Imperial College London

DrCelineMougenot

Faculty of EngineeringDyson School of Design Engineering

Senior Lecturer
 
 
 
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Contact

 

+44 (0)20 7594 8166c.mougenot

 
 
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Location

 

225ObservatorySouth Kensington Campus

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Summary

 

Publications

Publication Type
Year
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50 results found

Sadek M, Kallina E, Bohné T, Mougenot C, Calvo RA, Cave Set al., 2024, Challenges of responsible AI in practice: scoping review and recommended actions, AI and Society: the journal of human-centered systems and machine intelligence, ISSN: 0951-5666

Responsible AI (RAI) guidelines aim to ensure that AI systems respect democratic values. While a step in the right direction, they currently fail to impact practice. Our work discusses reasons for this lack of impact and clusters them into five areas: (1) the abstract nature of RAI guidelines, (2) the problem of selecting and reconciling values, (3) the difficulty of operationalising RAI success metrics, (4) the fragmentation of the AI pipeline, and (5) the lack of internal advocacy and accountability. Afterwards, we introduce a number of approaches to RAI from a range of disciplines, exploring their potential as solutions to the identified challenges. We anchor these solutions in practice through concrete examples, bridging the gap between the theoretical considerations of RAI and on-the-ground processes that currently shape how AI systems are built. Our work considers the socio-technical nature of RAI limitations and the resulting necessity of producing socio-technical solutions.

Journal article

Sadek M, Constantinides M, Quercia D, Mougenot Cet al., 2024, Guidelines for integrating value sensitive design in responsible AI toolkits, CHI 2024, Publisher: ACM

Value Sensitive Design (VSD) is a framework for integrating human values throughout the technology design process. In parallel, Responsible AI (RAI) advocates for the development of systems aligning with ethical values, such as fairness and transparency. In this study, we posit that a VSD approach is not only compatible, but also advantageous to the development of RAI toolkits. To empirically assess this hypothesis, we conducted four workshops involving 17 early-career AI researchers. Our aim was to establish links between VSD and RAI values while examining how existingtoolkits incorporate VSD principles in their design. Our findings show that collaborative and educational design features within these toolkits, including illustrative examples and open-ended cues, facilitate an understanding of human and ethical values, and empower researchers to incorporate values into AI systems. Drawing on these insights, we formulated six design guidelines for integrating VSD values into the development of RAI toolkits.

Conference paper

Sadek M, Calvo R, Mougenot C, 2023, Co-designing conversational agents: a comprehensive review and recommendations for best practices, Design Studies, Vol: 89, ISSN: 0142-694X

This paper presents a comprehensive review of fifty-two studies co-designing conversational agents (CAs). Its objectives are to synthesise prior CA co-design efforts and provide actionable recommendations for future endeavours in CA co-design. The review systematically evaluates studies' methodological and contextual aspects, revealing trends and limitations. These insights converge into practical recommendations for co-designing CAs, including (1) selecting the most suitable design technique aligned with desired CA outcomes, (2) advocating continuous stakeholder involvement throughout the design process, and (3) emphasising the elicitation and embodiment of stakeholder values to ensure CA designs align with their perspectives. This paper contributes to standardising and enhancing co-design practices, promising to improve the quality of outcomes in the case of CAs while benefiting stakeholders and users.

Journal article

Sadek M, Calvo R, Mougenot C, 2023, Designing value-sensitive AI: a critical review and recommendations for socio-technical design processes, AI and Ethics, ISSN: 2730-5961

This paper presents a critical review of how different socio-technical design processes for AI-based systems, from scholarly works and industry, support the creation of value-sensitive AI (VSAI). The review contributes to the emerging field of human-centred AI, and the even more embryonic space of VSAI in four ways: (i) it introduces three criteria for the review of VSAI based on their contribution to design processes’ overall value-sensitivity, and as a response to criticisms that current interventions are lacking in these aspects: comprehensiveness, level of guidance offered, and methodological value-sensitivity, (ii) it provides a novel review of socio-technical design processes for AI-based systems, (iii) it assesses each process based on the mentioned criteria and synthesises the results into broader trends, and (iv) it offers a resulting set of recommendations for the design of VSAI. The objective of the paper is to help creators and followers of design processes—whether scholarly or industry-based—to understand the level of value-sensitivity offered by different socio-technical design processes and act accordingly based on their needs: to adopt or adapt existing processes or to create new ones.

Journal article

Sadek M, Calvo RA, Mougenot C, 2023, Trends, challenges and processes in conversational agent design: exploring practitioners’ views through semi-structured interviews, CUI '23: ACM conference on Conversational User Interfaces, Publisher: ACM, Pages: 1-10

The aim of this study is to explore the challenges and experiences of conversational agent (CA) practitioners in order to highlight their practical needs and bring them into consideration within the scholarly sphere. A range of data scientists, conversational designers, executive managers and researchers shared their opinions and experiences through semi-structured interviews. They were asked about emerging trends, the challenges they face, and the design processes they follow when creating CAs. In terms of trends, findings included mixed feelings regarding no-code solutions and a desire for a separation of roles. The challenges mentioned included a lack of socio-technical tools and conversational archetypes. Finally, practitioners followed different design processes and did not use the design processes described in the academic literature. These findings were analyzed to establish links between practitioners’ insights and discussions in related literature. The goal of this analysis is to highlight research-practice gaps by synthesising five practitioner needs that are not currently being met. By highlighting these research-practice gaps and foregrounding the challenges and experiences of CA practitioners, we can begin to understand the extent to which emerging literature is influencing industrial settings and where more research is needed to better support CA practitioners in their work.

Conference paper

Smith F, Sadek M, Mougenot C, 2023, Empowering end-users in co-designing AI: an AI literacy card-based toolkit for non-technical audiences, 36th International BCS Human-Computer Interaction Conference

Conference paper

Bermudez J, Nyrup R, Deterding S, Mougenot C, Moradbakhti L, You F, Calvo Ret al., 2023, What is a subliminal technique? An ethical perspective on AI-driven influence, 2023 IEEE International Symposium on Ethics in Science, Technology and Engineering, Publisher: IEEE, Pages: 1-10

Concerns about threats to human autonomy feature prominently in the field of AI ethics. One aspect of this concern relates to the use of AI systems for problematically manipulative influence. In response to this, the European Union's draft AI Act (AIA) includes a prohibition on AI systems deploying subliminal techniques that alter people's behavior in ways that are reasonably likely to cause harm (Article 5(1)(a)). Critics have argued that the term ‘subliminal techniques’ is too narrow to capture the target cases of AI-based manipulation. We propose a definition of ‘subliminal techniques’ that (a) is grounded on a plausible interpretation of the legal text; (b) addresses all or most of the underlying ethical concerns motivating the prohibition; (c) is defensible from a scientific and philosophical perspective; and (d) does not over-reach in ways that impose excessive administrative and regulatory burdens. The definition provides guidance for design teams seeking to pursue responsible and ethically aligned AI innovation.

Conference paper

Valk S, Chen Y, Dieckmann E, Mougenot Cet al., 2023, Supporting collaborative biodesign ideation with contextualised knowledge from bioscience, CoDesign, Vol: 19, ISSN: 1571-0882

The objective of this work is to support co-creation of novel ideas in biodesign during fast-paced and facilitated workshops. We created a card-based tool which simultaneously provides knowledge on both ‘science’ and ‘context’. The tool was used to trigger and inspire collaborative ideation in two biodesign workshops in which participants from scientific and design backgrounds produced ideas for healthcare-related innovations. To understand the perception of the tool and the mechanism of scientific knowledge integration in ideation, we conducted post-workshop interviews with 10 participants. Our qualitative analysis shows that the exposure to contextualised scientific knowledge provided by the tool enabled participants to generate ideas that cover a wide spectrum from the micro-scale of bioscience to the macro-scale of socio-political contexts, and thus supported the acceleration of ideation in biodesign workshops.

Journal article

Valk S, Thabsuwan C, Mougenot C, 2023, The ideation compass: supporting interdisciplinary creative dialogues with real time visualization, International Journal of Design Creativity and Innovation, Vol: 11, Pages: 99-116, ISSN: 2165-0349

This study presents the potential of live topic visualization in supporting creative dialogs during remote idea generation. We developed a novel Creativity Support Tool (CST) to explore the effects of the live topic visualization. The tool emphasizes the interdisciplinary knowledge background of participants. Using Natural Language Processing (NLP) and topic modeling, the tool provides users with a live visual mapping of the domains and topics being orally discussed. To understand the tool’s user perceived effects, we conducted evaluation sessions and interviews with participants (N = 10) from two different disciplinary backgrounds: design and bioscience. The findings show that live visualization of domains and topics supported self-reflection during individual and collaborative creativity and encouraged a balanced discussion, which can mitigate discipline-based fixation in ideation.

Journal article

Sun S, Zhang Z, Tian M, Mougenot C, Glozier N, Calvo RAet al., 2022, Preferences for a Mental Health Support Technology Among Chinese Employees: Mixed Methods Approach, JMIR HUMAN FACTORS, Vol: 9, ISSN: 2292-9495

Journal article

Nguyen QT, Mougenot C, 2022, We’re still people and not only emails that we’re sending - shared cognition in distributed design collaboration: A qualitative study on distributed creative teams and the relation of communication ecology on virtual collaboration shared understanding, 2022 4th International Electronics Communication Conference (IECC), Publisher: ACM, Pages: 40-46

To identify challenges for future design collaborative systems, we conducted a qualitative study, interviewing expert design practitioners working in creative, multidisciplinary distributed teams The development of shared mental models, previously not examined through the construct of the CSCW ecology, presented four dimensions: task-specific knowledge, task-related knowledge, knowledge of teammates and attitudes/beliefs, where the latter one being the most vulnerable. The study informs the design of future CSCW tools for virtual collaboration tools to fully support remote creative teams.

Conference paper

Nguyen QT, Mougenot C, 2022, A systematic review of empirical studies on multidisciplinary design collaboration: findings, methods, and challenges, Design Studies, Vol: 81, ISSN: 0142-694X

While multidisciplinary collaboration is increasingly considered as a prerequisite for innovation in design, it is unclear what has been studied and what to investigate next. To addressthis, we conducted a systematic literature review on multidisciplinary design collaboration,focussing on what has been found, and how these studies have been implemented. Followinga PRISMA approach, 17 papers were selected for a critical review. A co-occurrence analysisfound that the selected literature covered five themes centred on communication, all highlighting the importance of shared understanding in multidisciplinary design collaboration.Further analysis revealed biases and differences between the methodological approach followed in the studies. For future research, we suggest investigating two under-explored areasof design collaboration: distributed work and digital/service-oriented design activities.

Journal article

Valk S, Chen Y, Nguyen M, Toivonen T, Mougenot Cet al., 2022, Ideation and Consequence Scanning Beyond Human Perspectives in Biodesign, Design Research Society 2022

Biodesign is an emerging interdisciplinary field which is accelerated by recent advance-ments in biotechnology and engineering. The field offers novel opportunities to design in-novative processes, products, services, materials and experiences. However, designing with the living and incorporating organisms into human-centric solutions raises critical ques-tions about ethics, handling of species, human dominated power dynamics and exploitative behaviours. The purpose of this workshop is to explore and discuss these critical questions from more than human perspectives and acknowledge biases in biodesign. The workshop offers an opportunity for this exploration through two interactive activities: firstly, bi-odesign idea generation with support from Design x Science cards, and secondly, conse-quence scanning – a guided activity that provides an opportunity to mitigate potential harms and innovate responsibly. An expected outcome of the workshop is shared under-standing about potential implications of biodesign innovations on nonhuman collaborators. Participants can also expect to experience use of a novel creativity support tool for bi-odesign ideation. This workshop is inviting participants with diverse backgrounds and interests (interdisciplinary ideation, bio-sciences, innovation, responsible design, multispecies ethics) with or without prior related experience). We aim to build a connected interdisci-plinary community within DRS that can positively impact the emergence of responsible bioeconomy.

Conference paper

Nguyen QT, Laly M, Kwon BC, Mougenot C, McNamara Jet al., 2022, Moody Man: Improving creative teamwork through dynamic affective recognition, CHI 2022 - ACM CHI Conference on Human Factors in Computing Systems, Publisher: ACM, Pages: 1-14

While a significant part of communication in the workplace is now happening online, current platforms don’t fully support socio-cognitive nonverbal communication, which hampers the shared understanding and creativity of virtual teams. Given text-based communication being the main channel for virtual collaboration, we propose a novel solution leveraging an AI-based, dynamic affective recognition system. The app provides live feedback about the affective content of the communication in Slack, in the form of a visual representation and percentage breakdown of the ‘sentiment’ (tone, emoji) and main ‘emotion states’ (e.g. joy, anger). We tested the usability of the app in a quasi-experiment with 30 participants from diverse backgrounds, linguistic analysis and user interviews. The findings show that the app significantly increases shared understanding and creativity within virtual teams. Emerged themes included impression formation assisted by affective recognition, supporting long-term relationships development; identified challenges related to transparency and emotional complexity detected by AI.

Conference paper

Valk S, Chen Y, Mougenot C, 2021, Towards a designerly way of thinking for bioengineers with ‘Design and Science’ cards, IASDR 2021

Conference paper

Taoka Y, Kagohashi K, Mougenot C, 2021, A cross-cultural study of co-design: the impact of power distance on group dynamics in Japan, CoDesign, Vol: 17, Pages: 22-49, ISSN: 1571-0882

This study explores the characteristics of collaboration between people with Japanese value orientation in co-design workshops. We define co-design as an approach where designers collaborate with non-designers to design new products or services. This research investigates the effect of culture and value orientation on co-design between designers and non-designers in a Japanese context.Through interviews with four professional designers, we identified that the participation of Japanese non-designers in a co-design workshop might be hindered by the presence of an expert, who is perceived as a person in a higher social position. With 20 subjects, we experimentally investigated the impact of power distance on collaboration. European and Japanese groups of non-designers generated and discussed ideas in two conditions – with or without a professional designer in the group. Through behaviour and speech analysis, we assessed the quality of collaboration within the group. Depending on their power distance score, the contributions of participants were affected differently by the presence of a professional designer. Unlike in the European groups, the presence of a designer in a Japanese group created a hierarchical structure that hindered the participation of non-designers. This work is expected to support the development of co-design methods adapted to their cultural contexts.

Journal article

Maurya S, Mougenot C, Takeda Y, 2021, Impact of Mixed Reality implementation on early-stage interactive-product design process, Journal of Engineering Design, Vol: 32, Pages: 1-27, ISSN: 0954-4828

This article proposes a novel approach towards quick concept generation and validation of interactive-product behaviours. When designing for user-product interactions, designers have to consider spatial and behavioural elements besides form/tangible aspects and perform quick-validation of the generated concepts often done through functional prototyping at later design stages. As a result, the designed-outcomes often depend on parameters like designer’s familiarity with the design tools used, the level of fidelity achieved while prototyping and the frequency of design-iterations, limiting a thorough-exploration of concept-space and outcomes’ creativity at the early design stages. This research targets such dependencies and non-creative hindrances at concept generation stage through a Mixed Reality implementation. This work establishes requirements for creating a suitable design-tool and presents a proof-of-concept use-case. A design task to ideate, create and revise concepts of playful product-behaviours swiftly was performed to assess the impact of the implemented method. In an empirical study, a broader exploration of solution-space and an overall improvement in creative output-flow was observed when compared to the design-outcomes in the traditional storyboard design approach. Though the implemented design-tool’s unfamiliarity and capability presented a challenge, a significant increase in usage of iterative concept-design behaviour was observed throughout the study.

Journal article

Baker MJ, Detienne F, Mougenot C, Corvin T, Pennington Met al., 2020, Argumentation, Eureka and emotion: an analysis of group projects in creative design training, Learning, Culture and Social Interaction, Vol: 26, ISSN: 2210-6561

Creativity training has been generally based on avoiding critique during idea generation, although benefits of argumentation have been shown during idea selection and elaboration. The research reported here aims to understand how argumentative interactions involving role-play, with subsequent group reflection on them, contribute to collaborative creative design projects. The study was carried within a specialised Masters course at the Royal College of Art (London), organised jointly with Imperial College London, and focuses on analysing group reflection sessions of two groups of students whose on-going project was initially defined as “communication by touch”. Results showed that although students reported difficulties in playing argumentative roles that were not aligned with their personal views, their debates enabled them to arrive at “Eureka!” moments with respect to better grounded and precise definitions of their project concepts. We highlight the complex ways in which emotions circulate with respect to “Eureka!” moments, role-play and grounding. Given differences in ways that groups played out their assigned argumentative roles, we conclude that role play debate and group reflection on it need to be applied and considered as a whole in creative design training.

Journal article

Valk S, Mougenot C, 2020, Generative boundary objects as integral parts of framing in design and bioscience collaborations, DESIGN 2020, Publisher: Cambridge University Press, Pages: 1135-1144, ISSN: 2633-7762

Collaborations between design engineers and bioscientists offer novel opportunities that could help solving some of the biggest challenges organisations and societies are facing. Combining design and bioscience has the potential to create responsible and desirable products/services, however such ventures come with challenges rising from boundaries between practices. This research explores boundary objects as sources of framing in multidisciplinary collaborations. The results are based on a descriptive study with synthetic biologists and design engineers working on an innovation-driven task.

Conference paper

Nguyen M, Mougenot C, 2020, Dimensions of multidisciplinary collaboration: a comparative literature review within design context, DESIGN 2020, Publisher: Cambridge University Press, Pages: 1335-1344, ISSN: 2633-7762

In this paper, we review empirical studies of multidisciplinary collaboration in design and innovation activities. From 200 papers, we selected 17 for a meta-synthesis review. When revisited and compared, they present common themes and dichotomy in findings. This literature review discusses such diversity, offering a methodological critique of unclear areas. Four emerged themes were identified: (1) Knowledge diversity, (2) Trust, (3) Barrier and (4) Jargon and communication, providing perspectives for further research on how online collaboration will influence multidisciplinary team processes.

Conference paper

Haritaipan L, Saijo M, Mougenot C, 2019, Impact of technical information in magic-based inspiration tools on novice designers, International Journal of Technology and Design Education, Vol: 29, Pages: 1153-1177, ISSN: 0957-7572

Journal article

Valk S, Maudet N, Mougenot C, 2019, Exploring how boundary objects can support multidisciplinary design and science collaboration, IASDR 2019, Publisher: IASDR

In order to solve complex issues, professionals from different fields of expertise increasingly collaborate across domains. These collaborations require meaningful and efficient processes, particularly when design approaches and scientific knowledge is combined.Based on there view of existing literature on the role of incidental learning in ideation and boundary objects in multidisciplinary team creativity, it can be proposed that knowledge sharing can support collective creativity.This approachwas tested in a preliminary study of a collaborative creative task withpairs of design engineers and bio-scientists. Four pairs wereasked to jointly discuss a healthcare-centred innovation brief,and generate novel ideas based on their own expertise. The findings show that boundary objects supportknowledge sharing across disciplinesin creative collaborations-in thiscase, design engineering and synthetic biology.While strong role asymmetry was observed, it has been found that boundary objects are instrumental in ensuring both parties participate effectively in the creative session. In the study, designers were found to be steeringthe conversationsby generating boundary objectsmore frequently than scientists (66% of total number vs. 34%)and sharing knowledge on the design process withthem.This initial study willlater inform the development of a toolkit that aims to support science and design collaboration process.

Conference paper

Maurya S, Takeda Y, Mougenot C, 2019, Enabling designers to generate concepts of interactive product behaviours: a mixed reality design approach, International Conference on Engineering Design (ICED 2019), Publisher: Cambridge University Press, Pages: 1933-1942

To design interactive behaviours for their products designers/makers have to use high fidelity tools like ‘electronic prototyping kits’, involving sensors and programming to incorporate interactions in their products and are dependent on availability of hardware. Not every designer is comfortable using such tools to ideate and test their concept ideas, eventually slowing them down in the process. Thus, there is a need for a design tool that reduces dependence on complex components of such tools while exploring new concepts for product design at an early stage. In this work, we propose a Mixed Reality system that we developed to simulate interactive behaviours of products using designed visual interaction blocks. The system is implemented in three stages: idea generation, creating interactions and revision of interactive behaviours. The implemented virtual scenario showed to elicit high motivation and appeal among users resulting in inventive and creative design experience at the same time. As a result, designers will be able to create and revise their interaction-behavioural design concepts virtually with relative ease, resulting in higher concept generation and their validation.

Conference paper

Valk S, Mougenot C, 2019, Towards creativity stimulating design intervention for multidisciplinary innovation teams, International Conference on Engineering Design (ICED 2019), Publisher: Cambridge University Press, Pages: 239-248

The aim of our research is to stimulate cross disciplinary design collaboration to improve innovation processes in product and service design domain. We focus on the intersection of biotechnology and design as this field poses great challenges and opportunities for innovation, and it has received little attention in light of technological advancements of digital goods over the past decades. Experimental studies in the area expose challenging interactions, rising from lack of common vocabulary and preconceptions. Organisational management studies suggest that creativity is a prerequisite for innovation in group processes. As such, we are interested in enhancing collective creativity. Numerous studies investigate external creativity triggers, however only on individual level. Our review suggests that external triggers can be effective when the task is problem solving or styling, but ambiguous goals like innovation require stimulation of intrinsic triggers, such as group incidental learning and tacit knowledge. To explain this, we propose a hypothetical innovation approach, that draws attention to cognitive stimulation methods leading to creativity in multidisciplinary teams.

Conference paper

Haritaipan L, Mougenot C, Saijo M, 2019, How professional designers use magic-based inspirations: development of a usage guideline and analysis of impact on design process, International Journal on Interactive Design and Manufacturing, Vol: 13, Pages: 659-671, ISSN: 1955-2513

To support the introduction of magic in product interaction design, magic effects together with technical clues is shown to be effective inspirations for ‘creative and practical’ products in novice designers. In this paper, we aim to develop a guideline to use the magic-based inspiration cards effectively for novice designers. To do this, six professional designers with three levels of design experiences were invited: junior (2 years), intermediate (7 years), and senior (more than 12 years). The verbal protocol analysis revealed that when providfed with the cards, the designers produced more ideas and concerned more about expected behavior of products. On the other hand, design experience negatively impact fluidity of ideas. Our findings suggested that design process is correlated with fluidity and elaboration, but not originality and feasibility. Finally, a guideline on how to use the magic-based tool effectively is developed based on the approaches carried by professional designers.

Journal article

Maurya S, Arai K, Moriya K, Arrighi P-A, Mougenot CJMet al., 2019, A mixed reality tool for end-users participation in early creative design tasks, International Journal on Interactive Design and Manufacturing, Vol: 13, Pages: 163-182, ISSN: 1955-2505

While mixed prototyping has proved to be effective for the assessment of prototypes, this research aims to explore the use of mixed prototyping for the generation of early prototypes. To satisfy end-user’s needs, new products need to be designed with an early integration of end-user requirements. An efficient way to achieve this is to directly integrate the end-users in the design process and give them an intelligible and interactive tool to perform specific design tasks. Current interactive tools to integrate end-users in the design process provide either a high level of immersion (e.g. CAVE) or a high level of control over the virtual prototype (e.g. configurators). We designed a new mixed reality design tool which simultaneously allows end-users to be immersed in a virtual environment (immersion) and to interact with a virtual prototype and to modify it (control), resulting in effective end user-interactions. In two design use-case scenarios, we assessed the end-user experience and satisfaction while using the tool and we also evaluated the impact of the tool on the creative process and the design outcomes. The findings show that, when users are provided with a tool that allows to directly perform design tasks and modify a virtual prototype, as compared to when they have no control, they are more engaged in the design tasks, more satisfied with the design process and they produce more creative outcomes.

Journal article

Taoka Y, Kagohashi K, Saito S, Mougenot Cet al., 2019, A Proposal and Evaluation of Co-design Tools with a Focus on Anonymity, INTERNATIONAL JOURNAL OF AFFECTIVE ENGINEERING, Vol: 18, Pages: 85-92, ISSN: 2187-5413

Journal article

Arrighi PA, Mougenot C, 2019, Towards user empowerment in product design: a mixed reality tool for interactive virtual prototyping, Journal of Intelligent Manufacturing, Vol: 30, Pages: 743-754, ISSN: 0956-5515

Designing new products according to user needs and requirements is a key success factor for companies. However, the characterization of user requirements in the early design stages is not an easy task due to the subjective nature of these requirements and because of the communication gap between users and designers. Digital design tools have the potential to enable users to actively participate in the design process and to directly interact with representations of the future product. Yet, they suffer a trade-off between their ability to accurately represent the user experience with the future product and their capacity to offer simple interfaces for the end user to manipulate. To overcome this issue, we introduce a new modular digital tool that allows users to become active participants of the design process through a high level of both immersion and control. The tool consists in a combination of a virtual reality environment for immersion and intuitive physical interfaces for direct control, resulting in a mixed reality hardware/software system. The hardware is made of modular tangible user interfaces (TUIs), custom-made by 3D printing and powered by a 3D game engine while the interactive content is displayed in virtual reality. The modularity of the system allows several TUIs and 3D content behaviours configurations to bring user friendliness and intuitively for each specific design project.

Journal article

Haritaipan L, Hayashi M, Mougenot CJM, 2018, Design of a massage-inspired haptic device for interpersonal connection in long-distance communication, Advances in Human-Computer Interaction, Vol: 2018, ISSN: 1687-5893

The use of tactile senses in mediated communication has generated considerable research interest in past decades. Since massage is a common practice in Asian cultures, we propose to introduce massage-based interactions in mediated communication between people in a close relationship. We designed a device for distant interactive massage to be used during online conversation and we assessed its effect on interpersonal connection with eight pairs of Chinese participants in romantic relationships. All pairs were asked to engage in a conversation, either through a video call or through a massage-assisted video call. The findings showed that the use of the massage device significantly increased the perceived emotional and physical connection between the users. The results also showed a significant increase in the engagement in the massage activity, e.g., total massage time and average force per finger, from positive conversation to negative conversation, demonstrating an evidence of the interplay between audio-visual and haptic communication. Post hoc interviews showed the potential of the massage device for long-distance communication in romantic relationships as well as in parents-children relationships.

Journal article

Haritaipan L, Saijo M, Mougenot CJM, 2018, Effect of Different Visual Modalities of Magic Precedents Representation on Design Creativity, 8th International Conference on Design Computing and Cognition

Conference paper

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