluate methods in HCI, especially those grounded in unfamiliar conceptions of how research should be done.
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Foucault, Brooke, Mentis, Helena M., Sengers, Phoebe and Welles, Devon (2007): Provoking sociability. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1557-1560. Available online
In this study, we explore the potential usefulness of disturbing, uncomfortable systems, demonstrating that provocative technology can have a positive effect on social relationships. We designed and evaluated an agent-based system that collects user information by asking seemingly benign questions, and then uses it to spread false, strange gossip throughout an office space. We show that provocative interaction on-line can improve off-line sociability.
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Boehner, Kirsten, dePaula, Rogerio, Dourish, Paul and Sengers, Phoebe (2007): How emotion is made and measured. In International Journal of Human-Computer Studies, 65 (4) pp. 275-291
How we design and evaluate for emotions depends crucially on what we take emotions to be. In affective computing, affect is often taken to be another kind of information -- discrete units or states internal to an individual that can be transmitted in a loss-free manner from people to computational systems and back. While affective computing explicitly challenges the primacy of rationality in cognitivist accounts of human activity, at a deeper level it often relies on and reproduces the same information-processing model of cognition. Drawing on cultural, social, and interactional critiques of cognition which have arisen in human-computer interaction (HCI), as well as anthropological and historical accounts of emotion, we explore an alternative perspective on emotion as interaction: dynamic, culturally mediated, and socially constructed and experienced. We demonstrate how this model leads to new goals for affective systems -- instead of sensing and transmitting emotion, systems should support human users in understanding, interpreting, and experiencing emotion in its full complexity and ambiguity. In developing from emotion as objective, externally measurable unit to emotion as experience, evaluation, too, alters focus from externally tracking the circulation of emotional information to co-interpreting emotions as they are made in interaction.
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» 2006 «
Sengers, Phoebe and Gaver, Bill (2006): Staying open to interpretation: engaging multiple meanings in design and evaluation. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 99-108. Available online
Human-Computer Interaction (HCI) often focuses on how designers can develop systems that convey a single, specific, clear interpretation of what they are for and how they should be used and experienced. New domains such as domestic and public environments, new influences from the arts and humanities, and new techniques in HCI itself are converging to suggest that multiple, potentially competing interpretations can fruitfully co-exist. In this paper, we lay out the contours of the new space opened by a focus on multiple interpretations, which may more fully address the complexity, dynamics and interplay of user, system, and designer interpretation. We document how design and evaluation strategies shift when we abandon the presumption that a specific, authoritative interpretation of the systems we build is necessary, possible or desirable.
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Wyche, Susan, Sengers, Phoebe and Grinter, Rebecca E. (2006): Historical Analysis: Using the Past to Design the Future. In: Dourish, Paul and Friday, Adrian (eds.) UbiComp 2006 Ubiquitous Computing - 8th International Conference September 17-21, 2006, Orange County, CA, USA. pp. 35-51. Available online
» 2005 «
Boehner, Kirsten, dePaula, Rogerio, Dourish, Paul and Sengers, Phoebe (2005): Affect: from information to interaction. 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. 59-68. Available online
Sengers, Phoebe, Boehner, Kirsten, David, Shay and Kaye, Joseph (2005): Reflective design. 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. 49-58. Available online
» 2003 «
Höök, Kristina, Sengers, Phoebe and Andersson, Gerd (2003): Sense and sensibility: evaluation and interactive art. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 241-248.
» 2002 «
Sengers, Phoebe, Liesendahi, Rainer, Magar, Werner, Seibert, Christoph, Muller, Boris, Joachims, Thorsten, Geng, Weidong, Martensson, Pia and Höök, Kristina (2002): The enigmatics of affect. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 87-98. Available online
Affective computation generally focuses on the informatics of affect: structuring, formalizing, and representing emotion as informational units. We propose instead an enigmatics of affect, a critical technical practice that respects the rich and undefinable complexities of human affective experience. Our interactive installation, the Influencing Machine, allows users to explore a dynamic landscape of emotionally expressive sound and child-like drawings, using a tangible, intuitive input device that supports open-ended engagement. The Influencing Machine bridges the subjective experience of the user and the necessary objective rationality of the underlying code. It functions as a cultural probe, reflecting and challenging users to reflect on the cultural meaning of affective computation.
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Mar 21st, 2010
Changes to this page (author)
13 Feb 2010: Enabled abstracts to be shown on Phoebe Sengers's author page.31 May 2009: Author was edited 31 May 2009: Author was edited
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28 Apr 2003: Added the author to the bibliography