Joshua Tanenbaum

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Smart devices are becoming increasingly commercially available. However, uptake of these devices has been slow and abandonment swift, which indicates that smart devices may not currently meet the needs of users. To advance an understanding of the ways users benefit from, are challenged by, and abandon smart devices, we asked a group of users to purchase(More)
DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative and creative hobbyist practice. We shift the focus from the recreational elements of this practice to the ways in which it democratizes design and manufacturing. This <i>democratized technological practice</i>, we argue, unifies playfulness, utility, and(More)
This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of(More)
In this paper we look at the Steampunk movement and consider is relevance as a design strategy for HCI and interaction design. Based on a study of online practices of Steampunk, we consider how, as a design fiction, Steampunk provides an explicit model for how to physically realize an ideological and imagined world through design practice. We contend that(More)
In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of <i>psychometry</i> as inspiration. We propose an extension of Heidegger's notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the(More)
In this paper we discuss the difficulties faced by designers attempting to create new engaging embodied interactions in games. We argue that the inability of embodied game interfaces to move past the “novelty hardware” stage and into the mainstream of gaming lies not with a failure of technology, but with a need to develop more mature design frameworks. In(More)
There has been a significant increase in commercial interest in wearable technologies, spearheaded by Google's Glass project, and also by the success of a new generation of fitness oriented biosensors such as the Fitbit, the Bodymedia Fit, and the Misfit Shine. Concurrently, there has been a proliferation of embodied interfaces for digital games such as(More)