Celine Pering

Palo Alto, California, United States
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  • When one-arm bandits go digital: Designing a casino back-end system

    In proceedings of CHI '09 Extended Abstracts on Human Factors in Computing Systems

    frog design collaborated with a gaming machine manufacturer to design a back-end system to address the needs of casino floor managers. As casinos migrate to server-based slot machines, they also need to transform their back-end systems. The frog team conducted user research and designed a new system of floor management software. Our design helped optimize the experience of casino workers, pushed the brand envelop of the gaming provider within their industry, and won a Productivity Award from…

    frog design collaborated with a gaming machine manufacturer to design a back-end system to address the needs of casino floor managers. As casinos migrate to server-based slot machines, they also need to transform their back-end systems. The frog team conducted user research and designed a new system of floor management software. Our design helped optimize the experience of casino workers, pushed the brand envelop of the gaming provider within their industry, and won a Productivity Award from Global Gaming Expo in 2007.

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  • Dynamic archetypes and lifestyle changes

    Design Mind

    With the beginning of each new year comes an influx of articles and advertisements, each promising to get us back in shape. Gyms that were sparsely occupied just a few weeks ago are now filled with bodies, all starting new exercise regimens with the hope – this time – of shedding those unwanted pounds. Diet plans are ordered, meals halved, calories counted, all across America.

    More often than not, these new fitness regimens fall away by the time spring comes. Quick-fix diets that ask…

    With the beginning of each new year comes an influx of articles and advertisements, each promising to get us back in shape. Gyms that were sparsely occupied just a few weeks ago are now filled with bodies, all starting new exercise regimens with the hope – this time – of shedding those unwanted pounds. Diet plans are ordered, meals halved, calories counted, all across America.

    More often than not, these new fitness regimens fall away by the time spring comes. Quick-fix diets that ask people to deprive themselves simply aren’t sustainable in the long term. We’ve all been there: the solemn oath never to lay a finger on a cookie or potato chip again, the firm goodbye to carbs/fats/sugars for all eternity. Yet in the end, these attempts seem to lead us right back to square one, with an added sense of disappointment. As designers, how do we look at these behavioral patterns to design new health and wellness systems that avoid leading consumers down the same old rabbit hole?

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  • Digital diaries

    Design Mind

    Conscious of the short half-life of consumer technology in today's culture, one digital TV client asked frog design to identify a new strategic direction for the television experience. While a current leader in their field, the company recognized that the digital media landscape was in a state of flux, their market subject to the dramatic influence of new technologies. Our challenge was to understand television use in a global context and utilize this information to re-envision our client’s…

    Conscious of the short half-life of consumer technology in today's culture, one digital TV client asked frog design to identify a new strategic direction for the television experience. While a current leader in their field, the company recognized that the digital media landscape was in a state of flux, their market subject to the dramatic influence of new technologies. Our challenge was to understand television use in a global context and utilize this information to re-envision our client’s future.

    Specifically, we needed to identify a design direction for this client that would contextualize our ideas in terms of market drivers and end-user needs. Because we were working with an international business, a global perspective was key – our recommendations would inform the client’s future product innovation across continents. With the challenge of a short, six-week timeframe, frog needed to devise new methodologies for collecting this data.

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  • Interaction design prototyping of communicator devices: Towards solving the hardware/software challenge

    ACM Interactions

    Handspring’s communicators are a series of innovative products that require considerable upfront design investment to develop because they combine the functions of both a cell phone and a personal digital assistant (PDA). This article offers an overview of Handspring’s interaction-prototyping process and explores opportunities for future development of prototyping tools.

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  • Requirements for photoware

    In proceedings of 2002 ACM Conference on Computer Supported Cooperative Work

    Eleven PC-owning families were interviewed at home about their use of conventional and digital photos. They also completed photo diaries and recorded photo-sharing conversations that occurred spontaneously over a three month period after the in-home interviews. From an
    analysis of the resulting materials we illustrate the strengths and weaknesses of past and present technology for photo sharing. These allow us to prioritise user requirements for a range of future photo-sharing technologies…

    Eleven PC-owning families were interviewed at home about their use of conventional and digital photos. They also completed photo diaries and recorded photo-sharing conversations that occurred spontaneously over a three month period after the in-home interviews. From an
    analysis of the resulting materials we illustrate the strengths and weaknesses of past and present technology for photo sharing. These allow us to prioritise user requirements for a range of future photo-sharing technologies or ‘photoware’.

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  • Pet Pals: A game for social mediation

    In proceedings of CHI '02 Extended Abstracts on Human Factors in Computing Systems

    Pet Pals is a game that facilitates social interaction in a real world group context. Early user research of pre-teens indicated that children establish a social hierarchy through sharing and trading. The needs revealed in the study led to a game design to mediate peer interaction through trade. A functional prototype was developed to test the game on two groups of users. Pet Pals is a game of trading that globally monitors who is participating in real-time by tracking the exchange of objects…

    Pet Pals is a game that facilitates social interaction in a real world group context. Early user research of pre-teens indicated that children establish a social hierarchy through sharing and trading. The needs revealed in the study led to a game design to mediate peer interaction through trade. A functional prototype was developed to test the game on two groups of users. Pet Pals is a game of trading that globally monitors who is participating in real-time by tracking the exchange of objects and dynamically altering each object's value to encourage those not participating to interact with each other, in part by making their objects more valuable to others. Through bouth and neagative reinforcement, the system promotes face-to-face communication.

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  • Taming of the ring: context specific social mediation for communication devices

    In proceedings of CHI '02 Extended Abstracts on Human Factors in Computing Systems

    Taming of the Ring is an interactive system that lessens the problems of social disturbance caused by cell phone communication. As cell phone usage levels increase, social disturbance becomes an increasingly important issue. Callers and receivers have a need to discretely handle phone communication in delicate social situations. Early cell phone usage observations led to an interaction model hypothesis. A functional prototype was created to test the concept in the field. Preliminary results…

    Taming of the Ring is an interactive system that lessens the problems of social disturbance caused by cell phone communication. As cell phone usage levels increase, social disturbance becomes an increasingly important issue. Callers and receivers have a need to discretely handle phone communication in delicate social situations. Early cell phone usage observations led to an interaction model hypothesis. A functional prototype was created to test the concept in the field. Preliminary results indicate that both calling and receiving users want more responsibility and control when placing phone calls, and that two remotely-mediated options, "hold" and "meeting," were enough to fill this communication need in the majority of situations.

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  • FotoFile: A consumer multimedia organization and retrieval system

    In proceedings of CHI ‘99 Conference on Human Factors in Computing Systems

    FotoFile is an experimental system for multimedia organization and retrieval, based upon the design goal of making multimedia content accessible to non-expert users. Search and retrieval are done in terms that are natural to the task. The system blends human and automatic annotation methods. It extends textual search, browsing, and retrieval technologies to support multimedia data types.

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  • Mercantile: Social Interaction Using a Mobile Computing Platform

    IT University of Gothenburg Re-Evolution CoopGames

    Mercantile is a game concept that uses the Personal Server mobile computing research platform to support faceto-face interaction within an already existing social context, such as the office workplace. In the game, each player represents a trading empire and the computer system requires them to meet face-to-face to negotiate and effect a trade, instead of allowing them to trade in a purely virtual world. The Personal Server mobile device itself possess no inherent display (e.g., LCD), and…

    Mercantile is a game concept that uses the Personal Server mobile computing research platform to support faceto-face interaction within an already existing social context, such as the office workplace. In the game, each player represents a trading empire and the computer system requires them to meet face-to-face to negotiate and effect a trade, instead of allowing them to trade in a purely virtual world. The Personal Server mobile device itself possess no inherent display (e.g., LCD), and instead uses short-range wireless communication to provide access to a user’s data and applications through already-existing nearby displays, such as a desktop workstation or internet kiosk. Even in the virtual world, players can only “see” the holdings of other players if they are physically colocated, encouraging them to actually move around and seek out other players. The overall concept intends to explore mobile computing and distributed gaming in a truly mobile context by focusing on co-located social interaction, rather than relying on the distributed virtual interaction typically supported by mobile game consoles.

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  • People, places, things: Web presence for the real world

    In proceedings of Third IEEE Workshop on Mobile Computing Systems and Applications

    The convergence of Web technology, wireless networks, and portable client devices provides new design opportunities for computer/communications systems. In the HP Labs' "Cooltown" project we have been exploring these opportunities through an infrastructure to support "web presence" for people, places and things. We put web servers into things like printers and put information into web servers about things like artwork; we group physically related things into places embodied in web servers…

    The convergence of Web technology, wireless networks, and portable client devices provides new design opportunities for computer/communications systems. In the HP Labs' "Cooltown" project we have been exploring these opportunities through an infrastructure to support "web presence" for people, places and things. We put web servers into things like printers and put information into web servers about things like artwork; we group physically related things into places embodied in web servers. Using URLs for addressing, physical URL beaconing and sensing of URLs for discovery, and localized web servers for directories, we can create a location-aware but ubiquitous system to support nomadic users. On top of this infrastructure we can leverage Internet connectivity to support communications services. Web presence bridges the World Wide Web and the physical world we inhabit, providing a model for supporting nomadic users without a central control point.

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