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WheelieMap: an exploratory system for qualitative reports of inaccessibility in the built environment WheelieMap:一个探索性系统,用于对建筑环境中不可达性进行定性报告
Reuben Kirkham, Romeo Ebassa, Kyle Montague, K. Morrissey, Vasilis Vlachokyriakos, Sebastian Weise, P. Olivier
The built environment remains a persistent accessibility challenge for people with mobility impairments. Whilst platforms to report these inaccessible locations exist, the underlying documentation processes are verbose, time-consuming and fail to effectively communicate the barrier at hand. We propose WheelieMap, a platform which uses the motion of manual wheelchair users to support the identification and documentation of potentially problematic locations. WheelieMap captures and segments device video footage and GPS as evidence of the problematic space, which can then be shared with both other people with disabilities and the relevant authorities. We document the use of the WheelieMap prototype by both manual wheelchair users and planning experts through semi-structured interviews. The qualitative findings revealed this approach to be the most viable route for documenting inaccessibility, compared to the existing alternatives. We also offer guidance on how to design and develop similar community driven reporting and annotation systems in the accessibility setting.
对于行动不便的人来说,建筑环境仍然是一个持久的无障碍挑战。虽然存在报告这些不可访问位置的平台,但底层文档处理过程冗长、耗时,并且无法有效地传达手头的障碍。我们提出了WheelieMap,这是一个使用手动轮椅用户的运动来支持潜在问题位置的识别和记录的平台。WheelieMap捕获并分割设备视频片段和GPS作为问题空间的证据,然后可以与其他残疾人和有关当局共享。我们通过半结构化访谈记录了手动轮椅使用者和规划专家对WheelieMap原型的使用情况。定性结果表明,与现有的替代方法相比,这种方法是记录不可访问性的最可行途径。我们还提供了如何在可访问性设置中设计和开发类似的社区驱动报告和注释系统的指导。
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引用次数: 17
The connected car: an empirical study of electric cars as mobile digital devices 互联汽车:电动汽车作为移动数字设备的实证研究
M. K. Svangren, M. Skov, J. Kjeldskov
The amount of interactive digital technology in cars is increasing rapidly, and many new cars are shipped with connectivity. As a result, a new platform has emerged that holds potentials to facilitate many new and different interactions, both inside and outside the car. Within the area of HCI for cars, the focus has predominantly been on interactions with in-vehicle systems and applications of technology that is enabled through connectivity. However, we still lack in-depth empirical studies that provide details of the connected car, its use, opinions towards it, and how it integrates into people's everyday lives. We report from a qualitative study of 13 households with connected electric cars. We present our findings in 3 themes of interaction through connectivity, updating and upgrading car software, and security and privacy. We further discuss our findings in 3 themes that might inform and inspire further mobile HCI research with the connected car.
汽车中交互式数字技术的数量正在迅速增加,许多新车都配备了连接功能。因此,一个新的平台已经出现,它具有促进许多新的和不同的互动的潜力,无论是车内还是车外。在汽车HCI领域,重点主要放在与车载系统的交互以及通过连接实现的技术应用上。然而,我们仍然缺乏深入的实证研究,提供联网汽车的细节,它的用途,对它的看法,以及它如何融入人们的日常生活。我们对13个拥有联网电动汽车的家庭进行了定性研究。我们在3个主题中展示了我们的发现,即通过连接进行交互,更新和升级汽车软件,以及安全和隐私。我们在三个主题中进一步讨论了我们的发现,这些主题可能会为联网汽车的进一步移动HCI研究提供信息和启发。
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引用次数: 21
NatureCHI 2017: the 2nd workshop on unobtrusive user experiences with technology in nature NatureCHI 2017:第二届关于自然中不引人注目的用户体验的研讨会
Jonna Häkkilä, Ashley Colley, K. Cheverst, Simon Robinson, Johannes Schöning, N. Bidwell, Felix Kosmalla
Being in nature is typically regarded to be calming, relaxing and purifying. When in nature, people often seek to be mobile through physical activity such as hiking. But also, nature provides an opportunity for meditative, mindful or inspiring experiences remote from urban everyday life. Mobile Technologies such as sports tracking technologies, electronic tourist guides, mobile phone integrated cameras and omnipresent social media access, have potential to both enhance and disrupt a user's interaction with and experience of nature. This MobileHCI workshop follows on from the first successful NatureCHI workshop by focusing on the challenges associated with the design of mobile technologies that support unobtrusive interaction in nature.
置身大自然通常被认为是平静、放松和净化的。在大自然中,人们经常通过徒步旅行等体育活动来寻求移动。但同时,大自然也提供了一个远离城市日常生活的冥想、正念或鼓舞人心的体验的机会。移动技术,如体育追踪技术、电子旅游指南、手机集成摄像头和无所不在的社交媒体接入,有可能增强和破坏用户与自然的互动和体验。这次MobileHCI研讨会是继NatureCHI第一次成功研讨会之后,重点关注与支持自然中不引人注目的交互的移动技术设计相关的挑战。
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引用次数: 10
No passwords needed: the iterative design of a parent-child authentication mechanism 不需要密码:父子身份验证机制的迭代设计
Kalpana Hundlani, S. Chiasson, Larry Hamid
Even though the vast majority of children are online, our exploration of the user authentication literature and available tools revealed few alternatives specifically for authenticating children. We create an authentication mechanism that reduces the password burden for children and adds customizable parental oversight to increase security. With Bluink, our industry partner, we iteratively designed and user tested three parent-child prototypes, with each iteration addressing issues raised in the previous iteration. Our final design is a parent-child authentication mechanism based on OpenID and FIDO U2F which allows children to log in to websites without requiring a password and enables parents using their mobile device to remotely determine whether a login request should be granted.
尽管绝大多数儿童都在线,但我们对用户身份验证文献和可用工具的探索显示,很少有专门用于对儿童进行身份验证的替代方案。我们创建了一种身份验证机制,减少了儿童的密码负担,并增加了可定制的家长监督,以提高安全性。与我们的行业合作伙伴Bluink一起,我们迭代地设计和用户测试了三个亲子原型,每个迭代都解决了前一个迭代中提出的问题。我们的最终设计是一个基于OpenID和FIDO U2F的亲子认证机制,它允许孩子登录网站而不需要密码,并使父母使用他们的移动设备远程确定是否应该授予登录请求。
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引用次数: 8
Speed dating, love letters, and couples interviews: how to get the spark back in user research methods 速配、情书和情侣访谈:如何在用户研究方法中找回火花
Denise Su, Megan K. Torkildson, Heidi Sales
Many researchers find themselves in a methodological rut and end up using the same tried-and-true user research methods, such as usability studies or interviews. Though these methods have their merits, there are times when asking questions directly may not suffice or researchers simply have trouble getting to the insights that are needed. This two-hour tutorial will focus on teaching creative methods that can spark new conversation or illuminate different insights. We will focus on three methods: speed-dating, love letters, and couple interviews. These methods are particularly effective for researchers and practitioners who study personal topics such as communication messaging apps and websites. The tutorial will provide a useful toolkit of creative methods and best practices.
许多研究人员发现自己陷入了方法论的窠臼,最终使用了同样可靠的用户研究方法,比如可用性研究或访谈。虽然这些方法有其优点,但有时直接提出问题可能还不够,或者研究人员很难获得所需的见解。这两个小时的教程将侧重于教授创造性的方法,这些方法可以引发新的对话或阐明不同的见解。我们将重点介绍三种方法:速配、情书和情侣面试。这些方法对研究个人话题(如通讯信息应用程序和网站)的研究人员和从业者特别有效。本教程将提供一个有用的创造性方法和最佳实践工具包。
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引用次数: 1
Predicting interruptibility for manual data collection: a cluster-based user model 预测手动数据收集的可中断性:基于集群的用户模型
Aku Visuri, N. V. Berkel, Chu Luo, Jorge Gonçalves, Denzil Ferreira, V. Kostakos
Previous work suggests that Quantified-Self applications can retain long-term usage with motivational methods. These methods often require intermittent attention requests with manual data input. This may cause unnecessary burden to the user, leading to annoyance, frustration and possible application abandonment. We designed a novel method that uses on-screen alert dialogs to transform recurrent smartphone usage sessions into moments of data contributions and evaluate how accurately machine learning can reduce unintended interruptions. We collected sensor data from 48 participants during a 4-week long deployment and analysed how personal device usage can be considered in scheduling data inputs. We show that up to 81.7% of user interactions with the alert dialogs can be accurately predicted using user clusters, and up to 75.5% of unintended interruptions can be prevented and rescheduled. Our approach can be leveraged by applications that require self-reports on a frequent basis and may provide a better longitudinal QS experience.
先前的研究表明,量化自我应用可以与激励方法一起长期使用。这些方法通常需要间歇性地注意手动数据输入请求。这可能会给用户带来不必要的负担,导致烦恼、沮丧和可能的应用程序放弃。我们设计了一种新颖的方法,使用屏幕上的警报对话框将反复使用智能手机的会话转换为数据贡献的时刻,并评估机器学习如何准确地减少意外中断。我们在为期4周的部署中收集了48名参与者的传感器数据,并分析了在调度数据输入时如何考虑个人设备使用情况。我们表明,使用用户集群可以准确预测高达81.7%的用户与警报对话框的交互,并且可以防止和重新安排高达75.5%的意外中断。需要频繁自我报告的应用程序可以利用我们的方法,并可能提供更好的纵向QS体验。
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引用次数: 24
FootStriker: an EMS-based assistance system for real-time running style correction FootStriker:一个基于ems的实时跑动风格校正辅助系统
Frederik Wiehr, Felix Kosmalla, Florian Daiber, A. Krüger
Today, ambitioned amateur athletes often do not have access to professional coaching but still invest great effort in becoming faster runners. Apart from a pure increase in the quantitative training load, a change of the running technique, e.g. transitioning from heel striking to fore- or midfoot running, can be highly effective and usually prevents knee-related injuries. With this demo, we highlight factors to consider when determining EMS actuation phases for real-time running style correction in an outdoor scenario. During actuation the wearable applies electrical muscle stimulation (EMS) in the flight phase of a stride after having detected a heel-strike with force sensing resistors (FSR) in a sensor insole. To complement the original FootStriker lab prototype, we address the applicability in the field of the aforementioned real-time running style correction system.
今天,雄心勃勃的业余运动员往往没有机会获得专业教练,但仍然投入巨大的努力成为更快的运动员。除了单纯增加定量训练负荷外,跑步技术的改变,例如从脚跟着地过渡到前足或中足跑,可以非常有效,通常可以防止膝盖相关的伤害。通过这个演示,我们强调了在室外场景中确定EMS驱动阶段进行实时运行风格校正时需要考虑的因素。在驱动过程中,可穿戴设备通过传感器鞋垫中的力感电阻(FSR)检测到脚跟撞击后,在大步的飞行阶段应用电肌肉刺激(EMS)。为了补充原始的FootStriker实验室原型,我们解决了上述实时跑步风格校正系统在该领域的适用性。
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引用次数: 13
Assessing the usability of smartwatches for academic cheating during exams 评估智能手表在考试中作弊的可用性
Stephanie Wong, Lillian Yang, B. Riecke, Emily S. Cramer, Carman Neustaedter
Smartwatches are growing in usage, yet they come with the additional challenge of regulating their usage during the taking of academic tests. However, it is unclear how effective they are at actually allowing students to cheat. We conducted an experiment that examines the use of smartwatches for cheating on Multiple-Choice Questions (MCQ) and Short Answers (SA) with either Pictures/Text shown on the watch to aid students. Our results indicate that smartwatches are neither efficient nor have a high usability rating for cheating. However, students are able to score higher on Multiple-Choice Questions compared to Short Answers. We use the cheating paradigm as an example to understand the perceived usability and appropriation of smartwatches in an academic setting. We provide suggestions that help to deter cheating in an academic setting. Our study contributes to the research on academic integrity and the growing demand of wearable technologies.
智能手表的使用越来越多,但它们也带来了额外的挑战,即在参加学术考试时如何规范它们的使用。然而,目前还不清楚他们在允许学生作弊方面的效果如何。我们进行了一项实验,检查智能手表在多项选择题(MCQ)和简答题(SA)中作弊的使用情况,手表上显示图片或文字来帮助学生。我们的研究结果表明,智能手表在欺骗方面既不高效,也没有很高的可用性评级。然而,与简答题相比,学生在选择题上的得分更高。我们以作弊范例为例来理解智能手表在学术环境中的感知可用性和挪用。我们提供的建议有助于防止在学术环境中作弊。我们的研究有助于学术诚信研究和可穿戴技术日益增长的需求。
{"title":"Assessing the usability of smartwatches for academic cheating during exams","authors":"Stephanie Wong, Lillian Yang, B. Riecke, Emily S. Cramer, Carman Neustaedter","doi":"10.1145/3098279.3098568","DOIUrl":"https://doi.org/10.1145/3098279.3098568","url":null,"abstract":"Smartwatches are growing in usage, yet they come with the additional challenge of regulating their usage during the taking of academic tests. However, it is unclear how effective they are at actually allowing students to cheat. We conducted an experiment that examines the use of smartwatches for cheating on Multiple-Choice Questions (MCQ) and Short Answers (SA) with either Pictures/Text shown on the watch to aid students. Our results indicate that smartwatches are neither efficient nor have a high usability rating for cheating. However, students are able to score higher on Multiple-Choice Questions compared to Short Answers. We use the cheating paradigm as an example to understand the perceived usability and appropriation of smartwatches in an academic setting. We provide suggestions that help to deter cheating in an academic setting. Our study contributes to the research on academic integrity and the growing demand of wearable technologies.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134555534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Workshop on object recognition for input and mobile interaction 输入和移动交互的对象识别研讨会
H. Yeo, Gierad Laput, N. Gillian, A. Quigley
Today we can see an increasing number of object recognition systems of very different sizes, portability, embedability and form factors which are starting to become part of the ubiquitous, tangible, mobile and wearable computing ecosystems that we might make use of in our daily lives. These systems rely on a variety of technologies including computer vision, radar, acoustic sensing, tagging and smart objects. Such systems open up a wide-range of new forms of touchless and mobile interaction. With systems deployed in mobile products then using everyday objects that can be found in the office or home, we can realise new applications and novel types of interaction. Object based interactions might revolutionise how people interact with a computer. System could be used in conjunction with a mobile phone, for example it could be trained to open a recipe app when you hold a phone to your stomach, or change its settings when operating with a gloved hand. Although the last few years have seen an increasing amount of research in this area, knowledge about this subject remains under explored, fragmented, and cuts across a set of related but heterogeneous issues. This workshop brings together researchers and practitioners interested in the challenges posed by Object Recognition for Input and Mobile Interaction.
今天,我们可以看到越来越多的物体识别系统,它们的大小、便携性、可嵌入性和外形因素各不相同,它们开始成为无处不在、有形、移动和可穿戴的计算生态系统的一部分,我们可能会在日常生活中使用它们。这些系统依赖于各种技术,包括计算机视觉、雷达、声学传感、标签和智能物体。这样的系统开辟了广泛的新形式的非触摸和移动交互。随着系统部署在移动产品中,然后使用办公室或家中的日常物品,我们可以实现新的应用程序和新颖的交互类型。基于对象的交互可能会彻底改变人与计算机的交互方式。该系统可以与手机配合使用,例如,当你把手机放在肚子上时,它可以被训练成打开食谱应用程序,或者在戴着手套的手操作时改变它的设置。尽管在过去的几年里,这一领域的研究越来越多,但关于这一主题的知识仍然没有得到充分的探索,支离破碎,并且跨越了一系列相关但异构的问题。本次研讨会汇集了对输入和移动交互的对象识别所带来的挑战感兴趣的研究人员和实践者。
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引用次数: 2
CETA: designing mixed-reality tangible interaction to enhance mathematical learning CETA:设计混合现实有形交互以增强数学学习
Sebastián Marichal, A. Rosales, Fernando González Perilli, A. Pires, Ewelina Bakala, Gustavo Sansone, J. Blat
The benefits of applying technology to education have been often questioned. Learning through digital devices might imply reducing the children's physical interaction with the real world, when cognitive theories hold that such interaction is essential to develop abstract concepts in Mathematics or Physics. However, conflicting reports suggest that tangible interaction does not always improve engagement or learning. A central question is how cognitive theories can be successfully applied to the design of interactive systems in order to achieve enhanced learning experiences. In this paper we discuss the interaction design of a mixed-reality system for mathematics learning for school-aged children. Our design approach combines inspiration from previous frameworks with a user-centered design process with early prototype evaluations. As a result of this process we have created a mixed-reality environment for low-cost tablets and an augmented version of the Cuisenaire rods, a milestone of the manipulatives for mathematics learning.
将技术应用于教育的好处经常受到质疑。通过数字设备学习可能意味着减少儿童与现实世界的物理互动,而认知理论认为这种互动对于发展数学或物理中的抽象概念至关重要。然而,相互矛盾的报告表明,有形的互动并不总是能提高参与度或学习效果。一个核心问题是如何将认知理论成功地应用于交互系统的设计中,以实现增强的学习体验。本文讨论了一个用于学龄儿童数学学习的混合现实系统的交互设计。我们的设计方法结合了以前框架的灵感,以用户为中心的设计过程和早期的原型评估。在这个过程中,我们为低成本的平板电脑和增强版的Cuisenaire棒创造了一个混合现实环境,这是数学学习的一个里程碑。
{"title":"CETA: designing mixed-reality tangible interaction to enhance mathematical learning","authors":"Sebastián Marichal, A. Rosales, Fernando González Perilli, A. Pires, Ewelina Bakala, Gustavo Sansone, J. Blat","doi":"10.1145/3098279.3098536","DOIUrl":"https://doi.org/10.1145/3098279.3098536","url":null,"abstract":"The benefits of applying technology to education have been often questioned. Learning through digital devices might imply reducing the children's physical interaction with the real world, when cognitive theories hold that such interaction is essential to develop abstract concepts in Mathematics or Physics. However, conflicting reports suggest that tangible interaction does not always improve engagement or learning. A central question is how cognitive theories can be successfully applied to the design of interactive systems in order to achieve enhanced learning experiences. In this paper we discuss the interaction design of a mixed-reality system for mathematics learning for school-aged children. Our design approach combines inspiration from previous frameworks with a user-centered design process with early prototype evaluations. As a result of this process we have created a mixed-reality environment for low-cost tablets and an augmented version of the Cuisenaire rods, a milestone of the manipulatives for mathematics learning.","PeriodicalId":120153,"journal":{"name":"Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2017-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132063430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 30
期刊
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services
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