Digital Knick-Knacks: Standalone Audiovisual Digital Possessions or Embellishments in Digital Environments
Digital Art Installations & Interactive PerformanceInteractive Narrative & Immersive StorytellingVisual Artists & DesignersHCI Researchers
Title of the Paper
Digital Knick-Knacks: Standalone Audiovisual Digital Possessions or Embellishments in Digital Environments
Paper Information
- Research Domain: Human-Computer Interaction and Digital Personalization
- Keywords: Digital possessions, personalization, gamified user interface, human-computer interaction, user experience, digital environments, desktop systems, emotional design, visualization, digital pets
Research Background and Problem
- Problem or Challenge: While traditional interaction design once included many creative and gamified elements (e.g., Neko virtual cat, animated screensavers), the minimalist design of modern user interfaces has gradually diminished these features. This shift may reduce the potential of digital environments to support users' emotional and creative needs.
- Significance: Physical decorations often provide emotional value to their owners by showcasing memories, identity, etc. Similarly, emotional support in digital environments could hold significant value.
- Research Motivation and Related Work: Drawing inspiration from the meaning and value of physical possessions (e.g., "extended self" theory) and prior research on digital possessions, this study focuses on unresolved issues in the HCI field regarding personalization and emotional value.
Solution
- Method or Solution: The concept of "Digital Knick-Knacks" (DKKs) is proposed, defined as standalone audiovisual digital possessions or embellishments displayed in non-gaming digital environments. Through a literature review and brainstorming sessions with nine HCI researchers, a classification system for DKKs was established, along with the design of three prototypes: a soundscape generator, a virtual pet, and a virtual photo frame.
- Innovations:
- A comprehensive classification framework for digital knick-knacks was proposed, integrating theories from multiple domains (e.g., user identity extension, motivations for personalization).
- Introduced the concept of user-designed unique digital possessions for display, adding emotional and creative value to digital environments.
- Implementation Steps:
- Establishing the Classification Framework: Integrating key domain theories and generating designs through brainstorming.
- Developing Design Templates: Initial development of three sample DKK templates.
- User Research: Conducting a 10-day diary study where participants designed and used these DKKs.
- Key Techniques: Literature synthesis to form the theoretical framework; controlled experiments on user-customized designs; emotional quantification tools (SAM) to measure impact.
Research Findings
- Specific Outcomes:
- Proposed a classification system with 11 types of DKKs, revealing diverse design possibilities.
- Based on user design and usage experiences, demonstrated that DKKs can provide emotional value (e.g., joy, nostalgia) and interactive fun, while also alleviating loneliness.
- Comparative Advantages Over Existing Solutions:
- DKKs go beyond mere data storage or functional utility, encouraging user expression and personalization.
- Compared to traditional physical possessions, DKKs are easier to customize and integrate into users' digital environments.
- Experimental or Evaluation Results:
- The diary study showed that users generally acknowledged the positive emotional effects of using and designing DKKs, with certain features (e.g., custom designs) enhancing the personal value of the items.
- The frequency of DKK usage and its minimal interference with other tasks demonstrated user acceptance of emotional objects in work environments.
- Limitations and Future Directions:
- Limitations include the study's focus on desktop devices; the adaptability of DKKs for mobile devices and other digital platforms remains to be explored.
- Future research could investigate the use of DKKs across multiple devices, particularly their potential in augmented reality (AR) and virtual reality (VR) environments.
- Additionally, long-term usage experiments and cross-cultural studies could provide further design insights for DKKs.
Research Questions / Practical Problems
Question signals indexed for this paper.
help
Research Questions
3- Can standalone and decorative digital objects in digital environments meet users' emotional and creative needs?Category: Creative Inspiration and Divergent ThinkingSimilar questionsarrow_forward
- How can digital objects (e.g., soundscape generators, virtual pets, or virtual photo frames) be classified and designed for personalization and emotional value?Category: Creative Inspiration and Divergent ThinkingSimilar questionsarrow_forward
- What emotional and interaction value do users gain from designing and using these digital objects?Category: Creative Inspiration and Divergent ThinkingSimilar questionsarrow_forward
lightbulb
Practical Problems
1- Modern minimalist interfaces fail to meet users' emotional and creative needs.Category: Creative Inspiration and Divergent ThinkingSimilar questionsarrow_forward
- 100%
From HCI to HCI-Amusement: Strategies for Engaging what New Technology Makes Old
CHI '19· Digital Art Installations & Interactive Performance +1
- 100%
Exploring Generative Reflection by Agency of Visual Practice
DIS '21· Digital Art Installations & Interactive Performance +1
- 80%
“Turning the Invisible Visible”: Transdisciplinary Bioart Explorations in Human-DNA Interaction
CHI '21· Digital Art Installations & Interactive Performance +1
- 67%
Useless, not Worthless: Absurd Making as Critical Practice
DIS '20· Design Fiction +2
- 60%
A Rough Sketch of the Freehand Drawing Process: Blending the Line between Action and Artifact
CHI '19· Creative Coding & Computational Art +1
- 60%
Design in Action: Unpacking the Artists' Role in Performance-Led Research
CHI '21· Digital Art Installations & Interactive Performance +1
- 60%
One Week in the Future: Previs Design Futuring for HCI Research
CHI '22· Design Fiction +1
- 60%
The Entoptic Field Camera as Metaphor-Driven Research-through-Design with AI Technologies
CHI '23· Generative AI (Text, Image, Music, Video) +1
- 60%
A Plurality of Practices: Artistic Narratives in HCI Research
C&C '21· Digital Art Installations & Interactive Performance +1
- 60%
Fluid Speculations: Drawing Artefacts in Watercolour as Experimentation in Research Through Design
C&C '22· Design Fiction +1
Based on Jaccard similarity of research subtopics & professions (≥60%)
Quick Actions
AdRecommended
Learn AI Coding at CodeNow
open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3613904.3642695
At a Glance
fact_checkPaper Snapshot
dataset
Source
CHI
calendar_month
Year
2024
emoji_events
Award
No award tagged
group
Authors
2 authors
sell
Subtopics
Digital Art Installations & Interactive Performance, Interactive Narrative & Immersive Storytelling
work
Professions
Visual Artists & Designers, HCI Researchers
article
Content Status
Full text indexed
hub
Related Papers
10 related papers