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Iyagi: An Immersive Storytelling Tool for Healthy Bedtime Routine

Published: 20 March 2017 Publication History

Abstract

This paper documents an attempt to support parents and children in co-creating dynamic, fun and consistent bedtime routines through immersive and interactive storytelling. The proposed system, Iyagi, would be designed to ease the friction experienced by parents and children as they transition from evening activities into the bedtime routine as well as move between different stages and spaces within the bedtime routine. The key features of Iyagi would include: (1) Unfolding of a story across multiple rooms in which key bedtime activities take place; (2) Incorporating the physical space, projection of stories, objects, and the parent and child into the story; (3) Unique interactions with tangible objects, tied to the immersive story; (4) Natural interactions through voice, motion and tangible interactions; (5) Progressively calming activities and environments to ease children to sleep. The work presented follows a non-linear process that moved back and forth between user-centered research, idea generation, prototyping and evaluation. Outlined in this paper are learnings and insights from research that evolved into a proof-of-concept prototype. We've also included preliminary thoughts on opportunities for future development of the concept.

References

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Druin, Allison, Isabella Revett, Thomas Plaisant Schwenn, Lauren Sumida, Rebecca Wagner, Jamie Montemayor, Jim Hendler, Britt Mcalister, Angela Boltman, Eric Fiterman, Aurelie Plaisant, Alex Kruskal, and Hanne Olsen. "Designing PETS." Proceedings of the SIGCHI conference on Human factors in computing systems the CHI is the limit-CHI'99, May 1999. Accessed September 15, 2016.
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Gomez, Carles, and Josep Paradells. "Wireless Home Automation Networks: A Survey of Architectures and Technologies." IEEE Communications Magazine 48, no. 6 (June 2010): 92--101. Accessed September 09, 2016.
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Ozenc, Kursat F., James P. Brommer, Bong-Keum Jeong, Nina Shih, Karen Au, and John Zimmerman. "Reverse Alarm Clock: A Research through Design Example of Designing for the Self." Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces-DPPI '07, August 2007. Accessed September 1 0, 2016.
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Peter, Ma. "Using an Intel® RealSense 3D Camera with the Intel® Edison Development Platform." Intel Software Developer Zone. May 20, 2015. Accessed September 28, 2015. https://software.intel.com/en-us/articles/using-intel-realsense-technology-in-combination-with-the-intel-edison-development-platform.
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Sonne, Tobias, Jörg Müller, Paul Marshall, Carsten Obel, and Kaj Grønbæk. "Changing Family Practices with Assistive Technology: MOBERO Improves Morning and Bedtime Routines for Children with ADHD." Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems-CHI '16, May 2016.

Cited By

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  • (2024)KaavadBits: Exploring Tangible Interactive Storytelling of Branching Narratives through a Kaavad-inspired InstallationProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635251(1-6)Online publication date: 11-Feb-2024
  • (2023)Bedtime Pals: A Deployment Study of Sleep Management Technology for Families with Young ChildrenProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596068(1610-1629)Online publication date: 10-Jul-2023
  • (2023)Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure ProcessProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580756(1-17)Online publication date: 19-Apr-2023
  • Show More Cited By

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  1. Iyagi: An Immersive Storytelling Tool for Healthy Bedtime Routine

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    Published In

    cover image ACM Conferences
    TEI '17: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction
    March 2017
    806 pages
    ISBN:9781450346764
    DOI:10.1145/3024969
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 20 March 2017

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    Author Tags

    1. environmental storytelling.
    2. immersive storytelling
    3. internet of things
    4. motion sensing
    5. projection based environments
    6. smart objects and environments
    7. tangible interaction
    8. voice interaction

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    TEI '17 Paper Acceptance Rate 41 of 151 submissions, 27%;
    Overall Acceptance Rate 393 of 1,367 submissions, 29%

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    Cited By

    View all
    • (2024)KaavadBits: Exploring Tangible Interactive Storytelling of Branching Narratives through a Kaavad-inspired InstallationProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635251(1-6)Online publication date: 11-Feb-2024
    • (2023)Bedtime Pals: A Deployment Study of Sleep Management Technology for Families with Young ChildrenProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596068(1610-1629)Online publication date: 10-Jul-2023
    • (2023)Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure ProcessProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580756(1-17)Online publication date: 19-Apr-2023
    • (2022)More than Bedtime and the Bedroom: Sleep Management as a Collaborative Work for the FamilyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517535(1-16)Online publication date: 29-Apr-2022
    • (2021)Tangible Interaction for Children’s Creative Learning: A ReviewProceedings of the 13th Conference on Creativity and Cognition10.1145/3450741.3465262(1-14)Online publication date: 22-Jun-2021
    • (2021)Augmenting television narratives using interactive home appliancesDigital Creativity10.1080/14626268.2021.201389833:1(35-48)Online publication date: 19-Dec-2021
    • (2018)Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoTInformatics10.3390/informatics50100075:1(7)Online publication date: 25-Jan-2018
    • (2018)Narrative-Led Interaction TechniquesInteractive Storytelling10.1007/978-3-030-04028-4_22(217-229)Online publication date: 21-Nov-2018

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