Auflistung nach Autor:in "Hemmert, Fabian"
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- Konferenzbeitragaicracy: Everyday Objects from a Future Society Governed by Artifical Intelligence(Mensch und Computer 2019 - Tagungsband, 2019) Hemmert, Fabian; Becker, Piet; Görts, Alexander; Hrlic, David; von Netzer, David; Weld, Christopher J.In this paper, we present aicracy, a critical design project that portrays a society ruled by an artificial intelligence. Five hypothetical objects from this society are presented: a bracelet that gives citizens feedback about their deeds, a patch that releases dopamine into its wearer's blood, an office chair that collapses when its user is unproductive, a shopping basket that displays different prices for different users, depending on how much they contribute to society, and a marble-based voting machine.
- KonferenzbeitragCombining Active and Passive Haptic Feedback for Rich Stylus Interactions(Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011) Wintergerst, Götz; Jagodzinski, Ron; Held, Matthias; Hemmert, Fabian; Müller, Alexander; Joost, GescheIn this paper, we introduce the prototype of a low cost haptic augmented stylus for pen computing on touch screens. The stylus enriches the interaction through a dynamic passive and active haptic feedback. The passive feedback is generated by a brake system based on an electromagnetic coil. The additive active feedback is made by a vibrating motor. The pen provides a broad scale of different haptic feedback -- especially for the display of haptic surface cues and the assistance/support of stroking gestures.
- KonferenzbeitragDesigning human-god interfaces(Mensch und Computer 2020 - Tagungsband, 2020) Hemmert, Fabian; Bell, Andreas; Glöß, Miriam; Klaiß, Maximilian; Kurm, Katharina; Linde, Ina van der; Neumann, Kathrin; Orak, Gürkan; Sommer, Katlin; Dui, Thanh Ta; Wagner, Paulina; Weier, Becky; Zalesak, MichaelIn this paper, we report the results from the `Human-God Interfaces' project, which aimed to redesign traditional Catholic rituals, based on the principles of Tangible Interaction. Seven prototypes are presented. We discuss our learnings from the design process, highlighting how all prototypes follow the same recipe of incorporating a Catholic belief into a well-known everyday object and adding an `unknowable' element.
- ZeitschriftenartikelEmbedded Computation versus Embodied Interaction: Connected Objects for Connected Thinking(i-com: Vol. 17, No. 3, 2018) Hemmert, Fabian; Bradford, Elizabeth; Caetano, Erik; Kegel, Friedrich; Licht, Eva; Höwer, MarcoWhat will future creativity-based work in collaboration with ubiquitous, AI-driven systems be like? In this paper, we argue that following a ‘tangible interaction’ approach can be beneficial in this context. We describe six connected objects that illustrate how the quality of future creative work could be designed. The objects aim to shape embedded computation in ways that support embodied interaction. They include a place for sacrificing one’s phone, an olfactory calendar, a reader/writer for cloud data in everyday objects, a concrete-based data logger, a slot machine for recombining old ideas into new ones, and a dimmer for artificial intelligence. We summarize the results of a critical reflection of the prototypes in an argument for designing interactions that foster collaborative creative processes between embodied humans in a world of embedded computation.
- KonferenzbeitragEnvisioning Future Challenges and Possibilities for Shape-Changing Interfaces through Speculative Scenarios(Mensch und Computer 2019 - Tagungsband, 2019) Kirkegård Rasmussen, Majken; Hemmert, FabianIn this paper, we present three speculative scenarios that explore the future of living with shape-changing interfaces. Each scenario is concerned with one area of this potential future. Three areas, which originated in a workshop with 25 researchers, are considered: 1) shape as a service, 2) security and trust, and 3) personalization and materiality. Each scenario is critically reflected. We use speculative scenarios as an evocative way of illustrating future possibilities, beyond the limitations of current technology. We point to future challenges that the research community needs to address, so that shape-changing interfaces can successfully venture out, into people’s homes and lives.
- KonferenzbeitragFeeling scarcity: augmenting human feelings through physicalizations of energy consumption, attention depletion and animal murder(Mensch und Computer 2020 - Tagungsband, 2020) Hemmert, Fabian; Lohkamp, Gina; Orak, Gürkan; Salice, AlexanderWe describe the results of a design project about making scarce resources perceptible: a router, a campfire-inspired lamp and a knife block. All three are 'designed for discomfort' and intended to serve as thought-provoking objects.
- KonferenzbeitragLife-Death Interfaces: Tangible Ways of Legacy-Making, Grief, and Remembrance(Mensch und Computer 2022 - Tagungsband, 2022) Hemmert, Fabian; Görts, Alexander; Horst, Jana; Park, So Jeong; Sion, TomIn this paper, we present the results of a design project that investigated new ways of preparing for one’s own death, of remembering loved ones and of joining others in grief. These ways include a pillow for remembering the voices of loved ones, an hourglass containing human ashes as a ritual object for grieving, an additive monument for collective mourning, and a set of nested gift boxes for staying present in the life of a loved one after one’s death. We present our designs and initial user reactions. We discuss our findings, concluding that actively engaging with the difficult topic of death and dying can be rewarding.
- KonferenzbeitragSandExplorer: Exploring Geospatial Data, Grain by Grain(Mensch und Computer 2019 - Tagungsband, 2019) Kegel, Friedrich; Hemmert, FabianIn this paper, we introduce SandExplorer: a device to physically explore geospatial data by creating a 2.5-dimensional, topographic sand sculpture. This sculpture is created semi-manually, by moving a handle over a sandbox, which serves as a plotting canvas. The sandbox' shape represents the geospatial region the data is about. The amount of sand flowing from the system's sand reservoir through the handle is regulated by a mapping algorithm, depending on the underlying data. Using SandExplorer, users can playfully create a sand-based, physical yet malleable representation of the data.
- KonferenzbeitragTo Go or not to Go? A Participatory Approach to Digitally Augmenting Museum Experiences(Mensch und Computer 2022 - Tagungsband, 2022) Hemmert, Fabian; Fineder, Martina; Cezanne, Fabienne; Cho, Ye Eun; Hagemeier, Helena; Hungerkamp, Anja; Lischka, Tobias; Nievelstein, Caroline; Strauch, Maike; van den Berg, Luis; Weber, NoraIn this paper, we present the results of a participatory design research project conducted together with the Art and Exhibition Hall of the Federal Republic of Germany. In this collaborative design research project, we set out to create new, location-independent ways of making museums more accessible and approachable to people who would or could not otherwise attend them, in particular those of younger age groups. We present three novel approaches that integrate diverse educational and participatory concepts into the museum visit. All are based on existing technology, allowing for easy and low-cost implementation through cultural institutions. These include a new way of discovering people with whom to attend the museum, a new way of contributing remotely to a collaborative exhibit and a new way of connecting school classes to prepare jointly for a visit to the museum, including a digital co-curation process. We explain our collaborative research and design process and present the results developed in exchange with our project partners and through input from participating users. We conclude by discussing our findings and by outlining future research opportunities.
- KonferenzbeitragUniversal and intuitive? scientific guidelines for icon design(Mensch und Computer 2020 - Tagungsband, 2020) Bühler, Daniel; Hemmert, Fabian; Hurtienne, JörnIn this paper, we examine approaches to icon design, and we argue that they are not ideal. For example, they might disadvantage people from distinct cultures, of distinct ages, and with distinct capabilities. However, we suggest that icons have the potential to be universally and intuitively comprehended because they can be similar to the real world. We present an approach that is grounded in visual perception because the process of visual perception is assumed to be universal and intuitive. We derive 34 guidelines from scientific research on visual perception, and we argue that these guidelines might be a basis for more universal and more intuitive icon designs in the future.