Despite the present abundance of approaches and information related to creative thinking, three basic human traits have been completely overlooked although that, if cautiously used, can considerably contribute to the creative process. Not coincidentally, these traits are also the ones that education has traditionally demonized and designated as its major enemies: stupidity, ignorance and nonsense. The aim of this paper is to shed light on the positive aspects of these defamed traits but also provide practical advice on how they can be used for sparking and nurturing creative thinking and innovative design.
{"title":"Abba-dabba-ooga-booga-hoojee-goojee-yabba-dabba-doo: stupidity, ignorance & nonsense as tools for nurturing creative thinking","authors":"Dimitris Grammenos","doi":"10.1145/2559206.2578860","DOIUrl":"https://doi.org/10.1145/2559206.2578860","url":null,"abstract":"Despite the present abundance of approaches and information related to creative thinking, three basic human traits have been completely overlooked although that, if cautiously used, can considerably contribute to the creative process. Not coincidentally, these traits are also the ones that education has traditionally demonized and designated as its major enemies: stupidity, ignorance and nonsense. The aim of this paper is to shed light on the positive aspects of these defamed traits but also provide practical advice on how they can be used for sparking and nurturing creative thinking and innovative design.","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":"125783787","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 proposes a novel system that displays diverse information fragments to enhance troubleshooting efficiency. We focus on supporting the technicians performing on-site network troubleshooting by developing a knowledge management system. Most prior work assumes that the professional technicians know the precise terms suitable for accessing keyword-based search systems. A six day ethnographic study and a laboratory experiment find that keyword-based search is not efficient for supporting on-site network troubleshooting. We derive three design requirements from these studies, (1)Display diverse information fragments for divergent thinking, (2)Support of veering between causes and symptoms to stimulate convergent thinking and (3)Navigation system for getting information quickly. A prototype based on these design requirements is created. We believe this research can be used to troubleshoot other complex systems similar to networks where there are many components that must be coordinated.
{"title":"Diverse information fragments to enhance troubleshooting efficiency","authors":"Ryo Yamashita, Chihiro Takayama, Takehiko Ohno","doi":"10.1145/2559206.2581272","DOIUrl":"https://doi.org/10.1145/2559206.2581272","url":null,"abstract":"This paper proposes a novel system that displays diverse information fragments to enhance troubleshooting efficiency. We focus on supporting the technicians performing on-site network troubleshooting by developing a knowledge management system. Most prior work assumes that the professional technicians know the precise terms suitable for accessing keyword-based search systems. A six day ethnographic study and a laboratory experiment find that keyword-based search is not efficient for supporting on-site network troubleshooting. We derive three design requirements from these studies, (1)Display diverse information fragments for divergent thinking, (2)Support of veering between causes and symptoms to stimulate convergent thinking and (3)Navigation system for getting information quickly. A prototype based on these design requirements is created. We believe this research can be used to troubleshoot other complex systems similar to networks where there are many components that must be coordinated.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"44 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":"125826721","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}
Charles D. Stolper, Florian Foerster, Minsuk Kahng, Zhiyuan Jerry Lin, Aakash Goel, J. Stasko, Duen Horng Chau
There is a wealth of visualization techniques available for graph and network visualization. However, each of these techniques was designed for a specific task. Many graph visualization techniques and the transitions between them can be specified using a set of operations on the visualization elements such as positioning or resizing nodes, showing or hiding edges, or showing or hiding axes. We term these operations Graph-Level Operations or GLOs. Our goal is to identify and provide a comprehensive set of these operations in order to better support the broadest range of graph and network analysis tasks. Here we present early results of our work, including a preliminary set of operations and an example application of GLOs in transitioning between familiar graph visualization techniques.
{"title":"GLOs: graph-level operations for exploratory network visualization","authors":"Charles D. Stolper, Florian Foerster, Minsuk Kahng, Zhiyuan Jerry Lin, Aakash Goel, J. Stasko, Duen Horng Chau","doi":"10.1145/2559206.2581239","DOIUrl":"https://doi.org/10.1145/2559206.2581239","url":null,"abstract":"There is a wealth of visualization techniques available for graph and network visualization. However, each of these techniques was designed for a specific task. Many graph visualization techniques and the transitions between them can be specified using a set of operations on the visualization elements such as positioning or resizing nodes, showing or hiding edges, or showing or hiding axes. We term these operations Graph-Level Operations or GLOs. Our goal is to identify and provide a comprehensive set of these operations in order to better support the broadest range of graph and network analysis tasks. Here we present early results of our work, including a preliminary set of operations and an example application of GLOs in transitioning between familiar graph visualization techniques. ","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"144 12 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":"129524339","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}
Roy Shilkrot, Jochen Huber, Connie Liu, P. Maes, Suranga Nanayakkara
Visually impaired people report numerous difficulties with accessing printed text using existing technology, including problems with alignment, focus, accuracy, mobility and efficiency. We present a finger worn device that assists the visually impaired with effectively and efficiently reading paper-printed text. We introduce a novel, local-sequential manner for scanning text which enables reading single lines, blocks of text or skimming the text for important sections while providing real-time auditory and tactile feedback. The design is motivated by preliminary studies with visually impaired people, and it is small-scale and mobile, which enables a more manageable operation with little setup.
{"title":"FingerReader: a wearable device to support text reading on the go","authors":"Roy Shilkrot, Jochen Huber, Connie Liu, P. Maes, Suranga Nanayakkara","doi":"10.1145/2559206.2581220","DOIUrl":"https://doi.org/10.1145/2559206.2581220","url":null,"abstract":"Visually impaired people report numerous difficulties with accessing printed text using existing technology, including problems with alignment, focus, accuracy, mobility and efficiency. We present a finger worn device that assists the visually impaired with effectively and efficiently reading paper-printed text. We introduce a novel, local-sequential manner for scanning text which enables reading single lines, blocks of text or skimming the text for important sections while providing real-time auditory and tactile feedback. The design is motivated by preliminary studies with visually impaired people, and it is small-scale and mobile, which enables a more manageable operation with little setup.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"62 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":"128405331","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}
Understanding learner differences with sensors is increasingly important for effective learner modeling. Learner models based on a student's problem-solving actions and the automated interpretation of those actions have successfully advanced computer tutoring services. However, such transaction level actions provide insufficient detail about higher-rate cognitive variations, which may hold key information about individual differences in cognition and learning, and about factors that differentiate attention-switching strategies and instructional effects between individuals. To fill this gap, we have conducted a user study to investigate causal relationships between learners' expertise levels and patterns of interaction and attention during learning tasks by using an eye tracker and physiological sensors. In this paper, we validate our experimental test-bed built for inferring learners' cognitive processing states and diagnosing learning phases with sensors, and present initial results about expert-novice differences revealed in transaction level samples and sensor data streams.
{"title":"Understanding expert-novice differences in geometry problem-solving tasks: a sensor-based approach","authors":"Seungjun Kim, V. Aleven, A. Dey","doi":"10.1145/2559206.2581248","DOIUrl":"https://doi.org/10.1145/2559206.2581248","url":null,"abstract":"Understanding learner differences with sensors is increasingly important for effective learner modeling. Learner models based on a student's problem-solving actions and the automated interpretation of those actions have successfully advanced computer tutoring services. However, such transaction level actions provide insufficient detail about higher-rate cognitive variations, which may hold key information about individual differences in cognition and learning, and about factors that differentiate attention-switching strategies and instructional effects between individuals. To fill this gap, we have conducted a user study to investigate causal relationships between learners' expertise levels and patterns of interaction and attention during learning tasks by using an eye tracker and physiological sensors. In this paper, we validate our experimental test-bed built for inferring learners' cognitive processing states and diagnosing learning phases with sensors, and present initial results about expert-novice differences revealed in transaction level samples and sensor data streams.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"89 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":"128485123","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}
Hand gesture feedback systems using tactile or visual information can only be used in given situations because of the limitations of the device features such as the need for a battery. In this paper, we propose a half-implant device located on the fingernail. The half-implant device consists of a radio frequency (RF) receiving antenna, small electronic parts, and UV gel. The UV gel is used to glue the parts onto the user's nail and cover the parts meant to be waterproof. The device receives power from the RF antenna; therefore, it does not require a battery to function. It notifies whether the finger is in a target site by lighting an LED or activating a vibration motor. The primary benefit of this device is that the user can feel hand gesture feedback, anytime and anywhere. The device can be placed on the users' fingernail for approximately three weeks. To verify the devices' influence on the users' pointing task, we conducted a preliminary user study. The task success rate was 100% over the sessions with tactile and visual feedback and 97% without feedback. The experiment revealed that the tactile notification reduced the task time by 12.3 % compared to that of the test with no feedback.
{"title":"A half-implant device on fingernails","authors":"E. Tamaki, Ken Iwasaki","doi":"10.1145/2559206.2581293","DOIUrl":"https://doi.org/10.1145/2559206.2581293","url":null,"abstract":"Hand gesture feedback systems using tactile or visual information can only be used in given situations because of the limitations of the device features such as the need for a battery. In this paper, we propose a half-implant device located on the fingernail. The half-implant device consists of a radio frequency (RF) receiving antenna, small electronic parts, and UV gel. The UV gel is used to glue the parts onto the user's nail and cover the parts meant to be waterproof. The device receives power from the RF antenna; therefore, it does not require a battery to function. It notifies whether the finger is in a target site by lighting an LED or activating a vibration motor. The primary benefit of this device is that the user can feel hand gesture feedback, anytime and anywhere. The device can be placed on the users' fingernail for approximately three weeks. To verify the devices' influence on the users' pointing task, we conducted a preliminary user study. The task success rate was 100% over the sessions with tactile and visual feedback and 97% without feedback. The experiment revealed that the tactile notification reduced the task time by 12.3 % compared to that of the test with no feedback.","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":"129966301","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}
Digital games can engage children in therapeutic and learning activities. Incorporating living media in these games can create feelings of empathy and caring in users and add more motivation and involvement to the gameplay. We present, Rafigh, a living media interface designed to motivate children to play learning games that involve repetitive and sometimes boring tasks. In the current implementation the interface is used for speech intervention games. During gameplay, children practice their speech and care for a living mushroom colony in the process. The mushroom's growth is used to communicate how much speech is used, as an indicator of degree of speech practice, during interaction.
{"title":"Rafigh: a living media interface for learning games","authors":"Foad Hamidi, Melanie Baljko","doi":"10.1145/2559206.2574772","DOIUrl":"https://doi.org/10.1145/2559206.2574772","url":null,"abstract":"Digital games can engage children in therapeutic and learning activities. Incorporating living media in these games can create feelings of empathy and caring in users and add more motivation and involvement to the gameplay. We present, Rafigh, a living media interface designed to motivate children to play learning games that involve repetitive and sometimes boring tasks. In the current implementation the interface is used for speech intervention games. During gameplay, children practice their speech and care for a living mushroom colony in the process. The mushroom's growth is used to communicate how much speech is used, as an indicator of degree of speech practice, during interaction.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"12 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":"130086256","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}
Jaehyun Han, Seongkook Heo, Jiseong Gu, Geehyuk Lee
Relief is often used to add patterns to product surfaces, but interaction techniques for modeling relief on the surface of virtual objects have not received due attention. We adopt the repoussé and chasing artwork techniques in an alternative interaction technique for modeling relief on virtual surfaces. To support the interaction technique, we develop a double-sided touchpad called Trampoline that can detect the position and force of a finger touch on both sides. In addition, it provides an elastic feedback to users as the surface consists of an elastic fabric. With this device and the interaction technique developed, we implement a relief application and present modeling results that demonstrate the efficacy of our system.
{"title":"Trampoline: a double-sided elastic touch device for repoussé and chasing techniques","authors":"Jaehyun Han, Seongkook Heo, Jiseong Gu, Geehyuk Lee","doi":"10.1145/2559206.2581252","DOIUrl":"https://doi.org/10.1145/2559206.2581252","url":null,"abstract":"Relief is often used to add patterns to product surfaces, but interaction techniques for modeling relief on the surface of virtual objects have not received due attention. We adopt the repoussé and chasing artwork techniques in an alternative interaction technique for modeling relief on virtual surfaces. To support the interaction technique, we develop a double-sided touchpad called Trampoline that can detect the position and force of a finger touch on both sides. In addition, it provides an elastic feedback to users as the surface consists of an elastic fabric. With this device and the interaction technique developed, we implement a relief application and present modeling results that demonstrate the efficacy of our system.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"22 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":"129005016","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}
In this paper, we present beam, a mobile application that uses random acts of kindness to analyze and improve the mental health of its users. The concept was developed using an iterative, user-centered design process that included contextual inquiry, surveys, low and high-fidelity prototypes, and usability testing. Based on our initial research findings, we found that users tend to be pessimistic and focus on stress and negativity. We designed a mobile application that focuses on positive action and self-reflection to improve individual mental health. We used a combination of theory, design, and user research to influence users to become more optimistic -- linking the use of the application with mental health and mood improvements.
{"title":"Beam: a mobile application to improve happiness and mental health","authors":"Joyce Sakata, Mengdi Zhang, Shi-Wei Pu, Jianqi Xing, Kritika Versha","doi":"10.1145/2559206.2580931","DOIUrl":"https://doi.org/10.1145/2559206.2580931","url":null,"abstract":"In this paper, we present beam, a mobile application that uses random acts of kindness to analyze and improve the mental health of its users. The concept was developed using an iterative, user-centered design process that included contextual inquiry, surveys, low and high-fidelity prototypes, and usability testing. Based on our initial research findings, we found that users tend to be pessimistic and focus on stress and negativity. We designed a mobile application that focuses on positive action and self-reflection to improve individual mental health. We used a combination of theory, design, and user research to influence users to become more optimistic -- linking the use of the application with mental health and mood improvements.","PeriodicalId":125796,"journal":{"name":"CHI '14 Extended Abstracts on Human Factors in Computing Systems","volume":"26 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":"131056863","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}
R. Phillips, Jesse M. Blum, Michael A. Brown, S. Baurley
The Bee Lab project applies Citizen Science and Open Design to beekeeping, enabling participants to construct monitoring devices gathering reciprocal data, motivating participants and third parties. The presented approach uses design workshops to provide insight into the design of kits, user motivations, promoting reciprocal interests and address community problems. This paper signposts issues and opportunities in the process of designing Citizen Science tools for communities using Open Design to solve individual problems, including: downloadable design for social/local change, laypeople creating technology and repairable kits.
{"title":"Testing a grassroots citizen science venture using open design, \"the bee lab project\"","authors":"R. Phillips, Jesse M. Blum, Michael A. Brown, S. Baurley","doi":"10.1145/2559206.2581134","DOIUrl":"https://doi.org/10.1145/2559206.2581134","url":null,"abstract":"The Bee Lab project applies Citizen Science and Open Design to beekeeping, enabling participants to construct monitoring devices gathering reciprocal data, motivating participants and third parties. The presented approach uses design workshops to provide insight into the design of kits, user motivations, promoting reciprocal interests and address community problems. This paper signposts issues and opportunities in the process of designing Citizen Science tools for communities using Open Design to solve individual problems, including: downloadable design for social/local change, laypeople creating technology and repairable kits.","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":"130614900","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}