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Supporting Children with Autism to Participate<br />

throughout a Design Process<br />

Beate Grawemeyer, Emma Ashwin, Laura Benton, Mark Brosnan,<br />

Hilary Johnson, University of Bath, UK<br />

A deficit in social communication is one of a number of core<br />

features of autism that can result in the exclusion of individuals<br />

with autism from the design process. Individuals with autism can<br />

be highly motivated by new technology, and the design of<br />

technologies <strong>for</strong> individuals with autism could potentially benefit<br />

from their direct input. We structured participatory design sessions<br />

using Cooperative Inquiry specifically to support the needs of<br />

individuals with autism. This video highlights how, when<br />

appropriately supported, the challenges of the social<br />

communication deficits associated with autism can be overcome<br />

and individuals with autism can take a full and active role within<br />

the design process.<br />

TEROOS: A Wearable Avatar to Enhance Joint Activities<br />

Tadakazu Kashiwabara, Hirotaka Osawa, Keio University, Japan<br />

Kazuhiko Shinozawa, ATR Intelligent Robotics and<br />

Communication Laboratories, Japan<br />

Michita Imai, Keio University, Japan<br />

This video shows a wearable avatar named TEROOS, which is<br />

mounted on the shoulder of a person. TEROOS allows the users<br />

who wear it and control it to remotely share a vision. Moreover, the<br />

avatar has an anthropomorphic face that enables the user who<br />

controls it to communicate with people that are physically around<br />

the user who wears it. We have conducted a eld test by using<br />

TEROOS and observed that the wearable avatar innovatively<br />

assisted the users to communicate during their joint activities such<br />

as route navigating, and buying goods at a shop. In addition, both<br />

users could easily identify objects that they discussed. Moreover,<br />

shop’s staff members communicated with the user controlling<br />

TEROOS and they exhibited a typical social behavior.<br />

The Design Evolution of LuminAR: A Compact and<br />

Kinetic Projected Augmented Reality Interface<br />

Natan Linder, Pattie Maes, Massachusetts Institute of<br />

Technology, USA<br />

LuminAR is a new <strong>for</strong>m factor <strong>for</strong> a compact and kinetic projected<br />

augmented reality interface. This video presents the design<br />

evolution iterations of the LuminAR prototypes. In this video we<br />

document LuminAR’s design process, hardware and software<br />

implementation and demonstrate new kinetic interaction<br />

techniques. The work presented is motivated through a set of<br />

applications that explore scenarios <strong>for</strong> interactive and kinetic<br />

projected augmented reality interfaces. It also opens the door <strong>for</strong><br />

further explorations of kinetic interaction and promotes the<br />

adoption of projected augmented reality as a commonplace user<br />

interface modality.<br />

The Interactive Punching Bag<br />

Marian Petre, Chris Baines, Michael Baker, Ed Copcutt,<br />

Adam Martindale, Taranjit Matharu, Max Petre Eastty,<br />

The Open University, UK<br />

Videos<br />

The ‘interactive punching bag’ trans<strong>for</strong>ms a conventional<br />

punching bag into a programmable ‘smart device’ enhanced to<br />

provide various <strong>for</strong>ms of stimulus and feedback (sound, lights, and<br />

displayed images). The physical characteristics of each punch are<br />

captured using impact sensors and accelerometers, and LEDs,<br />

speakers and an associated display can be used to provide<br />

different prompts and responses. Interactions are logged over<br />

time <strong>for</strong> analysis. The bag was devised as a means of investigating<br />

how to design interactions in the context of a fun, physical, familiar<br />

object. Preliminary studies suggest that users are surprised and<br />

engaged, and that first-time users spend more time in their first<br />

encounter if the bag is running an ‘unexpected’ program (e.g.,<br />

giggling on impact rather than grunting). However, some users are<br />

sensitive about the nature of images and sounds associated with<br />

the bag, particularly where there is a conflict with social<br />

expectations or values. So far, the interactions that hold users’<br />

attention are those, like the musical ‘punching bag keyboard’, that<br />

combine moderate physical activity with a creative element or an<br />

intellectual challenge.<br />

TimeBlocks: “Mom, Can I Have Another Block of Time?”<br />

Eiji Hayashi, Martina Rau, Zhe Han Neo, Nastasha Tan,<br />

Sriram Ramasubramanian, Eric Paulos, Carnegie Mellon<br />

University, USA<br />

Time is a difficult concept <strong>for</strong> parents to communicate with young<br />

children. We developed TimeBlocks, a novel tangible, playful<br />

object to facilitate communication about concepts of time with<br />

young children. TimeBlocks consists of a set of cubic blocks that<br />

function as a physical progress bar. Parents and children can<br />

physically manipulate the blocks to represent the concept of time.<br />

We evaluated TimeBlocks through a field study in which six<br />

families tried TimeBlocks <strong>for</strong> four days at their homes. The results<br />

indicate that TimeBlocks played a useful role in facilitating the<br />

often challenging task of time-related communication between<br />

parents and children. We also report on a range of observed<br />

insightful novel uses of TimeBlocks in our study.<br />

<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 119

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