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- research-articleJuly 2024
A Steampunk Critique of Machine Learning Acceleration
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems ConferencePages 246–257https://doi.org/10.1145/3643834.3660688The application of Machine Learning is driven by the techno–capitalist struggle for productivity across various domains, including the creative industry. Sociological research has demonstrated how technology–induced temporality introduces challenges at ...
- demonstrationSeptember 2023
Demo: ISOTTA - A Slow Exploration of Power Relations in Writing with Language Models
CHItaly '23: Proceedings of the 15th Biannual Conference of the Italian SIGCHI ChapterArticle No.: 58, Pages 1–5https://doi.org/10.1145/3605390.3610826This paper presents ISOTTA (Intelligent System for Organic Tweeting and Thoughtful Artistry), an unconventional artifact aimed at investigating creative writing with Large Language Models. ISOTTA embodies slow technology principles to highlight the ...
- research-articleJuly 2023
Calming Down in Lockdown: Rethinking Technologies for a Slower Pace of Life
DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems ConferencePages 1002–1014https://doi.org/10.1145/3563657.3596060This study investigated Australian older adults’ response to the conditions of the COVID-19 pandemic, the adjustments they made to their activities, technology use, and social relations, to inform how technology design could be inspired by these ...
- research-articleJune 2021
Pablo: Designing an Everyday Companion for Visualizing Auditory Memories
C&C '21: Proceedings of the 13th Conference on Creativity and CognitionArticle No.: 50, Pages 1–4https://doi.org/10.1145/3450741.3466630From a slow technology perspective, we designed Pablo to visualize auditory memories and explore the recalling processes. Pablo randomly records daily sound of users, visualizes the sound into an abstract image and prints it out with QR code of the ...
- ArticleJuly 2018
A Study of Applying Slow Technology on Wearable Devices
Human-Computer Interaction. Interaction in ContextPages 595–614https://doi.org/10.1007/978-3-319-91244-8_46AbstractThis study proposes two conceptual products using wearable devices (smartwatches) for the purpose of emotional management. One is designed with Slow Technology, and the other is designed with Personal Informatics. Questionnaire survey method was ...