Exploring the Roles of Artifacts in Speculative Futures: Perspectives in HCI
Abstract
:1. Introduction
2. Related Work
2.1. The Focus of HCI: From User-Centered Design to Social-Technology Interaction
2.2. Speculative Design, Speculative Futures and Speculative Artifacts
2.3. The Impact of Speculative Artifacts on Human-Technology Dialogue: From Social-Technology Context
3. Method
3.1. Selection of Papers
- (1)
- Papers where the created artifacts were primarily used as educational tools without describing the process of their creation.
- (2)
- Papers proposing an experiment focusing on outlining experiential guiding principles. We prioritized papers that demonstrated the design process through artifacts generated in the paper.
- (3)
- Papers presenting multiple artifacts but with each artifact displaying vague coding. To minimize ambiguity, we prioritized papers that offered insights into holistic design approaches used in developing artifacts.
- (4)
- Papers introducing a new technology but not explaining how the application of that technology or design is applied to the creation of artifacts.
3.2. Code Book
3.3. Coding Process and Inter-Coder Agreement
4. Literature Analysis Process and Results
4.1. Classification and Analysis of Targeted User Groups, Associated Researchers and Research Methods
4.1.1. Who Are the Target Audiences of the Artifacts?
4.1.2. Who Is Paying Attention to Speculative Artifacts?
4.1.3. What Are the Research Methods of Speculative Artifacts?
4.2. Literature Cluster Analysis Method and Results
4.2.1. Refine the Study Case Features
4.2.2. Hierarchical Cluster Analysis and Visualization
5. Findings and Discussion
5.1. Overall of Four Categories of Speculative Artifacts
5.2. The Impact of Speculative Artifacts on Human–Computer Interaction
5.2.1. Interpretation: Shifts to Ambiguity
5.2.2. Presentation: Intrinsic and Extrinsic Influences
5.3. How Speculative Artifacts Facilitate Conversations on Social-Technology Context
5.3.1. Dynamics of Temporality and Materiality to Explore Alternatives
5.3.2. Counterfactual Technologies and Action to Facilitate Participation
5.3.3. Beyond Anthropocentrism Perspective to Expand Dialogues
5.4. Limitations and Challenges
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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1st | 2nd | 3rd |
---|---|---|
INTENTION | Collect | Data Identification (38), Perception (40), Reflection (35), Uncertainty (17) |
Create | Experiential richness (39), Alternative (38), Value (26) | |
MAKING | Craftsmanship | 3D printing (10), Bio (7), Cement/ceramic (5), Fabrication (17), Handcrafting (11), Shape-changing (26), Un-crafting (3) |
Placement | Automation (11), Ethics (12), Home (15), Longevity (3), Outdoor (5), Rituals (9), Socio-ecological context (18) | |
Presentation | Active artifact (32), Embodied interaction (40), Passive artifact (21), Performing arts (19), Physical interaction (27), Pilot test (4), Provocation (26), Slow technology (16), Unselfconscious (5), Wizard-of-Oz (4) | |
IMPACT | Use | Civic participation (3), Community (8), Individual development (21), Stakeholder (7), Utility (25) |
Interpretation | Behavior change (30), Entanglement (22), Materiality (25), Metaphor (23), More-than-human (6), Nostalgia (11), Passing down and inheriting (4) |
Category | Explanation | Topic | Approach | Role |
---|---|---|---|---|
Reflective speculation | To stimulate individuals’ reflections on their own values and changes in experiences under different time perspectives | Personal values Philosophical reflection Social interactions Relationship with technology | Unselfconscious interaction | Experiential materials |
Exploratory speculation | To help users think about future issues and establish prefactual thinking | Temporality and materiality diversity Experiential richness Personal development and intimate | Embodied interaction | Alternative probes |
Interventional speculation | To encourage users to change their usage habits and behavioral patterns | Usage contexts and utility Shape-changing Data collection and behavior change | Physical interaction | Engaged actors |
Heuristic speculation | To attract audiences to engage in social and group participation, and conduct provocative discussions | Ecological and technology ethics Strategy foresight Human–nonhuman relationships Engagement in public | Socio-ecological interaction | Provocative catalyst |
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Zhu, L.; Wang, J.; Li, J. Exploring the Roles of Artifacts in Speculative Futures: Perspectives in HCI. Systems 2024, 12, 194. https://doi.org/10.3390/systems12060194
Zhu L, Wang J, Li J. Exploring the Roles of Artifacts in Speculative Futures: Perspectives in HCI. Systems. 2024; 12(6):194. https://doi.org/10.3390/systems12060194
Chicago/Turabian StyleZhu, Lin, Jiayue Wang, and Jiawei Li. 2024. "Exploring the Roles of Artifacts in Speculative Futures: Perspectives in HCI" Systems 12, no. 6: 194. https://doi.org/10.3390/systems12060194
APA StyleZhu, L., Wang, J., & Li, J. (2024). Exploring the Roles of Artifacts in Speculative Futures: Perspectives in HCI. Systems, 12(6), 194. https://doi.org/10.3390/systems12060194