Carlos Aguiar
· Assistant Professor and Graduate Coordinator, Industrial Design Program Affiliate Faculty of Informatics | School of Information SciencesVerifiedUniversity of Illinois Urbana-Champaign · Visual Arts
Active 2007–2024
About
Carlos Aguiar is an Assistant Professor in Industrial Design at the School of Art + Design at the University of Illinois Urbana-Champaign. He is also an Affiliate Faculty of Informatics at the School of Information Sciences. As a founder and director of the Design, Technology, and Society Lab, he leads collaborative efforts to investigate the interaction between humans and artifacts. His research draws on Science and Technology Studies, Philosophy, and Theory of Design perspectives to inform the development of technological artifacts aimed at social and cultural change, while critically engaging with material culture to understand their societal implications. His research practices combine empirical investigation with critical reflection to develop and test emerging technologies manifested as environments, objects, and spaces that enhance human-agent-materials relations. He probes how futures are conceived and sustained, analyzing the role of emerging technologies in shaping tangible futures and understanding their impact on behaviors, interactions, and societal structures. His work also involves investigating the processes and forces involved in the production and appropriation of technological artifacts.
Research topics
- Computer Science
- Artificial Intelligence
- Human–computer interaction
- Developmental psychology
- Telecommunications
- Multimedia
- Programming language
- Psychology
- Engineering
- Mechanical engineering
- Geography
- Operations management
- Social psychology
Selected publications
Grasp the Future: Supporting Grip Strength Assistance with GripAid
2024-06-26
articleOpen access1st authorCorrespondingIn the quest to augment quality of life and physical capabilities, this study delves into the realm of grip strength, a vital yet often overlooked aspect of human health and dexterity. Recognizing the challenges posed by conditions like Rheumatoid Arthritis (RA) and Carpal Tunnel Syndrome (CTS), which significantly impact grip strength, we explore innovative solutions in ergonomic design and human-centered technologies. Our research culminates in the creation of 'GripAid', an electronic device ingeniously engineered to assist users with grip strength-related tasks. This device leverages a stepper motor controlled by a potentiometer, effectively actuating a mechanism that aids finger and thumb movements. 'GripAid' stands as a testament to interdisciplinary innovation, offering mechanical assistance in everyday activities, thus promoting independence and enhancing the user experience in various functional domains.
Sounds of Play: Designing Augmented Toys for Children with Autism
2023 · 8 citations
- Psychology
- Developmental psychology
- Social psychology
This paper presents a study on the design of augmented toys for children with autism. The goal of the study was to develop an interactive game that could improve social interaction and cognitive skills in children with autism, as well as create an inclusive and accessible technology-rich toy that assists in the development of social and cognitive skills for children with autism. Two design proposals were explored: the Music Wheel and the RanGo. The Music Wheel aimed to target sensory problems like tactile, visual, auditory, fine motor skills, attention, concentration, and communication skills of children, while the RanGo was designed to improve cognitive skills like turn-taking, collaborative play, and independence in higher levels of the game. The study involved visits to two reference centers for children with autism and unstructured interviews with experts and parents of children with autism. A survey was also conducted to evaluate children's interactions during daily activities. An early pilot study was carried out with the RanGo, which provided some initial insights into its potential value for children with autism. The study highlights the importance of designing toys specifically for children with autism, considering their unique needs and challenges. Augmented toys like the Music Wheel and the RanGo can provide children with autism with an engaging and stimulating tool for learning and social interaction, improving their quality of life. Although further research is needed to verify the efficacy of the two design proposals, the present study provides initial evidence for the potential of augmented toys for children with autism.
Could Socially Interactive Architectural Robotics Promote Restorative Environments?
International Journal of Social Robotics · 2023-08-25 · 2 citations
articleTOUCH: A Multi-sensory Communication System that Communicates Emotions
2023-07-05 · 2 citations
article1st authorCorrespondingDuring the pandemic, many people have found themselves physically isolated from each other for long periods. As a consequence, online communication tools have become the primary mean for social interaction among people in quarantine. However, texts and other chatting tools do not adequately transmit the complex emotions hidden behind them. Without the stimulation of sensations from face-to-face communications, people hinder their ability to observe others’ emotions and feelings effectively. In this work, we propose a system that aims to improve emotional communication. We present Touch—a combination of a social media app and a wearable device that can receive and display multi-sensory feedback, including light, digital display, vibrations, and tactile interaction to transfer emotions. While the app encourages interaction between users through virtual spaces, the wearable device further enriches people's communication by offering another means to express emotions not afforded by virtual interactions. Together, these two elements of the Touch project offer a sounding solution to the problem of misunderstanding in communication.
Nurturing Eco-Consciousness: The Journey of the EcoMorph Guardian in Shaping Tomorrow's Stewards.
2023-06-21
article1st authorCorrespondingThe environment is suffering tremendous changes. Climate change and global warming are a few of the major problems facing the planet. Various kinds of garbage are ending up in the ocean, which is making Earth's environment deteriorate. After exploring the current needs for recycling in the world, we have decided to design a toy for children ages 5-10 that helps reimagine the scope of environmental education. The combination of haptic feedback in the form of lights, and sounds are utilized to help children differentiate the difference between recyclable and non-recyclable objects. The child will recognize how to properly recycle trash based on the feedback given by the toy.
Doki: A Multi-sensation Interaction Device that Communicates Emotions
2022-06-20
articleSenior authorDuring the pandemic, many people have found themselves physically isolated from each other for long periods of time, so online chatting tools have become the main path of communication. However, texts and other chatting tools do not properly transmit the complex emotions hidden behind them. However, texts and other visual information have created an overload of information and made people ignore the complex emotions hidden behind them. Without the stimulation of sensations from face-to-face communications, people, especially lovers, lose their ability to observe their beloved ones’ emotions and feelings effectively.In this work, we propose a device to improve the efficiency of emotional communication - a multi-sensation interaction installation called Doki, which utilizes light, digital display, vibrations, and tactile interaction to transfer emotions. In addition, this device is comfortable to touch and enjoyable to play with. When used in conjunction with its texting applications, this product will help people express emotions over long distances and alleviate feelings of isolation.
De-scription at early phases of artifact design
2022 · 2 citations
1st authorCorresponding- Computer Science
- Computer Science
- Artificial Intelligence
This paper reflects on the push and pull forces that go into co-designing an artifact at the early phase of the design process, and which typically lose touch in later design stages. The design method and approach, how users and designers interact, and the relationship between process and result are all interests. The goal is to analyze a case study and reflect on how the change in the user-designer-artifact relationship also changes the mechanisms by which an artifact is shaped. Following the work of Madeline Akrich, which advises design researchers to explore instances where the design and use of an artifact are not well-matched, this paper investigates how participants and designers collaboratively define the boundaries between the “inside” and “outside” of an artifact at the early phase of the design process.
Designing and Building communIT
2021 · 2 citations
1st authorCorresponding- Computer Science
- Computer Science
- Human–computer interaction
Many subgroups in the US remain marginalized from, misunderstood by, or invisible to the larger communities they reside in. Technologies supporting community building, more generally, have focused on apps, but these apps can fall short of making visible and heard subgroups such as the LGTBQ+, immigrant, and black populations. In response to this shortcoming, we report on the design iterations and an early evaluation of communIT—an interactive artifact for making visible and heard subgroups towards building community. To inform the design of communIT, we conducted in our lab a design studio study (N=57), a co-design activity with a to-scale prototype (N= 12), and a co-design activity with a full-scale prototype (N=28). This paper offers a design exemplar of a large-scale, cyber-physical artifact that might support groups in shaping their identities, practices, and roles in the larger community.
Human-computer interaction series · 2020-01-01 · 1 citations
book-chapter1st authorCorrespondingtransFORM - A Cyber-Physical Artefact Augmenting Social Interaction in Residual Public Spaces
2019-03-15 · 2 citations
article1st authorCorrespondingThe emergence of social networks and apps has reduced the importance of physical space as a locus for social interaction. In response, we introduce transFORM, a cyber-physical environment installed in under-used, outdoor, public spaces. transFORM embodies our understanding of how a responsive, cyber-physical architecture can augment social relationship and increase place attachment. In this paper we critically examine the social interaction problem in the context of our increasingly digital society, present our ambition, and introduce our prototype, which we will iteratively design, and test. Cyber-physical interventions at large scale in public spaces are an inevitable future, and this paper serves to establish the fundamental terms of this frontier.
Frequent coauthors
- 5 shared
Keith Evan Green
Cornell University
- 3 shared
Yixiao Wang
Wuhan University of Technology
- 2 shared
José Poli De Figueiredo
- 2 shared
Lígia Lopes
Universidade do Porto
- 2 shared
Yuhe Cui
University of Illinois Urbana-Champaign
- 2 shared
Mehmet Ömer Görduysus
University of Sharjah
- 2 shared
Gilly Leshed
Cornell University
- 2 shared
Trevor Pinch
Cornell University
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