Designing swing compass with liveliness: From personal to public interactions

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

3 Citations (Scopus)


This paper describes the ongoing project Swing Compass, a configurable recommendation system whose framework is built upon the notion of embodied interaction and blending theory in pursuit of meaning making in users from the operational to the reflective levels. The framework, named "liveliness", is summarized as a protocol of cognitive processes and the methodology includes interpretive analyses, experience prototyping, and user participation. The first instance of Swing Compass is a handheld personal device, which analogically maps recommended items based on intrinsic properties to directions on the compass rose. The second instance is a table-sized public installation, which explores to map out recommendations with their physical locations. Swing Compass is lively in that the recommendations change over time to avoid selection bias. The design challenges span from human scales, perceived affordances, to perception and interpretation of changes. The empirical findings provide real and particular samples for the protocol and inform specific design guidelines for future development.
Original languageEnglish
Title of host publicationTEI 2017 - Proceedings of the 11th International Conference on Tangible, Embedded, and Embodied Interaction
PublisherAssociation for Computing Machinery, Inc
Number of pages7
ISBN (Electronic)9781450346764
Publication statusPublished - 20 Mar 2017
Event11th ACM International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2017 - Yokohama, Japan
Duration: 20 Mar 201723 Mar 2017


Conference11th ACM International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2017


  • Blending
  • Embodied cognition
  • Embodied Interaction
  • Imagination
  • Liveliness.
  • Reflection
  • Selection

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Information Systems
  • Computer Graphics and Computer-Aided Design
  • Software

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