We conducted a comparative analysis of young students' interactions with digital and print versions of an informational magazine. Using mixed-methods design, fourth- and fifth-grade students were exposed to two magazine articles, one on a tablet and the other on paper. The students were surveyed on their preference of medium, engagement with the articles and retention of the information. Analysis revealed that the medium in which content was delivered made little effect on engagement or retention, but students showed a significant preference for the tablet devices. Based on observations of the students and quotes from a focus group discussion, we also provide an initial set of interaction-related and content-related design recommendations. These recommendations should prove useful to designers presenting informational, multimedia content on tablet devices and researchers hoping to measure new styles of interaction.
{"title":"Digital classroom magazines: design considerations for young learners","authors":"Jeff Stern","doi":"10.1145/2559206.2579412","DOIUrl":"https://doi.org/10.1145/2559206.2579412","url":null,"abstract":"We conducted a comparative analysis of young students' interactions with digital and print versions of an informational magazine. Using mixed-methods design, fourth- and fifth-grade students were exposed to two magazine articles, one on a tablet and the other on paper. The students were surveyed on their preference of medium, engagement with the articles and retention of the information. Analysis revealed that the medium in which content was delivered made little effect on engagement or retention, but students showed a significant preference for the tablet devices. Based on observations of the students and quotes from a focus group discussion, we also provide an initial set of interaction-related and content-related design recommendations. These recommendations should prove useful to designers presenting informational, multimedia content on tablet devices and researchers hoping to measure new styles of interaction.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128547254","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}
Ali Moradian, Maaz Nasir, Kelly A. Lyons, R. Leung, S. Sim
Collaborative brainstorming does not always result in more ideas or higher quality ideas than working individually. We designed a system with game elements to incent participation in a collaborative creative idea generation processes of brainstorming followed by a convergence activity. We compared teams using the system with and without game elements to investigate the effect of the elements on collaborative work activities. Preliminary results suggest that game elements can help teams produce more ideas during brainstorming and engage in more discussion during a subsequent convergence activity, without negatively affecting idea quality.
{"title":"Gamification of collaborative idea generation and convergence","authors":"Ali Moradian, Maaz Nasir, Kelly A. Lyons, R. Leung, S. Sim","doi":"10.1145/2559206.2581253","DOIUrl":"https://doi.org/10.1145/2559206.2581253","url":null,"abstract":"Collaborative brainstorming does not always result in more ideas or higher quality ideas than working individually. We designed a system with game elements to incent participation in a collaborative creative idea generation processes of brainstorming followed by a convergence activity. We compared teams using the system with and without game elements to investigate the effect of the elements on collaborative work activities. Preliminary results suggest that game elements can help teams produce more ideas during brainstorming and engage in more discussion during a subsequent convergence activity, without negatively affecting idea quality.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128617431","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}
M. Aylett, P. Kristensson, S. Whittaker, Yolanda Vazquez-Alvarez
It's an old story. A relationship built on promises turns to bitterness and recriminations. But speech technology has changed: Yes, we know we hurt you, we know things didn't turn out the way we hoped, but can't we put the past behind us? We need you, we need design. And you? You need us. How can you fulfill a dream of pervasive technology without us? So let's look at what went wrong. Let's see how we can fix this thing. For the sake of little Siri, she needs a family. She needs to grow into more than a piece of PR, and maybe, if we could only work out our differences, just maybe, think of the magic we might make together.
{"title":"None of a CHInd: relationship counselling for HCI and speech technology","authors":"M. Aylett, P. Kristensson, S. Whittaker, Yolanda Vazquez-Alvarez","doi":"10.1145/2559206.2578868","DOIUrl":"https://doi.org/10.1145/2559206.2578868","url":null,"abstract":"It's an old story. A relationship built on promises turns to bitterness and recriminations. But speech technology has changed: Yes, we know we hurt you, we know things didn't turn out the way we hoped, but can't we put the past behind us? We need you, we need design. And you? You need us. How can you fulfill a dream of pervasive technology without us? So let's look at what went wrong. Let's see how we can fix this thing. For the sake of little Siri, she needs a family. She needs to grow into more than a piece of PR, and maybe, if we could only work out our differences, just maybe, think of the magic we might make together.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128801026","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}
Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge in competitive multiplayer video games. As a balance of between player skill and challenge experienced is necessary for optimal player experience, this experimental study investigates the effects of mDDA and awareness of its presence on player performance and experience using subjective and biometric measures. Early analysis indicates that mDDA normalizes performance and challenge as expected, but awareness of its presence can reduce its effectiveness.
{"title":"The effect of multiplayer dynamic difficulty adjustment on the player experience of video games","authors":"Alexander Baldwin, Daniel M. Johnson, Peta Wyeth","doi":"10.1145/2559206.2581285","DOIUrl":"https://doi.org/10.1145/2559206.2581285","url":null,"abstract":"Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge in competitive multiplayer video games. As a balance of between player skill and challenge experienced is necessary for optimal player experience, this experimental study investigates the effects of mDDA and awareness of its presence on player performance and experience using subjective and biometric measures. Early analysis indicates that mDDA normalizes performance and challenge as expected, but awareness of its presence can reduce its effectiveness.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124658156","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}
D. M. Plasencia, Jarrod Knibbe, A. Haslam, Eddie James Latimer, Barney Dennis, Gareth J. Lewis, M. Whiteley, D. Coyle
Tabletop systems are great platforms for collaborative work and social interaction. However, many fail to also accommodate contents visible only to some users, or they do so by reducing the surface visible to the rest of the users. We present ReflectoSlates, which combines a chest mounted camera-projector system connected to the user's mobile device and retroreflective sheets (ReflectoSlates). When placed on the tabletop, ReflectoSlates allow users to see their private contents while other users continue to see the tabletop. They can be lifted and moved while still displaying each user's individual content. Users can also interact with them using mid-air gestures detected by the camera-projector system. This way they do not interfere with other users when their contents are in the tabletop, or they can continue to interact with them, when they lift the ReflectoSlate or walk away from the tabletop.
{"title":"ReflectoSlates: personal overlays for tabletops combining camera-projector systems and retroreflective materials","authors":"D. M. Plasencia, Jarrod Knibbe, A. Haslam, Eddie James Latimer, Barney Dennis, Gareth J. Lewis, M. Whiteley, D. Coyle","doi":"10.1145/2559206.2581269","DOIUrl":"https://doi.org/10.1145/2559206.2581269","url":null,"abstract":"Tabletop systems are great platforms for collaborative work and social interaction. However, many fail to also accommodate contents visible only to some users, or they do so by reducing the surface visible to the rest of the users. We present ReflectoSlates, which combines a chest mounted camera-projector system connected to the user's mobile device and retroreflective sheets (ReflectoSlates). When placed on the tabletop, ReflectoSlates allow users to see their private contents while other users continue to see the tabletop. They can be lifted and moved while still displaying each user's individual content. Users can also interact with them using mid-air gestures detected by the camera-projector system. This way they do not interfere with other users when their contents are in the tabletop, or they can continue to interact with them, when they lift the ReflectoSlate or walk away from the tabletop.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124699081","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}
{"title":"Session details: Panel 102","authors":"Gilian Hayes, K. Truong","doi":"10.1145/3250869","DOIUrl":"https://doi.org/10.1145/3250869","url":null,"abstract":"","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129884899","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}
Smart homes with advanced building technologies can react to sensor triggers in a variety of preconfigured ways. These rules are usually only visible within designated configuration interfaces. For this reason inhabitants who are not actively involved in the configuration process can be taken by surprise by the effects of such rules, such as for example the unexpected automated actions of lights or shades. To provide these inhabitants with better means to understand their home, as well as to increase their motivation to actively engage with its configuration, we propose Casalendar, a visualization that integrates the status of smart home technologies into the familiar interface of a calendar. We present our design and initial findings about the application of a temporal metaphor in smart home interfaces.
{"title":"Casalendar: a temporal interface for automated homes","authors":"Sarah Mennicken, Jonas Hofer, A. Dey, E. Huang","doi":"10.1145/2559206.2581321","DOIUrl":"https://doi.org/10.1145/2559206.2581321","url":null,"abstract":"Smart homes with advanced building technologies can react to sensor triggers in a variety of preconfigured ways. These rules are usually only visible within designated configuration interfaces. For this reason inhabitants who are not actively involved in the configuration process can be taken by surprise by the effects of such rules, such as for example the unexpected automated actions of lights or shades. To provide these inhabitants with better means to understand their home, as well as to increase their motivation to actively engage with its configuration, we propose Casalendar, a visualization that integrates the status of smart home technologies into the familiar interface of a calendar. We present our design and initial findings about the application of a temporal metaphor in smart home interfaces.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129927334","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}
This paper presents a study attempting to investigate player experience by examining nouns and adjectives used in online game reviews. Built on our previous lexical analysis of adjectives in online game reviews, we argue that nouns together with adjectives will likely provide richer information than adjectives alone. We adopted a revised lexical approach and analyzed nouns and adjectives from 821,122 structured reviews provided by different stakeholders in the game community (e.g., players, developers, and producer etc.) 97 factors were identified and ranked from 5,130 unique terms. Results were presented and discussed.
{"title":"What nouns and adjectives in online game reviews can tell us about player experience?","authors":"Miaoqi Zhu, Xiaowen Fang","doi":"10.1145/2559206.2589648","DOIUrl":"https://doi.org/10.1145/2559206.2589648","url":null,"abstract":"This paper presents a study attempting to investigate player experience by examining nouns and adjectives used in online game reviews. Built on our previous lexical analysis of adjectives in online game reviews, we argue that nouns together with adjectives will likely provide richer information than adjectives alone. We adopted a revised lexical approach and analyzed nouns and adjectives from 821,122 structured reviews provided by different stakeholders in the game community (e.g., players, developers, and producer etc.) 97 factors were identified and ranked from 5,130 unique terms. Results were presented and discussed.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130409223","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}
Feedback from users is an invaluable part of the product design process. Prototypes of varying levels of detail are frequently used to solicit this feedback for attributes related to the physical and user experience aspects of a product. There are limitations to current approaches. Accurate feedback is most useful early in the design process where changes to a product are easier to make. At the same time highly detailed prototypes which allow accurate feedback are generally not available until later in the design process after major design decisions have already been made. This paper will discuss Augmented Reality as a potential solution to this problem by combining physical attributes with easily changeable virtual aspects.
{"title":"Enhancing augmented reality for use in product design","authors":"Timothy G. Purdy, Young Mi Choi","doi":"10.1145/2559206.2581251","DOIUrl":"https://doi.org/10.1145/2559206.2581251","url":null,"abstract":"Feedback from users is an invaluable part of the product design process. Prototypes of varying levels of detail are frequently used to solicit this feedback for attributes related to the physical and user experience aspects of a product. There are limitations to current approaches. Accurate feedback is most useful early in the design process where changes to a product are easier to make. At the same time highly detailed prototypes which allow accurate feedback are generally not available until later in the design process after major design decisions have already been made. This paper will discuss Augmented Reality as a potential solution to this problem by combining physical attributes with easily changeable virtual aspects.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126678197","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}