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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Tangible Interaction as a resource for Relational HCI</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giraud Tom</string-name>
          <email>tom.giraud.utc@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Di Loreto Ines</string-name>
          <email>ines.di_loreto@utt.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tixier Matthieu</string-name>
          <email>matthieu.tixier@utt.fr</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ESTIA Recherche</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bidart</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>France</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Université de Technologie de Troyes</institution>
          ,
          <addr-line>Troyes</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we propose to delineate the emerging field of Relational HCI coming from the domains of assistive technologies and community technologies. We briefly describe our work on the relational design of an interactive map for visually impaired people and then outline three principles which characterize this new HCI perspective. We conclude on the very potential of TUIs to develop this relational perspective of HCI. Relational HCI; Tangible interaction; Design framework</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Emerging relational approaches to design</title>
      <p>
        One central figure of Human Computer Interaction (HCI) is the “user”. Anchored within the western
culture, users have mainly been envisioned as independent individuals passively using technological
interfaces. Such a userism [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]–[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] entails two HCI pitfalls: the tendency to omit the role of collective
practices and the tendency to neglect the dialogical relation that people have with technology[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In
response to these challenges, some recent HCI researches have shifted the focus toward more relational
approaches where artifacts support dialogical engagements beyond the design process.
      </p>
      <p>
        In the domain of assistive technologies, the concept of autonomy taken as an equivalent of individual
independence has been critically analyzed [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]–[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The sense of control has been highlighted as central,
with delegation and responsibility as key aspects of a more relational perspective [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. To better account
for cooperation and mutual support, autonomy is re-located within an interdependent network of social
relations [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Relational technologies developed in this perspective promote social engagement,
reciprocity and partiality [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Interdependence has been proposed as a new frame for design where
interindividual relations are supported, balanced and valued [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        In HCI projects dealing with community engagement and cultural heritage, key elements to
sustainable collective changes have been proposed such as designing for appropriation, encouraging
social encounters and valuing ownership [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The standpoint plurality of local actors has to be
recognized through designs which support multiple registers of meaning [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Working on the
preservation of indigenous language practices, Taylor and colleagues developed a relational design
approach [11]. Facilitating community-generated content, personalizing designs and fostering
intergenerational engagement were proposed as design principles.
      </p>
      <p>From this literature emerges a new approach to HCI that we propose to call Relational HCI, an
approach where technology is envisioned as a catalyst for collective practices. Our work on the
relational design of an interactive map for Visually Impaired People (VIP) is a first contribution to this
perspective [12].</p>
      <p>2020 Copyright for this paper by its authors.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Relational design of an interactive map</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Developing rural accessibility</title>
      <p>Here we shortly report on the work we conducted with the rural village of Grandham in order to
develop accessible tourism for VIP [12]. Given formal accessibility criteria, no pathway in Grandham
is accessible for VIP alone. As Grandham is hardly reached by the Internet, navigation technologies
appear to be of little help in such a natural environment. In this context, accessibility cannot be achieved
by acting on the environment or by empowering the person through assistive technologies, but by
developing supportive relationships (Figure 1).</p>
      <p>Our approach has been to design an artifact as an entry point to Grandham, an object that sets up
situations of dialog and negotiations. Grounding our work on relational approaches to design, we have
engaged in the design of an interactive map with the participation of three VIP and several inhabitants.
We adopted a dialogical approach to participatory design where the various workshops aimed at
creating contexts for exchanges and mutual sensemaking. We envisioned the map as a change catalyst
toward a more inclusive rural experience; a map which fosters accessibility understood as a frictional
process of mutual engagements. Through the project we found ourselves instantiating what we later on
interpreted as a boundary object [13]: an object at the crossroad of two community sensibilities.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Artifact at the crossroad of two communities</title>
      <p>Through the six design encounters (Figure 2) involving both communities (rural locals and VIP
visitors), we ended-up with an interactive object characterized by its intersecting material qualities and
its capacity for mutual appropriation. The territory is depicted by a single-material wooden map crafted
with a high-quality finishing. Meant to address the need for simplicity, sensoriality and smoothness in
the tactile discovery experience, it also made sense in our understanding of what could be valued by the
locals: a durable and frugal artefact, evoking tradition over innovation, facilitating ownership by dint
of its physicality. An audio annotation system was designed to allow locals to locate anecdotes and
short stories on the map. This system was a way to foster territory relevance and appropriation by locals,
while arousing the curiosity of visitors through an incomplete and embodied account of the territory.
We identified the PenFriend (an already existing assistive technology for blind people) as an interesting
audio annotation tool. On one side the authoring of messages is made easy for locals and on the other
side it is familiar to blind people. Such an off-the-shell technology is then durable and flexible enough
to allow an appropriation by both communities.</p>
      <p>These intersecting material qualities stand on the asymmetrical sensibilities of the involved
communities. These intersections enabled to avoid the pitfalls of the multiplicity of features and rather
established partial connections through the plurality of meanings.</p>
    </sec>
    <sec id="sec-5">
      <title>3. Relational HCI: framework proposal</title>
      <p>This research project of the relational design of an interactive map is a new contribution to a recent
trend in HCI valuing interdependencies and community building. We propose to structure this new line
of research around the notion of Relational HCI, and to characterize this new perspective with three
guiding principles.
3.1.</p>
    </sec>
    <sec id="sec-6">
      <title>Artifact to configure engagements</title>
      <p>Relational HCI aims at setting up situations of interpersonal interactions. The performative
dimension of material intervention both trigger engagement and configure participation. The encounter
is the central element of this framework as it sets up a bridge toward collective practices. Making
community is considered as a dynamic process based on the multiplicity of dialogues to be encouraged
through design. The design process is run in the frame of facilitation and opportunity to respect the
diversity of engagements. In this perspective, artifacts are designed as installations structuring
exchanges.
3.2.</p>
    </sec>
    <sec id="sec-7">
      <title>Design to support crossed appropriations</title>
      <p>The design process aims at encouraging the appropriation by multiple viewpoints. This
appropriation can first be considered at the usage level. Strong emphasis will be placed on the
multiplication of entry points and the diversity of possible practices. Rather than proposing parallel uses
of the interactive systems, Relational HCI work on the emergence of crossed appropriations through
articulated uses. Beyond this functional perspective, the appropriation process can also be considered
at the level of meaning-making where representations, values and aspirations come at play. Crossed
appropriation can be favored through the design of open-ended devices endowed with interpretative
flexibility. In a sense, Relational HCI aims at producing boundary objects [13].
3.3.</p>
    </sec>
    <sec id="sec-8">
      <title>Relation as valued interdependence</title>
      <p>The relationship, developed through encounters, is the place where social bounds are forged and
normative practices are instantiated (social status, stereotypes, etc.). Envisioned as an interdependent
connection, Relational HCI invites designers to reveal those links of reciprocity and value their implied
social engagements. The design process can work on setting up synergies between groups of diverse
abilities and interests, and contribute to the construction of a desirable vision of interdependence. The
community diversity is considered as a resource facilitating the circulation of interdependences.
Designers encourage the creation of partial connections (rather than symmetric) and support the
development of ongoing attunements.</p>
    </sec>
    <sec id="sec-9">
      <title>4. Tangible Interaction as a resource for Relational HCI</title>
      <p>We believe the domain of Tangible User Interfaces (TUI) has the very potential to develop this
relational perspective in HCI. The tangible interaction paradigm implies many principles in line with
this new research agenda that we can summarize along three dimensions:
•</p>
      <p>Physicality: TUIs are graspable artifacts which can be shared by many people (whereas
touch screen tends to afford personal uses). Their physicality implies a situated presence:
they are embedded within the ecology of tangible object from everyday life and the
arrangement in space of these physical artifacts configure possible collective practices.</p>
      <p>Tangibility: TUIs offer multiple entry points into the interaction which respect the diversity
of uses and modes of engagement. With tangible interaction, the interaction is externalized
(i.e., interaction accountability) which enables others to engage with alternative uses.
Materiality: TUIs through their materiality open the possibility to play with various forms
of affordances. This positioning in the realm of tangible interfaces entails many possibilities
regarding issues of crossed appropriation. First, tangible objects offer a more varied register
of meanings: interactive forms and materials can engage and arose the curiosity of many
different populations. And second, working with tangible devices opens possibilities for
various forms of material appropriation such as re-use, repair, hijack and DIY practices.</p>
    </sec>
    <sec id="sec-10">
      <title>5. Acknowledgements</title>
      <p>We wish to warmly thank the two communities who actively contributed to this project: the three
participants and the SAVS of Reims; the Grandham mayor, the LireAussi association, and the
Grandham inhabitants. We also thank the ESAD of Reims and Césaré for our exchanges on the occasion
of the SEEIT project. The prototypes have been made with the contributions of the Proto204, the UTT
industrial hall and Lesas (www.e-sas.org/), thank you for your help. This work was supported by the
region Grand Est, the Aube department council, and Troyes Champagne Métropole.</p>
    </sec>
    <sec id="sec-11">
      <title>6. References</title>
      <p>on Human Factors in Computing Systems, New York, NY, USA, 2016, p. 2958–2969, doi:
10.1145/2858036.2858332.
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