From HCI to HCI-Amusement: Strategies for Engaging what New Technology Makes Old

From HCI to HCI-Amusement: Strategies for Engaging what New Technology Makes Old
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从人机交互到人机交互娱乐:新技术取代旧技术的策略

DOI:
10.1145/3290605.3300265
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发表时间:
2019
期刊:
CHI '19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
Pierce, James
Pierce, James
中科院分区:
--
文献类型:
--
作者:
Devendorf, Laura;Andersen, Kristina;Rosner, Daniela K.;Wakkary, Ron;Pierce, James

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随着我们的领域扩大到容纳来自艺术和人文学科的观点,什么算作对HCI的贡献的概念继续受到质疑。本文旨在推进艺术的地位,并通过积极探索HCI中的“非贡献”看起来像什么来进一步促进这些辩论。我们从激浪派(Fluxus)中汲取灵感,这是一群20世纪50年代和60年代的艺术家,他们积极挑战和改造美术机构的做法,制作出根本上容易接近的,短暂的,适度的“艺术娱乐”作品。我们使用Fluxus开发了三种类似形式的“HCI娱乐”,每一种都通过抵制其逻辑来揭示HCI中的主导实践和价值观。
Notions of what counts as a contribution to HCI continue to be contested as our field expands to accommodate perspectives from the arts and humanities. This paper aims to advance the position of the arts and further contribute to these debates by actively exploring what a "non-contribution" would look like in HCI. We do this by taking inspiration from Fluxus, a collective of artists in the 1950's and 1960's who actively challenged and reworked practices of fine arts institutions by producing radically accessible, ephemeral, and modest works of "art-amusement." We use Fluxus to develop three analogous forms of "HCI-amusements," each of which shed light on dominant practices and values within HCI by resisting to fit into its logics.
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