A little over a week ago, I had two papers published at the ACM CHI conference and a position paper shared at the workshop Feminist Voices about Ecological Issues in HCI. Check them out!
Karey Helms. 2022. A Speculative Ethics for Designing with Bodily Fluids. ACM Conference on Human Factors in Computing Systems Extended Abstracts (CHI 2022, alt.chi) New Orleans, LA, USA.
PDF, DOI, Video (8 min), Video (30 sec)
Pedro Sanches, Noura Howell, Vasiliki Tsaknaki, Tom Jenkins, and Karey Helms. 2022. Diffraction-in-action: Designerly Explorations of Agential Realism Through Lived Data. ACM Conference on Human Factors in Computing Systems (CHI 2022), New Orleans, LA, USA. (Best Paper Honorable Mention Award)
DOI, Video (8 min), Video (30 sec)
Karey Helms. 2022. Site-writing around Breastfeeding. ACM Conference on Human Factors in Computing Systems (CHI 2022, Position paper) Workshop “Feminist Voices about Ecological Issues in HCI”, New Orleans, LA, USA.
Had a wonderful time this week (virtually) attending my first Nordes conference! In addition to attending the wonderful workshop Life Stories for Collaborative Survival, I also presented the exploratory paper Scaling Bodily Fluids for Utopian Fabulations, a design collaboration with Marie Louise Juul Søndergaard and Nadia Campo Woytuk. Slide GIF below. Very much hope to attend future Nordes conferences!
This week I “presented” a full paper and pictorial at the 2021 ACM Designing Interactive Systems (DIS) conference – 10 minute pre-recorded video presentations below – and excited doesn’t quite capture how it feels to share that Entangled Reflections on Designing with Leaky Breastfeeding Bodies received a Special Recognition for Diversity & Inclusion, and Troubling Care: Four Orientations for Wickedness in Design received a Best Paper Honorable Mention Award.
Entangled Reflections on Designing with Leaky Breastfeeding Bodies, DIS 2021
Troubling Care: Four Orientations for Wickedness in Design, DIS 2021
Excited to have two publications accepted to the 2021 ACM Designing Interactive Systems (DIS) conference: Troubling Care: Four Orientations for Wickedness in Design (paper with Ylva Fernaeus) and Entangled Reflections on Designing with Leaky Breastfeeding Bodies (pictorial).
Troubling Care: Four Orientations for Wickedness in Design
Karey Helms & Ylva Fernaeus
Tensions in designing for care are often positioned as conflicts to be resolved. We draw upon queer theories to investigate caring for loved ones as not “in-line” with normative expectations of care as positive and fulfilling. Through the critique of two autobiographical design projects designed for informal, everyday care of our families, we describe four troubling orientations of care: willful detours, selfish shortcuts, naughty invasions, and unhappy departures. From these, we argue that tensions in care may not always be designed against, but can also be desired and generative.We conclude by discussing a “wickedness” in caring for loved ones that problematizes in-home technologies as attractively naughty and potentially violent, and the four orientations as resources for interaction designers to spatially navigate tensions of domestic care.
Entangled Reflections on Designing with Leaky Breastfeeding Bodies
Bodily transformations that attend breastfeeding include entanglements of more-than-human materials and agencies. These can be seen in exchanges of physical matter, such as bacteria, that blur bodily boundaries. I present three design explorations of my breastfeeding experiences as entangled: knitting bras for lopsided breasts, transforming milk into fiddling necklaces, and site-writing around breastfeeding. Through spatial and conceptual mappings of the explorations, I propose them as alternative narratives in designing for leaky breastfeeding bodies. I also offer two broader reflections on designing with, for, and among more-than-human bodily materials: generous absence and bodily mappings. The accompanying reading instructions to this bodily research open for further encounters and reflections between the three explorations.
WORKSHOP CALL FOR PARTICIPANTS – On May 18th at 14.00 CET, join Nadia Campo Woytuk, Marie Louise Juul Søndergaard, and me in an online workshop at this year’s Uroboros festival: Scaling Bodily Fluids for Utopian Fabulations through Collage-Making!!
Having only recently returned to work full-time in March from ten months of parental leave, and despite working from home rather than in the lab due to COVID-19, it has felt wonderful to re-engage with my research with new energy and focus. Even more rewarding was to recently find out that my Doctoral Consortium proposal was accepted to DIS 2020. Very much looking forward to discussing my work with the Chairs and other participants – even if most likely virtual! Below is my title, abstract, and a link to the pre-print.
Very excited to have two papers accepted from an ongoing project on HCI and the outdoors with Airi Lampinen and Barry Brown from Stockholm University and Pedro Ferreira from IT-University of Copenhagen! Below are the abstracts, will post camera ready versions in the coming months. The first in particular and fieldwork that informed both are a precursor to upcoming design work that will ensue in the winter when I return from parental leave.
Away and (Dis)connection: Reconsidering the Use of Digital Technologies in Light of Long-term Outdoor Activities
Karey Helms, Pedro Ferreira, Barry Brown, Airi Lampinen. 2019. Away and (Dis)connection: Reconsidering the Use of Digital Technologies in Light of Long-term Outdoor Activities. ACM International Conference on Supporting Group Work (GROUP 2020), Sanibel Island, Florida, USA.
We present a study of long-term outdoor activities, based on altogether 34 interviews with 19 participants. Our goal was not only to explore these enjoyable experiences, but more broadly to examine how technology use was recontextualized ‘away’ from the everyday. Outdoor activities are commonly presented as an escape from our technology-infused world. In contrast, our interviews reveal experiences that are heavily dependent on technology, both digital and not. However, digital technology — and in particular the mobile phone — is reconfigured when taken out of its ordinary, often urban and indoor, context. We first present a diversity of ‘aways’ during outdoor activities by depicting cherished freedoms and interpersonal preferences. We then describe how participants managed connection and disconnection while away and upon coming back. To conclude, we discuss how constructions of away can support more purposeful engagements with digital technology, and how pointed (dis)connection can be useful for technology design also in non-outdoor settings.
From Nomadic Work to Nomadic Leisure Practice: A Study of Long-term Bike Touring
Pedro Ferreira, Airi Lampinen, Karey Helms, Barry Brown. 2019. From Nomadic Work to Nomadic Leisure Practice: A Study of Long-term Bike Touring. ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW 2019), Austin, Texas, USA.
Mobility has long been a central concern in research within the Computer-Supported Cooperative Work (CSCW) community, particularly when it comes to work and how being on the move calls for reorganizing work practices. We expand this line of work with a focus on nomadic leisure practices. Based on interviews with eleven participants, we present a study that illuminates how digital technologies are used to shape and structure long-distance cycling. Our main analysis centers on bike touring as a nomadic leisure practice and on how it offers a radical departure from traditional modes of structuring work and life, and thus, complicates the relationship between work and leisure. We complement this with an account of managing the uncertainties of nomadicity by focusing on participants’ experiences with arranging overnighting and network hospitality. We offer this study, firstly, as one response to the call for more diversity in the empirical cases drawn upon in theorizing nomadic work and leisure practices, but more productively, as an opportunity to reflect upon the temporal and spatial logics of digital technologies and platforms and how they frame our attitudes towards the interplay between work and leisure.
Today my paper Do you have to pee? A Design Space for Intimate and Somatic Data will be presented at DIS 2019 in San Diego by a colleague from KTH as I am currently on parental leave with my four week old daughter. Would love to be at the conference presenting and discussing this work, but am more grateful for the conference’s flexibility and Vasiliki Tsaknaki’s assistance in the presentation of this paper while I am instead home in Sweden!
Since this research includes an autobiographic approach and a reflection on my positionality as a design researcher, both of which are critical to the work, the presentation I prepared included both video and audio recording of myself intermixed among a script for Vasiliki (which is why the script includes a mix of first and third person). It was definitely a new challenge rethinking how to make a presentation that included my own voice while using my colleague’s presence for audience engagement! Below is the full written script and slides, and the full paper (which won an honorable mention award!) is available here.
Couldn’t be more please to find out today that I have a full paper accepted to DIS 2019! Very thankful for my amazing colleagues who provided invaluable support for and feedback on the paper.
Below is the title and abstract, will post a camera ready version in the coming weeks.
Do you have to pee? A Design Space for Intimate and Somatic Data
The management of bodily excretion is an everyday biological function necessary for our physiological and psychological well-being. In this paper, I investigate interaction design opportunities for and implications of leveraging intimate and somatic data to manage urination. This is done by detailing a design space that includes (1) a critique of market exemplars, (2) three conceptual design provocations, and (3) autobiographical data-gathering and labeling from excretion routines. To conclude, considerations within the labeling of somatic data, the actuating of bodily experiences, and the scaling of intimate interactions are contributed for designers who develop data-driven technology for intimate and somatic settings.
Early this week I presented a paper written with my PhD supervisor Ylva Fernaeus on the use of Humor in Design Fiction to Suspend Disbelief and Belief at NordiCHI 2018 in Oslo. This paper was part of the future scenarios track at NordiCHI, an excellent initiative and venue that explores the design of design fictions. Our paper contributed (1) a way in which humor might be used in design fiction (and design more broadly), (2) a design process that includes fieldwork to inform the design of design fictions, (3) and a human-scale design fiction as a method of communication and dissemination. For the presentation, I originally intended to role-play the paper presentation as a character from the fictional world, as I did when presenting the same project four years ago in Umeå as my master’s thesis, but last minute opted to not because of the opening introductions by moderators. Instead, I opened the presentation by jumping into the fiction with no context, and then gradually introduced more information and built reflections throughout the remaining of the presentation. I think this structure worked very well. The full paper is available here and the presentation below.
Very excited to have a NordiCHI 2018 paper accepted in the future scenarios track! Written with Ylva Fernaues, my supervisor at KTH, the paper is about why and how I used humor in my MFA thesis at Umeå Institute of Design four years ago.
Karey Helms, Ylva Fernaeus. 2018. Humor in Design Fiction to Suspend Disbelief and Belief. ACM Nordic Conference on Human-Computer Interaction (NordiCHI 2018), Oslo, Norway.
Humor in Design Fiction to Suspend Disbelief and Belief
This paper investigates humor as a resource and strategy for design with discourse as an intended outcome. While humor can incite empathy and understanding, it can also lead to alienation and disengagement. Through the detailing of the pre-narrative and narrative processes of an exemplar design fiction we describe why and how elements of humor, in particular puns, parody, and pastiche, were employed. Following the presentation of the fiction and its use in the design of an exhibition and diegetic prototypes, the paper presents responses from participants and audience members to reflect upon how humor was received within the design fiction. Following these reflections, as the near-future scenario was written four years prior to this paper and is now situated within present-day, it then concludes with a post-mortem reflection on the floating nature of humor.
Last week I presented my paper Design Methods to Investigate User Experiences of Artificial Intelligence at the 2018 AAAI Spring Symposium on the User Experiences of Artificial Intelligence. The picture above was taken by a Google Clips camera, which was also one of the presented papers. Below are my slides, which contain supplementary images to my paper on the three design methods I have engaged with relative to the UX of AI. Another blog post will soon follow with reflections on other papers presented.
This year I’ll be going to CHI 2018 as a student volunteer and to attend the workshop HCI Outdoors: Understanding Human-Computer Interaction in the Outdoors. Very much looking forward to connecting with the HCI outdoors community for a new research project!
A Walk in the Woods: Gear and Infrastructure in the Outdoors (position paper PDF)
In this position paper, we describe an initial research activity, a short walk in the woods, to position our interest in HCI and the outdoors. We present three preliminary reflections from our hike on relationships with gear and infrastructure that enable meaningful outdoor experiences. These include parallels between packing gear and preparing devices, contrasting notions within bodily comfort and brand allegiance, and safety bubbles enabled by actual or expected infrastructures.
Two papers were accepted to the AAAI 2018 Spring Symposia: Design Methods to Investigate User Experiences of Artificial Intelligence for The UX of AI symposium and The Smart Data Layer for Artificial Intelligence for the Internet of Everything symposium. I’ll be presenting the former at Stanford at the end of March, bellow is the abstract.
Design Methods to Investigate User Experiences of Artificial Intelligence
This paper engages with the challenges of designing ‘implicit interaction’, systems (or system features) in which actions are not actively guided or chosen by users but instead come from inference driven system activity. We discuss the difficulty of designing for such systems and outline three Research through Design approaches we have engaged with – first, creating a design workbook for implicit interaction, second, a workshop on designing with data that subverted the usual relationship with data, and lastly, an exploration of how a computer science notion, ‘leaky abstraction’, could be in turn misinterpreted to imagine new system uses and activities. Together these design activities outline some inventive new ways of designing User Experiences of Artificial Intelligence.
Sociomateriality: Infrastructuring and Appropriation of Artifacts
Novel materials and innovative applications can sometimes outweigh a reflective perspective on the roles that objects and materials can play in social life. In this Studio, we want to bring together researchers and practitioners who are interested in exploring design outcomes from a sociomaterial perspective. By having prototypes at the center of the Studio activities, we intend to create prompted speculative fictions that link the material outcomes of design practice to social agency and cultural effects.
This studio will offer an opportunity to examine how objects might participate in social spheres as well as act as material bridges to their design process. We will do this through both hands-on examination of design objects, and inquiry into the infrastructuring and appropriation of these artifacts. The themes that will be examined are agency, material participation, and cultural performance of things. We encourage participants to bring their own prototypes.
For any questions, email the workshop organizers at:
More information you can find at the Studio webpage:
Tom Jenkins – Georgia Institute of Technology
Vasiliki Tsaknaki – KTH Royal Institute of Technology
Karey Helms – KTH Royal Institute of Technology
Ludvig Elblaus – KTH Royal Institute of Technology
Nicolai Brodersen Hansen – TU Eindhoven
Two weeks ago I had a lovely time speaking about my current research interests and questions surrounding Smart Implicit Interactions with industry practitioners at EuroIA 2017 in Stockholm!
Thanks EuroIA for the INTENSE photo above and Inge Nahuis for the sketchnotes below!
As previously mentioned, I attended, and thoroughly enjoyed, the workshop at DIS17 on People, Personal Data and the Built Environment. Not only was the topic relevant to my project, interests, and background, but I also found the strict structure (and quick introductions) very effective and thus resulting in meaningful discussions at the end of the day.
The below image is a fraction of a future IoT system followed by a corresponding fictional narrative created with Albrecht Kurze.
2022 – five years after 2017 – a public space odyssey
It is the year 2022, five years after the government started to implement the dynamic waiting management system in public buildings. To simultaneously reduce waiting times while keeping visitors preoccupied, the system routes visitors on an adaptive, and often the least efficient, way through the building. As this has unsurprisingly resulted in many lost visitors, a place-based location-aware voice-controlled guiding and help-and-get-helped system was introduced, in which visitors can leave voice messages to aid other lost visitors.
Dave was born in 1950 and retired in 2017, the same year his wife died. Every time he enters public buildings, he is asked to confirm the usage and data processing terms of the building, as smart building are being classified as interactive data processing units by the 2019 extended GDPR. These temporary consents are based on minimum viable data and are thus only valid for a single visit as all data collected is automatically deleted or anonymized upon leaving.
Dave pretends to apply for a hunting license but actually just wants to hear his wife’s voice in a message she left in the help-and-get-helped system after the system’s implementation. As the system is gender intelligent, he needs a female to find his wife’s message. Furthermore, the message is not locationally linked nor directly addressable because of dynamic shuffling and the anonymization policy.
Claire was born in 2001 and has been applying for a family planning permit for the past five days. As the system is implicitly regulating family planning, prioritizing lonely widows and widowers for which Claire is not, it sends her on an impossible route. As she is not successful in her quest for a permit by the end of each day, the temporary data consent causes her to restart the whole process the following day, resulting in a never ending journey.
But this one special day Dave and Claire met, two lost visitors, trapped some way in and by the system. They decided to help each other and resolve their unfinished business.
Last week at DIS 2017 in Edinburgh I presented a poster (pdf) for my work-in-progress Leaky Objects: Implicit Information, Unintentional Communication. Very thankful for the discussions and feedback!
Yesterday I attended the workshop Workshop on People, Personal Data and the Built Environment at DIS 2017. Was incredibly inspiring and perhaps the best workshop format I’ve experienced as of yet! Below is my position paper.
Implicit Interaction: Information, Intention and Infrastructure (position paper PDF)
In this position paper I present three in-progress design projects that are initial explorations into Smart Implicit Interaction, which is investigating data as a design material and a new paradigm of interaction for the Internet of Things. The first project, Context Clues, critically examines our existing interactions and exchange of implicit information across digital mediums. The second project, Manuals of Misuse, is an Internet of Things design brief in which students are exploring the peripheral intentions embedded within everyday objects to design novel connections while exposing hidden patterns of behavior and engagement. The third project, Phygital Layers, is an architectural study seeking to understand the implicit relationships between physical, technological and social infrastructures within domestic environments. While all three projects differ across scale and medium, they offer potential avenues of investigation into designing for people, data and the built environment.
Very excited to be giving a 20 minute talk on September 30th at EuroIA in Stockholm on Implicit Interactions: Implied, Intangible and Intelligent! Below is my talk abstract.
As our physical and digital environments are ubiquitously embedded with intelligence, our interactions with technology are becoming increasingly dynamic, contextual and intangible. This transformation more importantly signifies a shift from explicit to implicit interactions. Explicit interactions contain information that demands our attention for direct engagement or manipulation. For example, a physical door with a ‘push’ sign clearly describes the required action for a person to enter a space. In contrast, implicit interactions rely on peripheral information to seamlessly behave in the background. For example, a physical door with motion sensors that automatically opens as a person approaches, predicting intent and appropriately responding without explicit contact or communication.
As ambient agents, intelligent assistants and proactive bots drive this shift from explicit to implicit interactions in our information spaces, what are the implications for everyday user experiences? And how do we architect dynamic, personal information in shared, phygital environments?
This talk aims to answer the above questions by first introducing an overview of explicit and implicit interactions in our mundane physical and digital environments. Then we will examine case studies in which unintended and unwanted consequences occur, revealing complex design challenges. Finally, we will conclude with example projects that explore a choreography between explicit and implicit interactions, and the resulting insights into architecting implied, intangible and intelligent information.