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Achieving positive experiences in human-food interaction design

Intro

Human-food interaction

  • “Experience is a stream of feelings, thoughts and action; a continuous commentary on our current state of affairs.” [Hassenzahl]
  • “Experience” isn’t something that is experienced only during special moments like seeing a special exhibit at the museum, attending a party, going to an amusement park for a day, etc. [Nardi]
  • It is something that is a part of one’s normal life.
  • Something else is that is a part of our daily experiences is technology.
  • As McCarthy and Wright say, “We don’t just use or admire technology; we live with it… technology is deeply embedded in our ordinary everyday experience.” [McCarthy]

o   We use computers and cellphones everyday. Even if one scorns those technologies, we are surrounded by many ubiquitous technologies such as lights, cars, even the zipper on your clothes. Most likely, there is some sort of technology in your life that you are interacting with.

  •  “…our interactions with technology can involve emotions, values, ideals, intentions, and strong feelings.” [McCarthy]

o   This results in some sort of experience.

  • Something else that is important in our everyday lives is food.
  • Food isn’t just for nutrition to keep us alive. It also a huge social factor.
  • As Comber said, “Food is, and always will be, something that connects people together and which has the potential to inspire and engage us in new and exciting experiences.” [Rob Comber]
  • “Food-related behaviors respond to a complex of situational factors and choices that people make in these steps are neither always consistent (microwave dinner on one day, elaborate meal at the weekend), nor easy to understand.” [Comber et al]
  •  “Various physical, social, cognitive and physiological factors have to be considered when designing for what we grow, eat and throw away. These factors are influenced by our own values, social norms, culture and socio- demographic backgrounds.” [Comber et al]
  • “Given the importance of food in our daily lives [along with technology], it seems equally important to understand what role technology currently plays with regard to food and indeed what roles it can be imagined to play in the future.” [Grimes et al]
  • This is the space of human-food interaction. This is a design challenge for interaction designers and the HCI community.
  • In this space, food and technology is brought together to create an experience.
  • Currently there is a focus on corrective technologies [Grimes et al], which are designed to correct some sort of problem.
  • There should also be a focus on the more neglected path of celebratory technologies [Grimes et al], which focuses on creating positive experiences with their interactions with food and technology.
  • This paper will quickly introduce the space of corrective technologies and celebratory technologies.
  • It will follow by the exploration of two projects with the goal of achieving the creation of a celebratory technology: Food Media/CoDine and The Telematic Dinner Party. It is a look at their designs and their process to see whether or not a successful celebratory technology was created.
  • Finally, the paper will give a prescription of one way to achieve positive experience within the human-food interaction space.

 

  • Many HCI researchers in the field are focused on fixing problems.
  • They “sought to examine how technology might alter human-food interaction… uncertainty would be turned into certainty, inexperience into aptitude.” [Grimes et al]
  • This is what Grimes et al calls, “corrective technologies insofar as they attempt to fix undesirable behaviors.” [Grimes et al]
  • “That work which has been done has focused primarily on the problems that people have planning meals and preparing and consuming food.” [Grimes et al]

o   Examples:

o   “Kalas supports decision making by allowing users to leverage information such as others’ recipe choices, comments and ratings as they decide which recipe to choose.” [Grimes et al]

o   “Cook’s Collage captures a visual record of cooking activity and thus if the cook is interrupted he or she can view this record and be reminded of what step in the cooking process they have reached.” [Grimes et al]

o   “…U-kitchen system, smart devices communicate with each other and share the context via a kitchen server, including RFID tags in appliances so the system can identify appliances being used, and ubiquitous services which help the user with the grocery management, cooking and give healthy dining advice.” (CoDine)

o   “The Ambient Kitchen integrates data projectors, cameras, RFID tags and readers, object mounted accelerometers, and under-floor pressure sensing, to construct a supportive environment for food planning, preparation and cooking.” (CoDine)

o   “Playful Tray is embedded with an interactive game play over a weight-sensitive tray surface, to recognize and track the natural eating actions of children in real time, thus the children’s eating actions are used as game inputs for reducing their poor eating behaviours.” (Food Media)

  • Has element of playfulness but it is still there to correct behavior
  • But food isn’t just about the corrective experience.
  • “Socially, food is something that brings people together – individuals interact through and around it.” – Andrea Grimes
  • …points to the possibility and necessity to see technology and design interventions in this space as more than simply corrective.”  – Rob Comber
  • “…HCI community can begin to imagine another, much neglected path of research: one in which individuals’ current experiences with food are seen not as undesirable, but as positive, productive, even delightful. “ [Grimes et al]
  • “We certainly agree that individuals do encounter problems in their interactions with food, but…they enjoy their food, relish the practice of making it, and above all celebrate the sharing of it.” – Andrea Grimes et al
  • Human-food interaction should design for this positive experience.
  • Grimes et al calls this, “celebratory technology; technology that celebrates the positive and successful aspects of human behavior.” – Andrea Grimes et al
  • “By drawing from social science research on how people live with, consume, and conceive of food, we come to suggest six positive aspects of human-food interaction that can be designed for… creativity, pleasure and nostalgia, gifting, family connectedness, trend-seeking behaviors, and relaxation.”  – Andrea Grimes et al
  • I’ll explain each section
  • This is a framework that can be used to look at design, help design for positive experience
  • Many designers in this space are beginning to emphasize this positive experience in their design.
    • Examples:
    • “NetPot takes on the challenge of creating a communal cooking experience for remotely located participants. This project recognizes that the sensory experience is impoverished in mediated group experiences. The traditional communal nature of cooking around a Chinese hotpot is incorporated with gaming.” (Barden)
    • “The Netpot brought the focus of the participants on the pot for cooking.” (Barden)
    • LiveForm: Telekinetic projects (Barden)
    • “They performed a telematic dinner party between Amsterdam, Netherlands and Toronto, Canada.” (Barden)
    • “The dinner was comprised of interactive devices: networked wine glasses, saltshakers, and tabletop video projections.” (Barden)
    • “While this performance was situated around food, it was more of a celebration of the technological feats than an attempt at supporting the guests in sharing a dining experience.” (Barden)
    • “‘Mamagoto’ is an interactive and context-aware dining system which encourages small children to “play” with food, using their curiosity towards food to expand their sensory experience while eating.” (Food Media)

Projects that want to design for experience (Critiques if they succeeded or not, why)

  • Now I will present two projects with goals of designing “celebratory technology”.

o   Food Media/CoDine

o   Telematic Dinner

  • Both want to achieve playfulness, connectedness, and an experience with their amazing show of technology but with varying degrees of success.

o   Project’s goal, how match 6 positive aspects of HFI

o   Project’s process

o   Did they achieve goal?

o   If not why? [mostly because of process, they didn’t allow for the design of experience before the technology was made]

Food Media/CoDine is concepted as a celebratory tech but fails at it through the process of its creation (celebratory framework eval throughout, look at process to see why did or did not achieve)

  • What is this
  • Goal: how much of 6 positive aspects they want to achieve
  • Process
  • “Food Media” is “an intuitive multimodal interaction platform to engage remote people into social communication and entertainment within the telepresent family dinner context.” – Jun Wei et al
  • “…CoDine system, a dining table embedded with interactive subsystems that augment and transport the experience of communal family dining to create a sense of coexistence among remote family members.” – Jun Wei et al
  • “CoDine connects people in different locations through shared dining activities: gesture-based screen interaction, mutual food serving, ambient pictures on an animated tablecloth, and the transportation of edible messages.” – Jun Wei et al
  • “Rather than focusing on functionality or efficiency, CoDine aims to provide people with an engaging interactive dining experience through enriched multi-sensory communication.” – Jun Wei et al
  • They are two different papers about the same design
  • They want to create an experience with their prototype but their process was not best way to design for experience
  • Reasons why: prototype, test prototype, assume target audience will feel the way they want them to feel, next step is user study to make sure they feel the way they feel (lots of quotes and annoyed critiques about this)
  • “Compared to interacting in a virtual environment, we believe these physical movements of plates or cups physically on dining table convey more delicate human emotions and stronger feeling of warmth, which contributes to the enhanced sense of co-presence when user take the served dish from their remote dining partner, even though they do not share the same physical dining table.” – Jun Wei et al [My comments: They did not test this on their audience to see if they really do think this, it is them speculating.]
  • [prototype first than see if your users will feel the way you want them to feel, they built elaborate hi-fi prototype, how much are you willing to change if people don’t feel the way you want to? Does not acknowledge others.] “While we have conducted prototype tests during the implementation to verify the CoDine modules function, our next step is a user study to assess whether CoDine enhances engagement between fellow co-diners.” – Jun Wei et al
  • [the design is not everyday habit, design not shown how people react to it in home] “Our research explores how interaction with familiar but intelligent everyday environment and artefacts can be used to enhance meaningful interactions in dining situation, going beyond ambient sensing and computing, to the level of subconscious connection between human beings.” – Jun Wei et al
  • [more features = people feel more connected, that is what this says to me] “In the future, more interaction channels can be included to increase the feelings of connectedness, awareness and playfulness, to enhance the shared social entertainment experience beyond verbal or video communication.” – Jun Wei et al
  • Why didn’t actually achieve “celebratory design”

Telematic Dinner Party is a celebratory tech but still lacked some experience they wanted to achieve (celebratory framework eval throughout, look at process to see why did or did not achieve)

  • What is this
  • Goal: how much of 6 positive aspects they want to achieve
  • Process
  • Both of these designs are critique through the lens of design experience
  • Both, the technology should be mediators to bring diners and family members closer to each other
  • “Here we consider, among the others, the creativity, togetherness, pleasure and playfulness, associated with food and mealtime.” – Pollie Barden et al
  • “The Telematic Dinner Party (TDP) aims to support remote guests in experiencing a sense of togetherness, and playfulness and sharing in a dinner party.” – Pollie Barden et al
  • Their process better than above
  • They tested with their audience
  • They held activities with audience to see if they get the goal experience
  • They were iterative: traditional dinner party, pilot study, hi-fi prototype
  • Still found issues with experience and how people felt with prototype that they have to address
  • They built it all but some experience they wanted to achieve didn’t work
  • “Our observations of the TDPs and guest feedback indicate that the social structure is central in creating a sense of social presence between participants, and that this cannot be achieved by the quality of the technology platform alone.” – Pollie Barden et al
  • Why closer on track than previous design, Why still off

To get the experience right, the process needs to focus on the experience and getting that right first before the technology.

  • “Human-food interaction requires much more attention to the people and the ways in which they engage with food than efficiencies and novelties new technologies may provide.”  – Rob Comber

There are many ways of achieving this but I would like to propose the usage of achieving positive experience through low-fidelity prototypes first before creating high-fidelity prototypes.

o   Sketches, low-fidelity paper prototypes are low cost

o   If it fails, it is easy to change something quickly and test again

o   Sometimes if the features look too complete or work too much like a final product, further ideation and changes to the design will be less likely to happen

o   It doesn’t have to be used only for testing usability, this can also test what kinds of experience your user will have

o   Since the focus should not be emphasized on the technology, it is the concept that makes the experience and that is what we should test

o   The low-fidelity prototype can be used to simulate, make sure people are having the positive

Example of a process that used low-fidelity prototype to achieve positive experience: Food Journey (Capstone): a way to design for experience first

  • Want to “support relationship-building activities and extend them to distant dining situations… support [couple] bonding, communication, and social togetherness.” (CoDine, 23) Minus the remote participants
    • See how people act together collocated first before remote
  • What: design for the experience
    • Focus on the positive experience instead of technology
  • Tech mediator

o   aim for overall positive experience

o   make sure it is there before higher fidelity

o   couples are unique and will interact and respond different

  • Why: technology is just the mediator [unremarkable computing (Grimes)]
  • Concept

o   people grow up with different preferences and tastes

o   relationship together

  • bring their backgrounds together
  • possible to explore their preferences together
  • try new things
  • fun experience together

o   Food Journey helps initiate this experience to bring two people closer together [celebratory technology]

  • 6 postive aspects
  • don’t know where journey take them
  • aim, prompt conversation, expand horizons, develop positive food practice
  • Five parts: exploration, Adventure: The Hunt, Adventure: Create, Adventure: Eat, Keeper
  • How: low fidelity prototype, paper prototype with post its

o   simulate the journey

o   so far with three young couples (various status, various pickiness and control)

  • young couple already use smart devices like smartphone on regular basis

o   Allow focus on how couple interact with each other and engage with activities, how felt throughout the experience

o   Less focus on technology breakdown

o   Next step would be higher fidelity prototype to look at UI

A bit better Jeff? I think I am focusing on what would make a good celebratory tech but also to get there what would be a good process. The critiques I think I will do will probably focus on the process of how the artefact (goals seem to fit celebratory tech but they don’t always achieve it) came about and because of the process, if it ends up as a good celebratory tech or not. Hope this is an OK line of thought.

 

Human-food interaction benefit from Third Wave HCI/Experience Design

Human- food interaction emphasize fixing problems

  •  “That work which has been done has focused primarily on the problems that people have planning meals and preparing and consuming food.” – Andrea Grimes et al
  • …points to the possibility and necessity to see technology and design interventions in this space as more than simply corrective.”  – Rob Comber
  • “We certainly agree that individuals do encounter problems in their interactions with food, but…they enjoy their food, relish the practice of making it, and above all celebrate the sharing of it.” – Andrea Grimes et al

Human- food interaction should also focus on positive experiences and connecting people

  • “Food is, and always will be, something that connects people together and which has the potential to inspire and engage us in new and exciting experiences.” – Rob Comber

  • “…our goal is to explore a different path for food research in HCI, one that focuses not on the problems that individuals have with food, but rather on the ways in which people find pleasure and success in their interactions with food.” – Andrea Grimes et al

  • “Human-food interaction requires much more attention to the people and the ways in which they engage with food than efficiencies and novelties new technologies may provide.”  – Rob Comber

 

Framework [Celebratory]

  • “This design space is characterized by what we call celebratory technology; technology that celebrates the positive and successful aspects of human behavior.” – Andrea Grimes et al

  • “By drawing from social science research on how people live with, consume, and conceive of food, we come to suggest six positive aspects of human-food interaction that can be designed for… creativity, pleasure and nostalgia, gifting, family connectedness, trend-seeking behaviors, and relaxation.”  – Andrea Grimes et al
  • I’ll explain each section
  • This is a framework that can be used to look at design, help design for positive experiences

Projects that want to design for experience (Critiques if they succeeded or not, why)

Food Media/CoDine is concepted as a celebratory tech but fails at it through the process of its creation (celebratory framework eval throughout, look at process to see why did or did not achieve)

  • “Food Media” is “an intuitive multimodal interaction platform to engage remote people into social communication and entertainment within the telepresent family dinner context.” – Jun Wei et al
  • “…CoDine system, a dining table embedded with interactive subsystems that augment and transport the experience of communal family dining to create a sense of coexistence among remote family members.” – Jun Wei et al
  • “CoDine connects people in different locations through shared dining activities: gesture-based screen interaction, mutual food serving, ambient pictures on an animated tablecloth, and the transportation of edible messages.” – Jun Wei et al
  • “Rather than focusing on functionality or efficiency, CoDine aims to provide people with an engaging interactive dining experience through enriched multi-sensory communication.” – Jun Wei et al
  • They are two different papers about the same design
  • They want to create an experience with their prototype but their process was not best way to design for experience
  • Reasons why: prototype, test prototype, assume target audience will feel the way they want them to feel, next step is user study to make sure they feel the way they feel (lots of quotes and annoyed critiques about this)
  • “Compared to interacting in a virtual environment, we believe these physical movements of plates or cups physically on dining table convey more delicate human emotions and stronger feeling of warmth, which contributes to the enhanced sense of co-presence when user take the served dish from their remote dining partner, even though they do not share the same physical dining table.” – Jun Wei et al [My comments: They did not test this on their audience to see if they really do think this, it is them speculating.]
  • [prototype first than see if your users will feel the way you want them to feel, they built elaborate hi-fi prototype, how much are you willing to change if people don’t feel the way you want to?] “While we have conducted prototype tests during the implementation to verify the CoDine modules function, our next step is a user study to assess whether CoDine enhances engagement between fellow co-diners.” – Jun Wei et al
  • [the design is not everyday habit, design not shown how people react to it in home] “Our research explores how interaction with familiar but intelligent everyday environment and artefacts can be used to enhance meaningful interactions in dining situation, going beyond ambient sensing and computing, to the level of subconscious connection between human beings.” – Jun Wei et al
  • [more features = people feel more connected, that is what this says to me] “In the future, more interaction channels can be included to increase the feelings of connectedness, awareness and playfulness, to enhance the shared social entertainment experience beyond verbal or video communication.” – Jun Wei et al

Telematic Dinner Party is a celebratory tech but still lacked some experience they wanted to achieve (celebratory framework eval throughout, look at process to see why did or did not achieve)

  • “Here we consider, among the others, the creativity, togetherness, pleasure and playfulness, associated with food and mealtime.” – Pollie Barden et al
  • “The Telematic Dinner Party (TDP) aims to support remote guests in experiencing a sense of togetherness, and playfulness and sharing in a dinner party.” – Pollie Barden et al
  • Their process better than above
  • They tested with their audience
  • They held activities with audience to see if they get the goal experience
  • They were iterative: traditional dinner party, pilot study, hi-fi prototype
  • Still found issues with experience and how people felt with prototype that they have to address
  • They built it all but some experience they wanted to achieve didn’t work
  • “Our observations of the TDPs and guest feedback indicate that the social structure is central in creating a sense of social presence between participants, and that this cannot be achieved by the quality of the technology platform alone.” – Pollie Barden et al

Inform future experience design for Human food interaction

Food Journey (Capstone Process): a way to design for experience first

  • Want to “support relationship-building activities and extend them to distant dining situations… support [couple] bonding, communication, and social togetherness.” (CoDine, 23) Minus the remote participants

o   See how people act together collocated first before remote

  • What: design for the experience

o   Focus on the positive experience instead of technology

  • Tech mediator
  • Comber: Human-food interaction requires much more attention to the people and the ways in which they engage with food than efficiencies and novelties new technologies may provide.” (182)

o   aim for overall positive experience

o   make sure it is there before higher fidelity

o   couples are unique and will interact and respond different

  • Why: technology is just the mediator [unremarkable computing (Grimes)]
  • Concept

o   people grow up with different preferences and tastes

o   relationship together

  • bring their backgrounds together
  • possible to explore their preferences together
  • try new things
  • fun experience together

o   Food Journey helps initiate this experience to bring two people closer together [celebratory technology]

  • 6 postive aspects
  • don’t know where journey take them
  • aim, prompt conversation, expand horizons, develop positive food practice
  • Five parts: exploration, Adventure: The Hunt, Adventure: Create, Adventure: Eat, Keeper
  • How: low fidelity prototype, paper prototype with post its

o   simulate the journey

o   so far with three young couples (various status, various pickiness and control)

  • young couple already use smart devices like smartphone on regular basis

o   Allow focus on how couple interact with each other and engage with activities, how felt throughout the experience

o   Less focus on technology breakdown

o   Next step would be higher fidelity prototype to look at UI

 

This is the skeleton of my outline of what I want to talk about in my paper:

Human food interaction require Third Wave/Experience Design

Framework [Celebratory]

  • Positive experiences

Projects that want to design for experience

Food Media/CoDine

  • Goal with experiences
  • What they did wrong

Telematic Dinner Party

  • What they did better
  • What they still did wrong

Inform future experience design for Human food interaction

Food Journey (Capstone Process)

  • Focus on the experience people have
  • Low fidelity/simulation to get the positive experience before build high fidelity prototype

I have to say, I did read the paper before the movie. There were a few paragraphs that made my brain go a bit fuzzy but I got the general idea of it. It did make the movie a lot more bearable because I was picking up on what was being discussed in the paper but it was still difficult to feel what all of the symbolism meant. I was trying to put it all together as I watched and it felt like watching the movie was becoming a bit clinical. It went something like oh, I remember reading about this, what did it mean again and trying to think up what the paper said and trying to analyze it at once and moving on. I guess that kept my brain occupied but near the end of the movie I stopped and just casually watched the rest of the movie while eating ice cream.

I think a part of my brain was also trying to make the movie into something that makes sense to me. Basically having the movie be about doppelgängers and these doppelgängers have some sort of connection to each other but they aren’t consciously aware of it.  One saw the other which is why she dies and the other feels the lost. This is something understandable to me and then I try to work out into the more unknown from there with the help of the reading.

Even with some of the understanding from the readings, this genre of film is still very foreign to me. I do watch some things that are ambiguous with symbolism and stuff in it but I am still very use to more mainstream media.  I wasn’t able to get as excited as Jeff with the reading but it did help with the thinking during the movie.

So here is another draft of a draft outline. This is what I have so far. These are some of the things I would like to talk about in my paper though keep in mind that they may not be in the order that I am showing now and I’ll be adding more information as I go:
3rd Wave HCI and Experience Design

Intro

McCarthy, John, Wright, Peter. (2004) Technology as Experience. The MIT Press.

  • “We don’t just use or admire technology; we live with it… technology is deeply embedded in our ordinary everyday experience.” (2)
  • “…our interactions with technology can involve emotions, values, ideals, intentions, and strong feelings.” (2)

Nardi, “Play as Aesthetic Experience,” from My Life as a Night Elf Priest, pp. 39-51.

  • “Dewey argued that aesthetic experience is part of ordinary life and should not be confined to viewing the works of a few elite artists presented in museums.” (41)
  • “… active aesthetic experience. He reconceptualized the term aesthetic experience to express an active participatory relation to artful material and collective activity.” (41)

Hassenzahl, “Needs, Affect, and Interactive Products: Facets of User Experience.” Interacting with Computers 22 (2010) 353-362.

  • “Experience is a stream of feelings, thoughts and action; a continuous commentary on our current state of affairs.” (353) [Definition]
  • Pragmatic quality refers to a judgment of a product’s potential to support particular ‘do-goals’ (e.g. to make a telephone call)” (357)
  • Hedonic quality is a judgment with regard to a product’s potential to support pleasure in use and ownership, that is, fulfillment of so-called ‘be-goals’ (e.g. to be admired, to be stimulated)” (357)

Criticism

Bardzell, Jeffrey. (2011). “Interaction Criticism: An Introduction to the Practice.” Interacting With Computers 23 (2011). 604-621.

  • “As HCI’s cultural goals (and significance!) grows, and in particular as demand grows for thinking in HCI surrounding cultural, aesthetic, affective, ethical, and experiential categories, the field needs to improve its practice of interaction criticism.” (606)
  • “By interaction criticism I mean rigorous interpretive interrogations of the complex relationships between (a) the interface, including its material and perceptual qualities as well as its broader situatedness in visual languages and culture and (b) the user experience, including the meanings, behaviors, perceptions, affects, insights, and social sensibilities that arise in the context of interaction and its outcomes.” (606)
  • “It is a strategy that enables design practitioners to engage with the aesthetics of interaction, helping practitioners cultivate more sensitive, insightful, and imaginative critical reactions to designs and exemplars.” (606)
  • “Speaking generally, criticism refers to an expert of a given domain’s informed exercise of judgment… the expert cultivates a domain-specific capacity for judgment through a lengthy engagement with relevant works/examples, theories, and other expert perspectives, an ongoing engagement that is both sensual/perceptual and intellectual.” (606)
  • “… typically based on a holistic, non-reductive understanding that includes issues such as the following:
    1. The work’s qualities, both sensually and intellectually…
    2. A cultivated awareness of the critic’s own direct sensual, emotional, and intellectual experience engaging with the work/ example…
    3. An awareness of (and taking a position with regard to) the moral or ethical consequences of the work and possible interpretations/uses of it.
    4. Knowledge of related expert perspectives from others, that is, what other critics, experts, and scholars have said about the work or those relevant to it in some way.
    5. Exemplars, that is, other known works/examples that in some interesting or worthwhile way are deemed to be comparable to the work.
    6. An awareness of the work’s position in history and location, including the reception of that artifact
    7. Relevant theories, be they methodological or specific to a type of work and its tradition(s).” (606)

Subspace: Human-Food Interaction and Experience Design

Intro

Comber, Rob. (2014). Designing for human-food interaction: An introduction to the special issue on food and interaction design. Int. J. Human-Computer Studies 72 (2014) 181–184

  • “…points to the possibility and necessity to see technology and design interventions in this space as more than simply corrective.” (181)
  • Food is, and always will be, something that connects people together and which has the potential to inspire and engage us in new and exciting experiences.” (181)
  • “Thus while food has always been a significant element in community to global cultures, new forms of communication and mobility offer opportunities for extended food expressions and experiences.(181)
  • Human-food interaction requires much more attention to the people and the ways in which they engage with food than efficiencies and novelties new technologies may provide.” (182)

Choi, Jaz Hee-jeong, Comber, Rob, Linehan, Conor, McCarthy, John. (2012).Food for Thought: Designing for Critical Reflection on Food Practices. DIS 2012 (June 11- 15, 2012) 793-794.

  • “Indeed, modern food values are focused
on convenience and effortlessness, overshadowing other values such as environmental sustainability, health and pleasure. The rethinking of how we approach everyday food behaviours appears to be a particularly timely concern.” (793)
  • Food practices encapsulate the broad spectrum of food production, transport, purchasing, preparation, and consumption among others.” (793)
  • “…there is a growing interest in the design
of technologies to support positive food practices. That is, there is an increasing need to address food not only as a ‘problem’ area, where individuals have insufficient knowledge, inadequate nutrition, or inappropriate environmental behaviours.(793)
  • “Critical reflection on food practices opens the possibility to examine how we conceptualise food practices to redress the imbalance towards positive, playful food practices that support issues of health and sustainability through long-term engagement.” (793-794)

 

Grimes, Andrea, Harper, Richard. (2008). Celebratory Technology: New Directions for Food Research in HCI. CHI 2008, April 5-10, 2008, Florence, Italy.

  • “Socially, food is something that brings people together – individuals interact through and around it.” (1)
  • “In this paper we describe the existing and potential design space for HCI in the area of human-food interaction.” (1)
  • “We present ideas for future work on designing technologies in the area of human-food interaction that celebrate the positive interactions that people have with food as they eat and prepare foods in their everyday lives.” (1)
  • “Given the importance of food in our daily lives, it seems equally important to understand what role technology currently plays with regard to food and indeed what roles it can be imagined to play in the future.” (1)
  • “…our goal is to explore a different path for food research in HCI, one that focuses not on the problems that individuals have with food, but rather on the ways in which people find pleasure and success in their interactions with food.” (1)

 

Celebratory Design Not Corrective Design

Grimes, Andrea, Harper, Richard. (2008). Celebratory Technology: New Directions for Food Research in HCI. CHI 2008, April 5-10, 2008, Florence, Italy.

  • “…researchers sought to examine how technology might alter human-food interaction… uncertainty would be turned into certainty, inexperience into aptitude. In our mind, the resulting systems are corrective technologies insofar as they attempt to fix undesirable behaviors.” (1)
  • “…HCI community can begin to imagine another, much neglected path of research: one in which individuals’ current experiences with food are seen not as undesirable, but as positive, productive, even delightful. “ (1)
  • “We certainly agree that individuals do encounter problems in their interactions with food, but…they enjoy their food, relish the practice of making it, and above all celebrate the sharing of it.” (1)
  • “In this paper, we want to highlight a whole line of research that has for the most part been neglected within HCI to date.” (1-2)
  • “That is, we will discuss how treating individuals’ interactions with food as positive, as something in which they delight and find pleasure, excitement, and fondness opens up a very different space for technology design.” (2)
  • “This design space is characterized by what we call celebratory technology; technology that celebrates the positive and successful aspects of human behavior.” (2)
  • “By drawing from social science research on how people live with, consume, and conceive of food, we come to suggest six positive aspects of human-food interaction that can be designed for… creativity, pleasure and nostalgia, gifting, family connectedness, trend-seeking behaviors, and relaxation.” (5)
  • “Of course, many of these things are interrelated and rarely occur in isolation…” (5)

 

Six Positive Aspects of Human-Food Interaction

Grimes, Andrea, Harper, Richard. (2008). Celebratory Technology: New Directions for Food Research in HCI. CHI 2008, April 5-10, 2008, Florence, Italy.

Creativity

  • “…preparing meals is a way of expressing creativity…cooking process as a way to express themselves imaginatively.” (5)
  • “…we can imagine designing technologies that assume an adept user who enjoys expressing their creativity through cooking…technologies that support them in adapting recipes to fit their personal tastes and personalities and applications that help them explore new flavors and cuisines.” (5)
  • “For example, one idea would be to have an awareness display that shows individuals what other members of their social group are eating for dinner. This application could serve as a stimulus for creativity: as individuals observe the eating practices of others, they may be inspired to create new meal ideas.” (5)
  • “The point here is that the technology is not reversing or mending individuals’ interactions with food. The fact that some cooks use food preparation as a creative outlet is not something that needs to be fixed… we begin to imagine designs that celebrate aspects of human behavior, rather than correct it.” (5)

Pleasure & Nostalgia

  • “Smelling, preparing, touching, and tasting foods, and even remembering past food experiences can evoke emotional responses… In addition to these sensual experiences, foods can also hold symbolic meaning whereby they embody past experiences.” (5)
  • “These memories can bring with them feelings of nostalgia and fondness for the past.” (5)
  • “They examined how individuals subjectively characterize hedonic eating experiences as well as what conditions were needed for eating to be pleasurable. They describe how the features of the physical environment, the nature of the social interaction that surrounds the eating process, and feelings of relaxation can all contribute to individuals feeling that their eating experiences are pleasurable.” (6)
  • “For example, understanding that the physical environment can be an important aspect of pleasurable meals suggests that technologically augmenting tables, chairs, or dinnerware might be a way to provide new hedonic eating experiences for people.” (6)
  • “…memory microwave display…with the memory display, activating the microwave could trigger the display to show photographs from a digital photo album. For example, imagine heating up a meal and having related photographs be displayed (e.g. pictures of grandma are displayed when heating up dishes that she often used to prepare).” (6)
  • “The memory microwave display could augment the process by which foods trigger memories and subsequently emotional responses (such as pleasure) by providing another visual dimension for memories.” (6)
  • “With this type of design idea, the goal is not so much to improve the ways in which people have emotional responses to food, but rather to provide a new way for individuals to experience these emotions.” (6)

Gifting

  • “Food acts both literally and symbolically as a gift.” (6)
  • “Literally, individuals give gifts of food at holidays and other special occasions. (6)
  • “Symbolically, even when it is not presented as such, food can be a gift. For example, scholars studying the role of gender in food practices have often argued that for some women, the preparation of meals for the family is a means of symbolic gift giving whereby individuals express their love, affection, and sense of caring.” (6)
  • “…food is seen as the ultimate gift because it is both literally and symbolically consumed.” (6)
  • “…food acts as a gift we begin to see how food and the sharing of food can be viewed as precious, as something of symbolic value…does not suggest technological ideas that treat food as an obstacle, or ideas that treat human-food interactions as something that need to be fixed.” (6)

Family Connectedness

  • “The family is an important unit of analysis when considering the social nature of eating… through these patterns and eating norms that families define their identity.” (6)
  • “Shared meals are important to families not simply because they are a time of biological replenishment, but because they are social occasions.” (7)
  • “Since a part of what makes some shared family meals so important is that they are a time for the family to catch up with one another, one design idea is a table display whereby family members post aspects of their day.” (7)
  • “This display would serve as a conversation piece and as a way to augment the discussion with different forms of media. Thus the goal here would not be to fix family communication but rather to augment it by providing a different type of way to engage in social interaction around the dinner table.” (7)
  • “Our own project, HomeBook, is an example of such a display. Here, each member of a family has a space on the screen they can call their own and they can message content to it at their leisure.” (7)

Trend-Seeking

  • “Some individuals use cooking as way to express how hip they are. Riding the waves of culinary trends is a way to show others that one is cultured and modern.” (7)
  • “In various parts of the Western world for example, the emergence of new domestic cooking gadgets, cooking television programs, celebrity chefs, and slick cookbooks can be readily seen. Technologies, media outlets, and media personalities are frequently responsible for setting the trends and influencing consumer behavior.” (7)
  • “…we wish to point out that there are a number of people who are embracing the current trends in domestic cooking by preparing chic dishes, purchasing fashionable kitchen gadgets, or watching cooking programs on the television.” (7)
  • “…then we can imagine a technological artifact that provides a visual representation of the trends that one samples. For example, one design idea is a simple electronic scrapbook that allows individuals to document the trends they have been excited about.” (7)
  • “Such a display could be a fun way for an individual to reflect on the fads that they have participated in over time and might also serve as a whimsical talking piece for people visiting that person’s home.” (7)

Relaxation

  • “…for some individuals cooking and eating are methods of relaxation. For example, the website http://www.chowhound.com is an example of an online community devoted to blogs, message boards, and multimedia content about food. On this website discussion threads have been created where individuals discuss how cooking and baking help them relieve stress. Part of what can make cooking relaxing is the physical actions that go into preparing foods.” (7)
  • “Furthermore, intimate conversations with friends and family can occur in the kitchen while meals are being prepared…‘kitchen therapy’. It is in these over food and through these conversations that the stresses of the day can be diffused.” (7)
  • “The process of eating food can of course also be relaxing.” (7)
  • “One woman noted that drinking a cup of coffee in the morning gave her a few moments of time to be still that helped her feel ready to take on the day. Thus, food and beverages can help facilitate relaxation through their various properties and also through the atmosphere they create.” (8)
  • “Music can often help in setting a mood…Thus, we see potential in exploring systems that couple music with food in a variety of ways.” (8)
  • “Other variants could include a system that seeks music with certain beats and rhythms—food associated with parties and large events having pop and rock, haute cuisine tending towards classical music.” (8)

Related Works

 

Critique of Two Projects

Food Media

Wei, Jun, Wang, Xuan, Tache, Remi, Peiris, Roshan Lalintha, Choi, Yongsoon, Halupka, Veronica, Koh, Jeffrey Tzu Kwan Valino, Martinez, Xavier Roman, Cheok, Adrian David. (2011). Food Media: Exploring Interactive Entertainment over Telepresent Dinner. ACE’2011, Lisbon, Portugal.

  • “Food Media” is “an intuitive multimodal interaction platform to engage remote people into social communication and entertainment within the telepresent family dinner context.” (1) It allows food to become “a valuable asset in the computer-mediated entertainment.” (2)
  • It is meant to “derive playful experience from people’s everyday activities” and “supports multiple interaction modalities around food to afford the enjoyable social interactions.” (2)
  • While “Food Media” is to give the chance “for remote families to enjoy shared entertainment” (1), [Criticism] from the pictures in the paper, it looks very technical and clinical. It does not look very fun. It looks like something a person would do in the lab instead of comfortably integrated into their everyday life. [looks more like what engineers enjoy than regular people] [did find other sites about Food Media and will look at later]

Telematic Dinner Party

Barden, Pollie, Comber, Rob, Green, David, Jackson, Daniel, Ladha, Cassim, Bartindale, Tom, Bryan-Kinns, Nick, Stockman, Tony, Olivier, Patrick. (2012). Telematic Dinner Party: Designing for Togetherness through Play and Performance. DIS 2012, June 11-15, 2012, Newcastle, UK. 38- 47.

  • “There has been a recent call in HCI for new approaches to the design of technology for and around food.” (38)
  • “Here we consider, among the others, the creativity, togetherness, pleasure and playfulness, associated with food and mealtime.” (38)
  • “The Telematic Dinner Party (TDP) aims to support remote guests in experiencing a sense of togetherness, and playfulness and sharing in a dinner party.” (38)
  • “TDP provides a space where we can use technology to ‘make the familiar strange.’ In doing so, we can reveal the limits of technological acceptance, performance and the computer mediation of social relationships in a familiar social setting.” (38)
  • “Multimodal technology platform”
  • “…we explore the possibilities and consequences of designing for togetherness, performance and playfulness toward a form of social presence.” (38-39)
  • [Criticism] From the images it looks more people focused that “Food Media”. While they are still exploring the space, they went through several iterations with real people and seemingly real table settings. It has an appearance of what may be found in a dining space.

 

How Help Inform Future Work

Food Journey

For the final paper, I am thinking of doing an introduction and sort of a “reason why” for the concept I would like to showcase for my capstone. This concept is called the Food Journey and the idea behind it is that people have different backgrounds and preferences. In the case for my capstone, the focus is on food, people can have different tastes in food. When they are in a relationship, exploring their tastes and doing activities related to food creation and eating can help expand horizons, prompt conversation, and allow the two to grow closer. That is what my concept sets out to do. I have the concept down and am currently doing a proof of concept to see how couples react and interact with each other and the app and what kinds of experience do they get out of it.

Anyways, why am I doing this? That is kind of why I would like to right my paper on. I have a pre pre very basic outline that is helping me organize my thoughts a bit:

  • Intro: Human-Food Interaction, what is it, needs more experience design (basically from new papers I found for my capstone)
  • Experience design is part of the third wave of HCI
  • Third Wave of HCI, what parts of it is important for interaction design and people
  • Food Journey app, description, how it fits into above

That is what I have now. I am currently looking through the old papers to find things that fit. Let me know if something needs more explanation.

JEFF: Is this direction OK? Are there any other suggestions of directions I can take or things I can add before I get too into this route?

So my post is based off of Manali’s post below. I remember watching “The Devil Wears Prada” and thinking that Streep’s character looks really good and intimidating. There is no doubt she is the woman on the top. Her dress (voice and demeanor) in the movie all speaks to that. She very much embodies the “Executive Woman”.

After reading Manali’s post, it made me remember the movie and my impression of Meryl Streep at the Oscars for that movie “The Devil Wears Prada”. She does wear Prada on the red carpet but the look is very different. The image is here:

I remember my first impression of seeing the red carpet Meryl Streep and I remember thinking how “dumpy” she looks compared to her character. It kind of seemed wrong that her character looked so fashionable and put together and here she is on the red carpet, at the Oscars and she looks frumpy.

But now that I look at the image again (and having an idea of how Meryl Streep tend to dress on the carpet and the semiotic exercise we did), I actually quite admire her for her dress. She rarely dresses in the “Hollywood glamor” even though she does wear designers, but I feel like this allows her to be a bit more personable. It makes her seem like she is comfortable in her skin. She is still presentable but she will wear what makes her comfortable and she doesn’t really care how the media perceives her. People know she is good at what she does. The “sex appeal” image is also something that she doesn’t want to go for. She still seems like a person you can talk to (if you aren’t overwhelmed that she really is a really talented actress).

In addition to my previous post about fashion designer Iris van Herpen.

In the future, our clothes may be 3D printed. One of her quotes, “Everybody could have their own body scanned and just order clothes that fit perfectly.” Have a look at the article below and let me know what you guys think:

http://www.dezeen.com/2013/04/24/iris-van-herpen-interview/

Also here is a sample of some of her dresses:

http://www.dezeen.com/2013/04/22/iris-van-herpen-exhibition-at-the-international-centre-for-lace-and-fashion/

I do think they are kind of cool.

Dutch Fashion Designer Iris Van Herpen had models vacuum-packed and suspended in the air during her show during Paris Fashion week. This lady designed those really tall and weird-looking shoes Lady Gaga wears and does a lot with 3D print outfits.

Anyways, have a look at the link and let me know what you guys thing!

http://www.dezeen.com/2014/03/07/vacuum-packed-models-installed-at-iris-van-herpens-paris-fashion-week-show/

I took an interest in looking into Molecular Gastronomy and found a lot of things relating to experience. There were quite a few quotes that were similar to quotes that I found reading about Human-Food Interaction. I just wanted to share where my train of thought is at right now with the Argument Outline.

Claim: Molecular Cuisine has an experiential factor that Human Food Interaction can benefit from.

To Whom: Human Food Interaction designers

2-3 key support

  • New Sensory Experience
    • New ways to cook
    • New combination
    • Not just taste but include all human senses
  • New Interactions
    • M.G. allows experimentation
    • Evolution of how we view food
    • M.G. Restaurant offer interesting restaurant experience
      • Fat Duck extend that experience digitally outside of restaurant
  • Health
    • Food Examples
      • Fruit desserts
      • Back to Wild Plants
      • Experiment with healthy foods (olive oil)
    • Experience good tasting food that is also healthy