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This may be the author’s version of a work that was
submitted/accepted
for publication in the following source:
Brereton, Margot, Chai, Min Zhen, Soro, Alessandro, Ambe,
Aloha May,
Johnson, Daniel, Wyeth, Peta, Roe, Paul, & Rogers, Yvonne
(2017)
Make and connect: enabling people to connect through their
things.
In Soro, A, Vyas, D, Waycott, J, Ploderer, B, Morrison, A, &
Brereton, M
(Eds.) Proceedings of the 29th Australian Computer-Human
Interaction
Conference (OzCHI 2017).
Association for Computing Machinery, United States of
America, pp. 612-
616.
This file was downloaded from:
https://eprints.qut.edu.au/126515/
c© 2017 The Authors
Permission to make digital or hard copies of part or all of this
work for personal or classroom
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Notice: Please note that this document may not be the Version
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https://doi.org/10.1145/3152771.3156182
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https://eprints.qut.edu.au/view/person/Chai,_Min_Zhen.html
https://eprints.qut.edu.au/view/person/Soro,_Alessandro.html
https://eprints.qut.edu.au/view/person/Ambe,_Aloha_May.html
https://eprints.qut.edu.au/view/person/Johnson,_Daniel.html
https://eprints.qut.edu.au/view/person/Wyeth,_Peta.html
https://eprints.qut.edu.au/view/person/Roe,_Paul.html
https://eprints.qut.edu.au/126515/
https://doi.org/10.1145/3152771.3156182
Figure 1 The Messaging Kettle
consists in a companion device that
augments an ordinary kettle with
messaging, scribbling and virtual
presence. When the user turn the
kettle on to boil water for a tea a
heat sensor placed on the Kettle
Mate (left) reveals the activity. This
is shared with an analogous devices
located at a different home, so that
the routine of boiling the kettle
becomes visible over distance. The
users can also exchange voice
messages and scribbles using the
smart teabox (back).
Demo: Make and Connect: Enabling People
to Connect through their Things
Margot Brereton
Min Zhen Chai
Alessandro Soro
Aloha Hufana Ambe
Daniel Johnson
Peta Wyeth
Paul Roe
{m.brereton, mz.chai, a.soro, a.ambe,
dm.johnson, peta.wyeth, p.roe}@qut.edu.au
Queensland University of Technology
Brisbane (QLD) Australia
Yvonne Rogers
[email protected]
University College London
London (UK)
ABSTRACT1
Staying connected is vital to maintaining good relationships, yet
feelings of disconnection or
isolation distance, time differences, or simply busy lives.
Everyday interactions, family rituals and
habits are often lost, in spite of the pervasiveness of smart-
phones and personal multi-purpose
devices. This project explores novel ways of connecting people
over distance through smart objects
designed to facilitate routine activities. Our aim is to
democratize the design and making of the
Internet of Things, by researching and creating easy-to-use kit
technologies. This will enable
everybody to design and make networks of internet connected
things and people to suit their own
interest and needs, fostering new kinds of creative thinking,
designing and connection. The project
aims to connect families through their things to better enable
social engagement and
connectedness between generations, diaspora and for different
cultures.
Permission to make digital or hard copies of part or all of this
work for personal or classroom use is granted without fee
provided that copies are not made or distributed for profit or
commercial advantage and that copies bear this notice and the
full citation on the first page. Copyrights for third-party
components of this work must be honored. For all other uses,
contact the Owner/Author.
OzCHI '17, November 28-December 1, 2017, Brisbane, QLD,
Australia © 2017 Copyright is held by the owner/author(s).
ACM ISBN 978-1-4503-5379-3/17/11.
https://doi.org/10.1145/3152771.3156182
OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia
Human - Nature
Demos and Work in Progress
612
Figure 2 The Ambient Birdhouse is
an interactive device that allows
users to explore and learn about the
common birds that inhabit the
urban environment around their
homes in a playful way.
CCS CONCEPTS
• Human-centered computing → Interface design prototyping;
KEYWORDS
Make, Connect, Messaging Kettle, Ambient Birdhouse,
Performance Apron, Smart Bottle, Physikit,
Internet of Things Experience Kit
ACM Reference format:
M. Brereton, M. Z. Chai, A. Soro, A.H. Ambe, D. Johnson, P.
Wyeth, P. Roe, Y. Rogers. 2017. In
Proceedings of 29th Australian Conference on Human-Computer
Interaction, Nov.28-Dec.1, 2017,
Brisbane, QLD, Australia (OzCHI '17), 5 pages.
https://doi.org/10.1145/3152771.3156182
1 INTRODUCTION
The Internet of Things (IoT) is set to revolutionise our world.
The IoT is the notion of equipping all
objects such as yoghurt pots, shoes and fire hydrants with
internet accessible identification and
data sharing capabilities. It has been conceived from a distinctly
utilitarian view, with many
applications relating to business efficiency in supply chain
management and home automation.
Yet, it offers the opportunity for many new kinds of interface
and interaction. To date, there has
been little research into how people can connect, interact with
and interrelate through networks of
internet enabled objects. We propose to address this gap
between the great technical promise of
the “Internet of Things” and the lack of human-computer
interaction theory and tools to inform its
conception, and thereby enable its democratic construction. The
critical problems and
opportunities reside in: Making and Connectedness.
Currently making is the purview of dedicated amateurs with
extensive technical knowledge
gleaned from hours of fiddling. Despite all the publicity,
making your own internet enabled things
using e.g. Arduinos and Raspberry Pis requires considerable
technical knowledge encompassing
hardware and software (programming). We aim to make new
kinds of open source kits that fill this
gap permitting young and old to design and make internet
connected objects which have meaning
and can connect people in new ways. Keeping connected is vital
to maintaining good relationships,
yet feelings of disconnection or isolation from family or close
friends are common due to distance,
time differences, or simply busy lives. Everyday interacti ons,
family rituals and habits are lost, in
spite of personal multi-purpose mobile devices. We will explore
novel ways of connecting people
over distance through their everyday objects and routine
activities.
Demos and Work in Progress
OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia
Human - Nature
613
Figure 3 Performance apron and
talking bottle in action: when the
user presses a button on the apron
the bottle will record the ambient
sounds together with any messages
or conversations.
Since Weiser foreshadowed the advent of Ubiquitous Computing
in our everyday lives there has
been an interest and research into more tangible and embodied
forms of computing [6,8]. Dourish
[5], in the Foundations of Embodied Interaction, argued design
should not focus on tasks,
requirements, apps or computing, but rather on interaction--
ubiquity, tangibility, and most of all,
shared awareness, intimacy, and emotions. IoT Research has
predominantly focused on the
technical challenges of connecting things across the internet,
typically for remote monitoring or
control [2]. More recent studies have considered user
experience, interaction and (expert) making
of the IoT but not issues of social connectedness nor end-user
design of connected things.
Koreshoff et al, [9] call for a human-centred approach.
Researchers have called for technologies to
support the reduction of social isolation and to support
intergenerational engagement and play,
identifying early requirements [1,10,11]. Today, there are many
kits for building computer
controlled things. However none support open, end user
building of connected things.
For example, Arduino and Raspberry Pi based systems are open
and connected but too complex
for end users to build with. Lego, Modular Robotics and Makey
Makey are accessible to end users
but not connected. Home automation systems are connected but
not open, restricted to remote
monitoring and control from smartphones. There have been
attempts to simplify programming and
building hardware e.g. Scratch and Ardublock environments and
Node-RED IoT environment, but
these still require a great deal of technical know -how: e.g.
loops, Javascript, electronics etc. We will
build upon emerging technologies with a focus on ease-of-use
and connectivity.
2 DEMO PROPOSAL
This demo will showcase some prototypes for IoT devices
designed to enable social connection and
explore the design space of internet enabled habituated objects.
The prototypes are part of the
ARC funded project Make and Connect, and seek to demonstrate
various ways of engaging and
connecting people through their objects and routines. We will
present a Messaging Kettle [3]
that augments an ordinary kettle with messaging capabilities, an
Ambient Birdhouse designed
to engage users with nature, a Performance Apron and Talking
Bottle [4] that allow people to
connect while cooking, Physikit [7] a system designed to allow
users to explore and engage with
environmental data, and the Internet of Things Experience Kit
that seeks to generalize the
functionalities found in the other prototypes so that people can
imagine and create their own
designs.
OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia
Human - Nature
Demos and Work in Progress
614
Figure 4 Internet of Things
Experience Kit
Figure 5 Physikit
The Massaging Kettle (Fig. 1) is an IoT device that allows
dispersed families to communicate
across time-zones over the familiar routine of boiling the kettle
to make tea. Modern lifestyle and
the job market forces many people to leave away from their
families of origin, often in different
countries or continents. Communication across time differences
can be problematic: the routines
never match, when one party has some spare time for a phone
call the other is busy at work, or
sleeping. The Messaging Kettle augments an ordinary kettle: a
KettleMate (in Figure 1, the device
sitting on the left of the kettle) includes a heat sensor to detect
when the kettle is being used, a
voice recorder and speakers. A Smart Teabox (in Figure 1,
behind the kettle), that includes a touch
screen with pen input and the computing and networking logic,
where the users can scribble
simple handwritten messages.
The Ambient Birdhouse (Fig. 2) is an interactive device that
allows users to explore and learn
about the common birds that inhabit the urban environment
around their homes in a playful way.
It is composed of a wooden casing that is shaped to remind
people of a traditional birdhouse nest-
box (or a cuckoo clock as several participants noted) and
embeds a 7-inch display and a high
quality speaker set in the hole where a bird would normally
enter the box to nest. At regular
intervals of approximately 15 minutes, the Ambient Birdhouse
plays videos of common birds, as if
a bird has landed to say hello. Occasionally it challenges the
users with guessing games. It is also
possible to explore the contents of the Ambient Birdhouse
through a set of 20 bird cards (see Figure
2). Each bird card gives access to one video that is played when
the card is ‘tapped’ on the
Birdhouse. Each card has a picture of the bird on the front and
lists detailed information about the
bird on the back. Additionally 10 more bird cards give access to
guessing games and video uploads.
The Talking Bottle and Performance Apron (Fig. 3) were
designed to connect with another
pair of identical devices located at another distant kitchen. The
bottle is semi-transparent and can
glow in different colors (Fig. 4) when users are cooking and
when a new voice message is received.
A button on the apron starts the voice recording through a
microphone located on the bottle.
While recording, the bottle glows in red. When a voice message
is received the bottle glows in blue
and pressing a second button on the apron plays back the
message. A third button on the apron
will make the bottle glow in yellow in the distant kitchen to let
a remote party know you are
cooking.
Finally, two kits; the Internet of Things Experience Kit (Fig. 4)
empowers the non-technical
user with the ability to make meaningful device that can cater
their interaction need without
requiring extensive knowledge of computer programming and
prototyping.
Demos and Work in Progress
OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia
Human - Nature
615
The aim of this kit is to (1) help participants to visualize and
understand how IoT technology
and device can help them to stay connect and communicate
meaningfully, (2) allow researcher to
learn how end user might fit sensors and IoT enabled devices
around their dwelling, routine and
rituals and (3) empower researcher to shorten the time in
producing the first prototype for data
collection and conducting workshop. We designed and
prototyped a collection of sensors that can
be wirelessly paired together . Multiple pairing can be performed
to form a complex interaction.
Physikit (Fig. 5) is a system designed to allow users to explore
and engage with environmental
data through physical ambient visualizations. It allows
participants to enhance their sense of the
meaning of data, embellish and appropriate the basic
visualizations to make them blend into their
homes, and used the visualizations as a probe for community
engagement and social behavior.
REFERENCES
[1] G Aad, T Abajyan, B Abbott, et al. 2012. Observation of a
new particle in the search for the Standard Model Higgs boson
with the
{ATLAS} detector at the {LHC}. Physics Letters B 716, 1: 1–
29.
http://doi.org/http://dx.doi.org/10.1016/j.physletb.2012.08.020
[2] Luigi Atzori, Antonio Iera, and Giacomo Morabito. 2010.
The internet of things: A survey. Computer networks 54, 15:
2787–2805.
http://doi.org/10.1016/j.comnet.2010.05.010
[3] Margot Brereton, Alessandro Soro, Kate Vaisutis, and Paul
Roe. 2015. The Messaging Kettle: Prototyping Connection over
a Distance
Between Adult Children and Older Parents. Proceedings of the
33rd Annual ACM Conference on Human Factors in Computing
Systems, ACM, 713–716.
http://doi.org/10.1145/2702123.2702462
[4] Min Zhen Chai, Alessandro Soro, Paul Roe, and Margot
Brereton. 2017. Cooking Together at a Distance: Sustain
Connectedness for
Long Distance Families. Proceedings of the 2017 CHI
Conference Extended Abstracts on Human Factors in Computing
Systems,
ACM, 2437–2444.
[5] Paul Dourish. 2004. Where the Action Is: The Foundations
of Embodied Interaction. MIT Press. Retrieved from
http://mitpress.mit.edu/books/where-action
[6] Eva Hornecker and Jacob Buur. 2006. Getting a grip on
tangible interaction: a framework on physical space and social
interaction.
Proceedings of the SIGCHI conference on Human Factors in
computing systems, ACM, 437–446.
http://doi.org/http://doi.acm.org/10.1145/1124772.1124838
[7] Steven Houben, Connie Golsteijn, Sarah Gallacher, et al.
2016. Physikit: Data Engagement Through Physical Ambient
Visualizations
in the Home. Proceedings of the 2016 CHI Conference on
Human Factors in Computing Systems, ACM, 1608–1619.
http://doi.org/10.1145/2858036.2858059
[8] Hiroshi Ishii and Brygg Ullmer. 1997. Tangible bits:
towards seamless interfaces between people, bits and atoms.
CHI ’97:
Proceedings of the SIGCHI conference on Human factors in
computing systems, ACM, 234–241.
http://doi.org/http://doi.acm.org/10.1145/258549.258715
[9] Treffyn Lynch Koreshoff, Tuck Wah Leong, and Toni
Robertson. 2013. Approaching a Human-centred Internet of
Things.
Proceedings of the 25th Australian Computer-Human Interaction
Conference: Augmentation, Application, Innovation,
Collaboration, ACM, 363–366.
http://doi.org/10.1145/2541016.2541093
[10] Florian Floyd Mueller, Frank Vetere, Martin R Gibbs,
Jesper Kjeldskov, Sonja Pedell, and Steve Howard. 2005. Hug
over a distance.
CHI 05 extended abstracts on Human factors in computing
systems CHI 05: 1673. http://doi.org/10.1145/1056808.1056994
[11] Frank Vetere, Hilary Davis, Martin Gibbs, and Steve
Howard. 2009. The Magic Box and Collage: Responding to the
challenge of
distributed intergenerational play. International Journal of
Human-Computer Studies 67, 2: 165–178.
http://doi.org/10.1016/j.ijhcs.2008.09.004
OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia
Human - Nature
Demos and Work in Progress
616
Instructions: For this assignment, you will read a journal article
and conduct research in order to answer the questions
below. You must have citations for all aspects of this
assignment. Wikipedia is not a credible source of information.
Failure to cite your sources will result in a failure for the
assignment.
1. What is capital punishment?
2. Explain whether you are for or against capital punishment.
Pick a case from the Capital Punishment Timeline that provides
factual information for your stance on the death penalty (i.e.
wrongful conviction or a serial killer) or select a case with
which you are familiar (cite the source of your information).
3. Explain the Eighth Amendment and Fourteenth Amendment
and their relevance to the death penalty. You will need a
citation for this, too.
4. Read and summarize the article on Organ Transplantation
Among Inmates (Virtual Mentor). Do you agree with this
practice? Why or why not?
Link to article: http://journalofethics.ama-
assn.org/2008/02/ccas2-0802.html

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This may be the author’s version of a work that was submitted

  • 1. This may be the author’s version of a work that was submitted/accepted for publication in the following source: Brereton, Margot, Chai, Min Zhen, Soro, Alessandro, Ambe, Aloha May, Johnson, Daniel, Wyeth, Peta, Roe, Paul, & Rogers, Yvonne (2017) Make and connect: enabling people to connect through their things. In Soro, A, Vyas, D, Waycott, J, Ploderer, B, Morrison, A, & Brereton, M (Eds.) Proceedings of the 29th Australian Computer-Human Interaction Conference (OzCHI 2017). Association for Computing Machinery, United States of America, pp. 612- 616. This file was downloaded from: https://eprints.qut.edu.au/126515/ c© 2017 The Authors Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other
  • 2. uses, contact the Owner/Author. Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. https://doi.org/10.1145/3152771.3156182 https://eprints.qut.edu.au/view/person/Brereton,_Margot.html https://eprints.qut.edu.au/view/person/Chai,_Min_Zhen.html https://eprints.qut.edu.au/view/person/Soro,_Alessandro.html https://eprints.qut.edu.au/view/person/Ambe,_Aloha_May.html https://eprints.qut.edu.au/view/person/Johnson,_Daniel.html https://eprints.qut.edu.au/view/person/Wyeth,_Peta.html https://eprints.qut.edu.au/view/person/Roe,_Paul.html https://eprints.qut.edu.au/126515/ https://doi.org/10.1145/3152771.3156182 Figure 1 The Messaging Kettle consists in a companion device that augments an ordinary kettle with messaging, scribbling and virtual presence. When the user turn the kettle on to boil water for a tea a heat sensor placed on the Kettle Mate (left) reveals the activity. This is shared with an analogous devices located at a different home, so that the routine of boiling the kettle
  • 3. becomes visible over distance. The users can also exchange voice messages and scribbles using the smart teabox (back). Demo: Make and Connect: Enabling People to Connect through their Things Margot Brereton Min Zhen Chai Alessandro Soro Aloha Hufana Ambe Daniel Johnson Peta Wyeth Paul Roe {m.brereton, mz.chai, a.soro, a.ambe, dm.johnson, peta.wyeth, p.roe}@qut.edu.au Queensland University of Technology Brisbane (QLD) Australia Yvonne Rogers [email protected] University College London London (UK) ABSTRACT1 Staying connected is vital to maintaining good relationships, yet feelings of disconnection or isolation distance, time differences, or simply busy lives. Everyday interactions, family rituals and habits are often lost, in spite of the pervasiveness of smart- phones and personal multi-purpose devices. This project explores novel ways of connecting people over distance through smart objects designed to facilitate routine activities. Our aim is to
  • 4. democratize the design and making of the Internet of Things, by researching and creating easy-to-use kit technologies. This will enable everybody to design and make networks of internet connected things and people to suit their own interest and needs, fostering new kinds of creative thinking, designing and connection. The project aims to connect families through their things to better enable social engagement and connectedness between generations, diaspora and for different cultures. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. OzCHI '17, November 28-December 1, 2017, Brisbane, QLD, Australia © 2017 Copyright is held by the owner/author(s). ACM ISBN 978-1-4503-5379-3/17/11. https://doi.org/10.1145/3152771.3156182 OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia Human - Nature Demos and Work in Progress 612 Figure 2 The Ambient Birdhouse is an interactive device that allows
  • 5. users to explore and learn about the common birds that inhabit the urban environment around their homes in a playful way. CCS CONCEPTS • Human-centered computing → Interface design prototyping; KEYWORDS Make, Connect, Messaging Kettle, Ambient Birdhouse, Performance Apron, Smart Bottle, Physikit, Internet of Things Experience Kit ACM Reference format: M. Brereton, M. Z. Chai, A. Soro, A.H. Ambe, D. Johnson, P. Wyeth, P. Roe, Y. Rogers. 2017. In Proceedings of 29th Australian Conference on Human-Computer Interaction, Nov.28-Dec.1, 2017, Brisbane, QLD, Australia (OzCHI '17), 5 pages. https://doi.org/10.1145/3152771.3156182 1 INTRODUCTION The Internet of Things (IoT) is set to revolutionise our world. The IoT is the notion of equipping all objects such as yoghurt pots, shoes and fire hydrants with internet accessible identification and data sharing capabilities. It has been conceived from a distinctly utilitarian view, with many applications relating to business efficiency in supply chain management and home automation. Yet, it offers the opportunity for many new kinds of interface and interaction. To date, there has
  • 6. been little research into how people can connect, interact with and interrelate through networks of internet enabled objects. We propose to address this gap between the great technical promise of the “Internet of Things” and the lack of human-computer interaction theory and tools to inform its conception, and thereby enable its democratic construction. The critical problems and opportunities reside in: Making and Connectedness. Currently making is the purview of dedicated amateurs with extensive technical knowledge gleaned from hours of fiddling. Despite all the publicity, making your own internet enabled things using e.g. Arduinos and Raspberry Pis requires considerable technical knowledge encompassing hardware and software (programming). We aim to make new kinds of open source kits that fill this gap permitting young and old to design and make internet connected objects which have meaning and can connect people in new ways. Keeping connected is vital to maintaining good relationships, yet feelings of disconnection or isolation from family or close friends are common due to distance, time differences, or simply busy lives. Everyday interacti ons, family rituals and habits are lost, in spite of personal multi-purpose mobile devices. We will explore novel ways of connecting people over distance through their everyday objects and routine activities. Demos and Work in Progress OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia Human - Nature
  • 7. 613 Figure 3 Performance apron and talking bottle in action: when the user presses a button on the apron the bottle will record the ambient sounds together with any messages or conversations. Since Weiser foreshadowed the advent of Ubiquitous Computing in our everyday lives there has been an interest and research into more tangible and embodied forms of computing [6,8]. Dourish [5], in the Foundations of Embodied Interaction, argued design should not focus on tasks, requirements, apps or computing, but rather on interaction-- ubiquity, tangibility, and most of all, shared awareness, intimacy, and emotions. IoT Research has predominantly focused on the technical challenges of connecting things across the internet, typically for remote monitoring or control [2]. More recent studies have considered user experience, interaction and (expert) making of the IoT but not issues of social connectedness nor end-user design of connected things. Koreshoff et al, [9] call for a human-centred approach. Researchers have called for technologies to support the reduction of social isolation and to support intergenerational engagement and play, identifying early requirements [1,10,11]. Today, there are many kits for building computer controlled things. However none support open, end user building of connected things.
  • 8. For example, Arduino and Raspberry Pi based systems are open and connected but too complex for end users to build with. Lego, Modular Robotics and Makey Makey are accessible to end users but not connected. Home automation systems are connected but not open, restricted to remote monitoring and control from smartphones. There have been attempts to simplify programming and building hardware e.g. Scratch and Ardublock environments and Node-RED IoT environment, but these still require a great deal of technical know -how: e.g. loops, Javascript, electronics etc. We will build upon emerging technologies with a focus on ease-of-use and connectivity. 2 DEMO PROPOSAL This demo will showcase some prototypes for IoT devices designed to enable social connection and explore the design space of internet enabled habituated objects. The prototypes are part of the ARC funded project Make and Connect, and seek to demonstrate various ways of engaging and connecting people through their objects and routines. We will present a Messaging Kettle [3] that augments an ordinary kettle with messaging capabilities, an Ambient Birdhouse designed to engage users with nature, a Performance Apron and Talking Bottle [4] that allow people to connect while cooking, Physikit [7] a system designed to allow users to explore and engage with environmental data, and the Internet of Things Experience Kit that seeks to generalize the functionalities found in the other prototypes so that people can imagine and create their own
  • 9. designs. OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia Human - Nature Demos and Work in Progress 614 Figure 4 Internet of Things Experience Kit Figure 5 Physikit The Massaging Kettle (Fig. 1) is an IoT device that allows dispersed families to communicate across time-zones over the familiar routine of boiling the kettle to make tea. Modern lifestyle and the job market forces many people to leave away from their families of origin, often in different countries or continents. Communication across time differences can be problematic: the routines never match, when one party has some spare time for a phone call the other is busy at work, or sleeping. The Messaging Kettle augments an ordinary kettle: a KettleMate (in Figure 1, the device sitting on the left of the kettle) includes a heat sensor to detect when the kettle is being used, a voice recorder and speakers. A Smart Teabox (in Figure 1, behind the kettle), that includes a touch screen with pen input and the computing and networking logic, where the users can scribble simple handwritten messages.
  • 10. The Ambient Birdhouse (Fig. 2) is an interactive device that allows users to explore and learn about the common birds that inhabit the urban environment around their homes in a playful way. It is composed of a wooden casing that is shaped to remind people of a traditional birdhouse nest- box (or a cuckoo clock as several participants noted) and embeds a 7-inch display and a high quality speaker set in the hole where a bird would normally enter the box to nest. At regular intervals of approximately 15 minutes, the Ambient Birdhouse plays videos of common birds, as if a bird has landed to say hello. Occasionally it challenges the users with guessing games. It is also possible to explore the contents of the Ambient Birdhouse through a set of 20 bird cards (see Figure 2). Each bird card gives access to one video that is played when the card is ‘tapped’ on the Birdhouse. Each card has a picture of the bird on the front and lists detailed information about the bird on the back. Additionally 10 more bird cards give access to guessing games and video uploads. The Talking Bottle and Performance Apron (Fig. 3) were designed to connect with another pair of identical devices located at another distant kitchen. The bottle is semi-transparent and can glow in different colors (Fig. 4) when users are cooking and when a new voice message is received. A button on the apron starts the voice recording through a microphone located on the bottle. While recording, the bottle glows in red. When a voice message is received the bottle glows in blue and pressing a second button on the apron plays back the message. A third button on the apron
  • 11. will make the bottle glow in yellow in the distant kitchen to let a remote party know you are cooking. Finally, two kits; the Internet of Things Experience Kit (Fig. 4) empowers the non-technical user with the ability to make meaningful device that can cater their interaction need without requiring extensive knowledge of computer programming and prototyping. Demos and Work in Progress OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia Human - Nature 615 The aim of this kit is to (1) help participants to visualize and understand how IoT technology and device can help them to stay connect and communicate meaningfully, (2) allow researcher to learn how end user might fit sensors and IoT enabled devices around their dwelling, routine and rituals and (3) empower researcher to shorten the time in producing the first prototype for data collection and conducting workshop. We designed and prototyped a collection of sensors that can be wirelessly paired together . Multiple pairing can be performed to form a complex interaction. Physikit (Fig. 5) is a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. It allows
  • 12. participants to enhance their sense of the meaning of data, embellish and appropriate the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior. REFERENCES [1] G Aad, T Abajyan, B Abbott, et al. 2012. Observation of a new particle in the search for the Standard Model Higgs boson with the {ATLAS} detector at the {LHC}. Physics Letters B 716, 1: 1– 29. http://doi.org/http://dx.doi.org/10.1016/j.physletb.2012.08.020 [2] Luigi Atzori, Antonio Iera, and Giacomo Morabito. 2010. The internet of things: A survey. Computer networks 54, 15: 2787–2805. http://doi.org/10.1016/j.comnet.2010.05.010 [3] Margot Brereton, Alessandro Soro, Kate Vaisutis, and Paul Roe. 2015. The Messaging Kettle: Prototyping Connection over a Distance Between Adult Children and Older Parents. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM, 713–716. http://doi.org/10.1145/2702123.2702462 [4] Min Zhen Chai, Alessandro Soro, Paul Roe, and Margot Brereton. 2017. Cooking Together at a Distance: Sustain Connectedness for Long Distance Families. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM, 2437–2444.
  • 13. [5] Paul Dourish. 2004. Where the Action Is: The Foundations of Embodied Interaction. MIT Press. Retrieved from http://mitpress.mit.edu/books/where-action [6] Eva Hornecker and Jacob Buur. 2006. Getting a grip on tangible interaction: a framework on physical space and social interaction. Proceedings of the SIGCHI conference on Human Factors in computing systems, ACM, 437–446. http://doi.org/http://doi.acm.org/10.1145/1124772.1124838 [7] Steven Houben, Connie Golsteijn, Sarah Gallacher, et al. 2016. Physikit: Data Engagement Through Physical Ambient Visualizations in the Home. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, ACM, 1608–1619. http://doi.org/10.1145/2858036.2858059 [8] Hiroshi Ishii and Brygg Ullmer. 1997. Tangible bits: towards seamless interfaces between people, bits and atoms. CHI ’97: Proceedings of the SIGCHI conference on Human factors in computing systems, ACM, 234–241. http://doi.org/http://doi.acm.org/10.1145/258549.258715 [9] Treffyn Lynch Koreshoff, Tuck Wah Leong, and Toni Robertson. 2013. Approaching a Human-centred Internet of Things. Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration, ACM, 363–366. http://doi.org/10.1145/2541016.2541093 [10] Florian Floyd Mueller, Frank Vetere, Martin R Gibbs, Jesper Kjeldskov, Sonja Pedell, and Steve Howard. 2005. Hug over a distance.
  • 14. CHI 05 extended abstracts on Human factors in computing systems CHI 05: 1673. http://doi.org/10.1145/1056808.1056994 [11] Frank Vetere, Hilary Davis, Martin Gibbs, and Steve Howard. 2009. The Magic Box and Collage: Responding to the challenge of distributed intergenerational play. International Journal of Human-Computer Studies 67, 2: 165–178. http://doi.org/10.1016/j.ijhcs.2008.09.004 OzCHI 2017, Nov 28 - Dec 1, Brisbane, Australia Human - Nature Demos and Work in Progress 616 Instructions: For this assignment, you will read a journal article and conduct research in order to answer the questions below. You must have citations for all aspects of this assignment. Wikipedia is not a credible source of information. Failure to cite your sources will result in a failure for the assignment. 1. What is capital punishment? 2. Explain whether you are for or against capital punishment. Pick a case from the Capital Punishment Timeline that provides factual information for your stance on the death penalty (i.e. wrongful conviction or a serial killer) or select a case with which you are familiar (cite the source of your information). 3. Explain the Eighth Amendment and Fourteenth Amendment and their relevance to the death penalty. You will need a citation for this, too. 4. Read and summarize the article on Organ Transplantation Among Inmates (Virtual Mentor). Do you agree with this
  • 15. practice? Why or why not? Link to article: http://journalofethics.ama- assn.org/2008/02/ccas2-0802.html