Exploring the role of emotion in the interaction design of digital music players

Author(s):  
John Zimmerman
2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


Author(s):  
Paraskevi Theodorou ◽  
Athanasios Drigas

The purpose of this paper is to review the most representative studies of the last decade (2006-2015) which deal with the combination of technology and music and concern individuals with Generic learning disabilities. Particularly, the areas of needs in this paper are divided to the following categories: Depression/ disruptive behavior, Down syndrome, Intellectual disa¬bilities, Cerebral palsy and Severe/Profound disa-bilities. It is also underlined the important role of Information and Communication Technologies (ICTs) and digital music tools in promoting musical participation and as-sisting students with the pre-referred disa-bilities.


2008 ◽  
pp. 69-86 ◽  
Author(s):  
Pertti Saariluoma ◽  
Hanna Parkkola ◽  
Anne Honkaranta ◽  
Mauri Leppänen ◽  
Juha Lamminen
Keyword(s):  

Author(s):  
Michael Viega

Since the beginning of the twenty-first century, digital technology has connected adolescents to a global youth culture that subverts and bypasses traditional means of consuming music. In health-related contexts, adolescents can use digital tools to sample, edit, layer, manipulate, and record their own soundscapes, which allows them to have agency over their own narratives and share them with others. Concurrently, therapists acquire empathy for the lived experience of an adolescent by understanding the use of, and attuning to, the digital production components of songs used and created in therapy. Using the author’s first-person experience with digital technology and adolescents in music therapy, this chapter investigates the evolving role of digital music and media for both adolescents and therapists, exploring the ways it can (re)connect youth to a global community and have their voices heard.


Author(s):  
Virginia W. Kupritz

This chapter examines the important role of space in communication. Design scholars have long recognized the importance of context, but few have gone further than to acknowledge that space has a communicative dimension. While design research has investigated certain aspects of communication (especially some of the symbolic properties) in organizations, it has not examined the full spectrum of symbolic and physical properties of space that affect interpersonal, group and organizational communication needs. The physical setting communicates messages through its symbolic properties. Just as importantly, it supports or impedes our ability to use visual, auditory, tactile/haptic, and olfactory cues through its physical properties that help convey and interpret messages in social interaction. Design solutions that effectively utilize symbolic and physical properties of space to accommodate interpersonal, group and organizational communication needs support organizational strategies to maximize worker opportunity to perform in today's workplace.


Author(s):  
Greg A. Jamieson ◽  
Jonas Andersson ◽  
Ann Bisantz ◽  
Asaf Degani ◽  
Morten Lind

Human-automation interaction in complex systems is common, yet design for this interaction is often conducted without explicit consideration of the role of the human operator. Fortunately, there are a number of modeling frameworks proposed for supporting this design activity. However, the frameworks are often adapted from other purposes, usually applied to a limited range of problems, sometimes not fully described in the open literature, and rarely critically reviewed in a manner acceptable to proponents and critics alike. The present paper introduces a panel session wherein these proponents (and reportedly one or two critics) can engage one another on several agreed questions about such frameworks. The goal is to aid non-aligned practitioners in choosing between alternative frameworks for their human-automation interaction design challenges.


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