Golsteijn, C., Hoven, E. van den, Frohlich, D. and Sellen, A. (2014). Hybrid crafting: towards an integrated practice of crafting with physical and digital components. In Personal and Ubiquitous Computing, Volume 18, Issue 3, pp. 593-611.
Abstract: With current digital technologies, people have large archives of digital media, such as images and audio files, but there are only limited means to include these media in creative practices of crafting and making. Nevertheless, studies have shown that crafting with digital media often makes these media more cherished, and that people enjoy being creative with their digital media. This paper aims to open up the way for novel means for crafting, which include digital media in integrations with physical construction, here called 'hybrid crafting'. Notions of hybrid crafting were explored to inform the design of products or systems that may support these new crafting practices. We designed 'Materialise' – a building set that allows for the inclusion of digital images and audio files in physical constructions by using tangible building blocks that can display images or play audio files, alongside a variety of other physical components – and used this set in four hands-on creative workshops to gain insight in how people go about doing hybrid crafting; if hybrid crafting is desirable; what characteristics of hybrid crafting are; and how we may design to support these practices. By reflecting on the findings from these workshops we provide concrete guidelines for the design of novel hybrid crafting products or systems that address craft context, process and result. We aim to open up the design space to designing for hybrid crafting because these new practices provide interesting new challenges and opportunities for future crafting that can lead to novel forms of creative expression.
Keywords: crafting, hybrid, physical materials, digital media, design research, interaction design
Golsteijn, C. and Hoven, E. van den (2013). Facilitating parent-teenager communication through interactive photo cubes. In Personal and Ubiquitous Computing, Volume 17, Issue 2, pp. 273-286.
Abstract: Because most teenagers strive for freedom and try to live autonomously, communication with their parents could be improved. It appeared from a literature review and a diary study that parent-teenager communication primarily addresses teenager-oriented everyday activities. However, it also showed teenagers have a substantial interest in getting to know their parents and their parents' past. The study described in this paper seeks to address this opportunity by designing a product for parents and teenagers that facilitates communication about the past of the parents. The resulting design, called Cueb, is a set of interactive digital photo cubes with which parents and teenagers can explore individual and shared experiences and are triggered to exchange stories. An evaluation of a prototype of Cueb with four families showed that the participants felt significantly more triggered and supported to share their experiences and tell stories with Cueb's full functionality (connecting cubes, switching, and locking photographs) than with limited functionality (shaking to display random photographs), similar to more traditional photo media.
Keywords: parent-teenager communication, digital photographs, everyday remembering, sharing memories, design research, interaction design
Golsteijn, C. and Hoven, E. van den (2012). Demo hour: Cueb. In ACM Interactions, Mar/Apr 2012.
Abstract: Cueb is a set of interactive photo cubes that aims to encourage parents and teenagers to explore digital photos of their individual and shared experiences, reminisce, and exchange stories. Family members each have their own cube with photos of their individual experiences. Shaking a cube will randomly display photos on six sides. Connecting cubes by holding them together will display photos of the family members' shared experiences. Photos can be transferred between cubes and locked for use as a selection filter to find related photos. This generates surprising photo results and allows parents and teenagers to compare their experiences.
Golsteijn, C. and Hoven, E. van den (2011). Facilitating communication about books through an online community. In Personal and Ubiquitous Computing, Volume 15, Issue 2, pp. 197-217.
Abstract: Reading books can serve as a means of gathering information, relaxing, and escaping daily stress. Although reading is often primarily an individual activity, many readers also enjoy sharing reading experiences with friends, relatives, colleagues and, through the internet, even with strangers. Apart from valuing these individual and collective book activities, books as physical artifacts are also valued, for example because of the memories associated with them. This paper investigates how books can be enhanced with a new product, system or service. In a qualitative interview study the main reasons for valuing books were found to be related to the self (individual activities and feelings), experiences (e.g. enjoyment or release) and personal values (e.g. embodiment of ideals or personification). As a result, it was decided for the remainder of this study to focus on communication about books, because in addition to individual book-related activities and feelings, users indicated to communicate about books a lot. A book community website, called Shelf, was developed to investigate whether book communication could be increased by facilitating an online community and whether users would appreciate the website functionality. Shelf was used in a 14-day user evaluation and it was concluded that the website increased the extent to which readers' communicated about books. We expect that such an online book community would be a valuable enhancement of current book customs, in particular in combination with the current e-book trend, for various types of readers who would like to share their experiences.
Keywords: keepsake objects, books, online community, internet communication, design research, interaction design
Peer-reviewed Conference Proceedings
Golsteijn, C., Gallacher, S., Koeman, L., Wall, L., Andberg, S., Rogers, Y., Capra, L. (2015). VoxBox: a Tangible Machine that Gathers Opinions from the Public at Events. In Proceedings of the 9th International Conference on Tangible and Embedded Interaction (TEI '15). ACM Press, pp. 201-208.
Abstract: Traditional methods for gathering public opinions, such as surveys, at events tend to approach people in situ but can disrupt the positive experience they are having, or try to engage them after the event but risk receiving limited response. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how we aimed to encourage wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss if we have successfully implemented these in the design of VoxBox.
Keywords: Public opinion, gathering opinions, crowd engagement, playful, tangible interaction, design research
Golsteijn, C., Hoven, E. van den, Frohlich, D. and Sellen, A. (2014). Reflections on Craft Research For and Through Design. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction (NordiCHI '14). ACM Press, pp. 421-430.
Abstract: As design practice has become more integrated in HCI research, there are on-going discussions around the role of design in research. Design research may take different forms, among which 'Research for Design' and 'Research through Design'. While, by definition, these two differ in their focus and result – the first informs the creation of a design artefact and the second aims for a contribution to knowledge – this paper presents a case study of design research in which Research for and through Design were used iteratively to gain insight into hybrid craft – an integrated physical-digital craft form. Based on our own reflections, this paper discusses what different roles these two strategies may play depending on the research topic under study; the phase in the design process; and the level of abstraction of the research activity and knowledge gained. It thus argues that using Research for and through Design together is a powerful strategy.
Keywords: Research for Design, Research through Design, design research, craft, hybrid craft
Golsteijn, C., and Wright, S. (2013). Using Narrative Research and Portraiture to Inform Design Research. In P. Kotzé et al. (Eds.): INTERACT 2013, Part III, LNCS 8119. IFIP International Federation for Information Processing 2013, pp. 298-315.
Abstract: Employing an interdisciplinary perspective, this paper addresses how narrative research and portraiture – methods originating from, and commonly used in social sciences – can be beneficial for HCI and design research communities. Narrative research takes stories as a basis for data collection and analysis, while portraiture can be used to create written narratives about interview participants. Drawing on this knowledge, we show how a focus on narrative data, and analysis of such data through portraiture, can be adopted for the specific purpose of enhancing design processes. We hope to encourage design and HCI researchers to consider adopting these methods. By drawing on an illustrative example study, we show how these methods served to inform design ideas for digital crafting. Based on our experiences, we present guidelines for using narrative research and portraiture for design research, as well as discussing opportunities and strengths, and limitations and risks.
Keywords: qualitative research, methods, narratives, story-telling, narrative research, portraiture, design research, interaction design, craft
Golsteijn, C., Hoven, E. van den, Frohlich, D., and Sellen, A. (2012). Towards a more cherishable digital object. In Proceedings of the Designing Interactive Systems Conference (DIS '12). ACM Press, pp. 655-664.
Abstract: As we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to them. As several studies into cherished objects have shown, we have more difficulties identifying cherished digital objects than physical ones. However, cherishing a small collection of digital objects can be beneficial; e.g. it can encourage active selection of digital objects to keep and discard. This paper presents a study that aimed to increase understanding of cherished physical and digital objects, and beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages. We identified design opportunities for novel products and systems that support the creation of more cherishable digital objects by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital.
Keywords: cherished objects, physical and digital media, design research, interaction design, focus groups, home life
Golsteijn, C. (2012). Materializing and crafting cherished digital media. In Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems Extended Abstracts (CHI EA '12). ACM Press, pp. 923-926.
Abstract: People's digital media collections are often large and poorly organized. In sharp contrast to collections of physical possessions in the home, in the digital realm there are few possessions that are considered special. As a result, digital possessions are infrequently used, e.g. for reminiscing or storytelling. By studying cherished physical and digital possessions and designing novel products or systems, this PhD explores how digital media can become more cherished. More specifically, newly created designs will aim to integrate physical and digital realms and encourage novel creation or augmentation of digital media, here called digital craft, as a promising means to increase attachment to digital possessions.
Keywords: physical and digital media, cherished objects, craft, design research, interaction design
Golsteijn, C., Hoven, E. van den, Geurts, S., Eichenbrenner, M., Leest, C. van, Hurk, S. van den and Ling, Y.S. (2008). BLB: A persuasive and interactive installation designed to improve well-being. In Proceedings of the 3rd international conference on Persuasive Technology (PERSUASIVE '08). Springer-Verlag, pp. 262-265.
Abstract: Well-being is a broad subject, which is described in this paper as: a personal balance of mental, social and physical being, influenced by life circumstances and life factors. These factors include emotions, engagement, life satisfaction, intentional activities and social network. The project described in this paper aims at improving well-being through the design of a persuasive and interactive installation for the home environment. After the investigation of well-being by means of a literature study, cultural probes and questionnaires, a concept was developed. This paper describes the design, implementation and evaluation of this concept. 'BLB', as it is called, encourages its users to seize the moment in order to increase their well-being.
Keywords: well-being, persuasive technology, intentional activities, interaction design, human-computer interaction
Golsteijn, C., Gallacher, S., Wall, L., Koeman, L., Capra, L., Rogers, Y (2014). Incentivisation as a Design Feature: Lessons Learned from VoxBox. In Proceedings of the workshop 'Exploring incentivisation in design' at the 8th Nordic Conference on Human-Computer Interaction (NordiCHI '14), 27 October 2014, Helsinki, Finland.
Abstract: In this paper we focus on a design feature of VoxBox, our tangible system for gathering public opinion. We discuss observations around a ball tube that step by step releases a stress ball during the interaction with our system, which is implemented to encourage participation and completion. Based on our observations around this feature that makes incentivisation inherent to the system's design, we highlight the lessons we learned about designing for incentivisation.
Keywords: playful interaction, incentivisation, public opinion, crowd engagement, tangible interaction, design research.
Golsteijn, C., Hoven, E. van den, Frohlich, D. and Sellen, A. (2013). Integrating technology in creative practice using 'Materialise'. In Proceedings of the workshop 'Crafting Interactive Systems: Learning from Digital Art Practice' at the Computer-Human Interaction conference 2013 (CHI'13), 27 April 2013, Paris, France.
Abstract: In this position paper we discuss 'Materialise' – a building set consisting of physical building blocks and digital media input that allows for the building of hybrid creations – as an example of a design that integrates technology in creative practice. We show it does so by facilitating interactive craft practice, aestheticizing technology, and allowing for the customization of technology. Through an easy-to-use integration of technology and creative practice the set can benefit digital artists, as well as allow 'everyday people' to become digital artists. As such, we argue, it opens up a promising future direction for design, in which focus lies on the integration of technology and creative practice, or design for interactive or hybrid craft.
Keywords: hybrid crafting, interaction design, design research, physical materials, media, digital technology, digital art
Hoven, E. van den, Golsteijn, C., Geurts, S., Eichenbrenner, M., Leest, C. van, Hurk, S. van den and Ling, Y.S. (2008). Analyzing well-being for the design of a persuasive & interactive installation. In Proceedings of the workshop 'Surrounded by Persuasive Ambient Intelligence' at the Computer-Human Interaction conference 2008 (CHI'08), 6 April 2008, Florence, Italy.
Abstract: Our aim was to design an installation of interactive devices that helps people to increase their well-being. This paper describes the project's analysis phase, consisting of mind maps, cultural probes and questionnaires.
Keywords: interactive system design, well-being, persuasive technology, intentional activities
Golsteijn, C. (2014). Hybrid craft: Towards an integrated physical-digital craft practice. University of Surrey, June 2014.
Abstract: Nowadays, people engage in a diverse range of craft practices in their everyday lives, which take place in physical and digital realms, such as creating decorations for their homes, modifying IKEA furniture, making digital photo collages, or creating their own personal websites. Within this increasingly hybrid age, in which people engage with physical and digital artefacts alongside each other and simultaneously, the research presented in this thesis poses that there are opportunities for new forms of making and creativity at the intersection of physical and digital realms. In other words, it introduces hybrid craft as a new everyday craft practice. Using an interaction design research methodology that consists of research for design (interviewing physical and digital crafters about their current practices) and research through design (designing, prototyping, and evaluating a novel toolkit for hybrid craft, called Materialise), this thesis explores what forms hybrid craft practice may take in everyday life, and what new systems or tools could be designed that facilitate this practice. Employing a comparison of physical and digital craft practices, and findings from design work, design guidelines are formulated for effective combination of physical and digital materials, tools, and techniques, and the realisation of interactive hybrid craft results in interaction design, for example by implementing surprising material behaviour within physical-digital combinations, and by realising techniques to work with physical and digital materials in the same materiality realm. Through empirical and theoretical grounding and reflection, this thesis establishes hybrid craft as a novel concept within design research and craft communities that has a wide range of possibilities in everyday life, both in offering ways to do more with digital media, and in encouraging new forms of making and creativity.
Other talks, demos, and poster presentations
Golsteijn, C. (2015, upcoming). Gathering opinions from communities in cities through interactive systems. Invited talk for the University of Aberdeen. June 29, 2015. University of Aberdeen, Scotland.
Golsteijn, C. (2015). Crafting with physical and digital Materials: Hybrid forms of making in theory and practice. Invited Talk for IxDA Limerick. April 20, 2015. FabLab Limerick, Ireland.
Golsteijn, C. (2014). Integrating physical and digital craft in hybrid craft practice. Invited talk for the UCL Interaction Centre. February 5, 2014. University College London, UK.
Golsteijn, C. (2014). Integrating physical and digital craft in hybrid craft practice. Invited talk for the Design, Architecture and Building Faculty. January 21, 2014. University of Technology Sydney, Australia.
Golsteijn, C. (2013). Building Interactive Prototypes: Arduino and other useful tools. Seminar for the Digital World Research Centre. May 20, 2013. University of Surrey, UK.
Golsteijn, C. and Velenturf, A. (2013). Interdisciplinary Research. Seminar for the Postgraduate Research students. April 23, 2013. University of Surrey, UK.
Golsteijn, C. (2012). Materialising and crafting cherished digital media. Presentation and prototype demonstration for the Sociology Intellectual Party. July 3, 2012. Lancaster University, UK.
Golsteijn, C. (2012). Materialising and crafting digital media. Presentation for the Socio-Digital Systems research group. June 6, 2012. Microsoft Research Cambridge, UK.
Golsteijn, C. (2012). Materializing and crafting cherished digital media. Presentation, and poster presentation for the Doctoral Consortium of the CHI 2012 conference. May 5-10, 2012. Austin, Texas, USA.
Golsteijn, C. (2012). Materialising and crafting treasured digital media. Poster Presentation for the Postgraduate Research conference. February 1, 2012. University of Surrey, UK.
Golsteijn, C. (2011). Materialising media. Presentation in 'PhD Madness' for the DEVISE'11 HCI Training School. October 31, 2011. Bertinoro, Italy.
Golsteijn, C. (2011). Cueb demo. Prototype demonstration for the NS Try-out Festival. September 30, 2011. Eindhoven Railway Station, The Netherlands.
Golsteijn, C. (2011). Materialising media. Presentation for the User-Centred Engineering research group, Department of Industrial Design. September 8, 2011. Eindhoven University of Technology, The Netherlands.
Golsteijn, C. (2011) Materialising media. Poster presentation for the Microsoft Research Cambridge Summer School. June 27-July 1, 2011. Microsoft Research Cambridge, UK.
Golsteijn, C. (2011). Elevating family communication. Presentation for the Gerrit van der Veer Award ceremony for 'best HCI graduation thesis' at the CHI Sparks conference. June 23, 2011. HAN University of Applied Sciences, The Netherlands.
Hoven, E. van den, and Golsteijn, C. (2011). Materialising memories. Seminar for the Digital World Research Centre. March 9, 2011. University of Surrey, UK.