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Lessons learned: designing a mobile application for teaching computer science concepts to middle school girls 经验教训:设计一个向中学女生教授计算机科学概念的移动应用程序
R. Ross, Wenjin Zhou
While the technology field is growing very fast and is important to our day-to-day lives, very few women consider this field as one they would like to pursue. While the reasons for this are primarily cultural, early exposure to these fields is also very important. In this small study, we tested a customized mobile application (App) we designed to teach middle school girls about computer science concepts. We used surveys to determine which content presentation methods were more effective for learning and to find out their perception of the App. We also tracked participants' movements in the App. We found that among our 7 participants, interactive presentation methods seemed to be better for teaching than heavy text-based methods. We also found out that no participant took the same path through the App. We hope the results from this preliminary study will help add to the knowledge of this demographic in both teaching and design work.
虽然科技领域发展迅速,对我们的日常生活很重要,但很少有女性认为这是她们想要追求的领域。虽然这主要是文化原因,但早期接触这些领域也非常重要。在这个小型研究中,我们测试了一个定制的移动应用程序(App),我们设计了这个应用程序来教授中学女生计算机科学概念。我们使用调查来确定哪种内容演示方法对学习更有效,并找出他们对应用程序的看法。我们还跟踪了参与者在应用程序中的动作。我们发现,在我们的7名参与者中,交互式演示方法似乎比基于文本的繁重方法更适合教学。我们还发现,没有参与者通过App选择相同的路径。我们希望这项初步研究的结果将有助于在教学和设计工作中增加对这一人群的了解。
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引用次数: 1
Exploring best practices for card interactions through a three-method triangulation 通过三种方法三角测量探索卡片交互的最佳实践
J. McNally, Frank Bentley, S. Peesapati, S. Ponnada
We describe a series of studies using three methods to understand usage of a cards-based mobile queryless search experience. An existing product was chosen as stimuli to allow for quick execution to learn from participants who have had experience over an extended period of time, as opposed to only studying first time use. Findings from these studies provide implications that can be used to inform products aimed at satisfying user needs for personal information while on the go. Focus is placed on the ability for queryless search results to display actionable information as well as provide direct actions without additional clicks.
我们描述了一系列的研究,使用三种方法来理解基于卡片的移动无查询搜索体验的使用情况。选择一个现有的产品作为刺激,以允许快速执行,从有长期经验的参与者那里学习,而不是只研究第一次使用。这些研究的发现提供了一些启示,可以用来指导旨在满足用户在旅途中对个人信息需求的产品。重点放在无查询搜索结果显示可操作信息的能力上,以及提供无需额外点击的直接操作。
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引用次数: 0
Clothes integrated visual markers as self-expression tool 服装整合了视觉标记作为自我表达的工具
Paula Roinesalo, Juho Rantakari, Lasse Virtanen, Jonna Häkkilä
In this demo, we present a concept where garment-integrated visual markers are used for self-expression. We present a wearable design, where clothing design style integrates with the visual design of AR markers, which are read with a mobile phone or tablet. The garment functions as a platform for self-expression, and the demo illustrates how both the AR content and the placement of the markers can play a role in the self-expression.
在这个演示中,我们提出了一个概念,将服装集成视觉标记用于自我表达。我们提出了一种可穿戴设计,将服装设计风格与AR标记的视觉设计相结合,通过手机或平板电脑读取。服装的功能是作为一个自我表达的平台,演示说明了AR内容和标记的位置如何在自我表达中发挥作用。
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引用次数: 7
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct 第18届移动设备与服务人机交互国际会议论文集
F. Paternò, Kaisa Väänänen, K. Church, Jonna Häkkilä, A. Krüger, M. Serrano
MobileHCI brings together people from diverse backgrounds and areas of expertise to provide a truly multidisciplinary forum. Academics, hardware and software developers, designers and practitioners alike can discuss challenges encountered on different frontiers of mobility, as well as potential solutions that will advance the field. The conference covers both academic and industry research, ranging from fundamental interaction models and techniques to social and cultural aspects of everyday life with mobile technologies.
MobileHCI汇集了来自不同背景和专业领域的人们,提供了一个真正的多学科论坛。学者、硬件和软件开发人员、设计师和实践者都可以讨论在不同的移动前沿遇到的挑战,以及将推动该领域发展的潜在解决方案。会议涵盖了学术和行业研究,从基本的交互模型和技术到日常生活中使用移动技术的社会和文化方面。
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引用次数: 26
Info-Bead group modeling in a mobile scenario 移动场景中的信息头组建模
T. Kuflik, Yuri Variat, E. Dim, Yevgeni Mumblat
The mobile scenario is an extremely challenging one when it comes to providing personalized, context aware services to mobile users. Users may dynamically and continuously enter and leave smart environments that may offer them relevant services. However, the environments may not know anything about the users and hence, providing personalized, context aware services becomes a challenge: users need to be identified, queried for their preferences and monitored before a service can be provided. The lack of standard, easy to use personalization infrastructure worsens the problem -- every service provider needs to build a proprietary, add-hoc user modeling component from scratch, thus to invest considerable effort in the task. This work builds on top of previous work on Info-Beads user modeling. Following past research, it suggests an Info-Beads approach for mobile user modeling for monitoring users and enabling standardization in building user models, reusing both components and data. The specific contribution is to allow monitoring mobile users, reasoning on their data and creating individual and group models from it. We demonstrate the ideas in the area of media content recommendations for groups and individual mobile users in smart environments, as a possible case study.
当涉及到向移动用户提供个性化的上下文感知服务时,移动场景是一个极具挑战性的场景。用户可以动态地、持续地进入和离开可能为他们提供相关服务的智能环境。然而,环境可能对用户一无所知,因此,提供个性化的、上下文感知的服务成为一项挑战:在提供服务之前,需要识别用户,查询用户的首选项并对其进行监视。缺乏标准的、易于使用的个性化基础设施使问题变得更糟——每个服务提供者都需要从头构建一个专有的、特别的用户建模组件,因此在这项任务上投入了相当大的精力。这项工作建立在之前对Info-Beads用户建模工作的基础之上。根据过去的研究,本文提出了一种用于移动用户建模的Info-Beads方法,用于监控用户,并在构建用户模型时实现标准化,同时重用组件和数据。具体的贡献是允许监控移动用户,对他们的数据进行推理,并从中创建个人和群体模型。我们在智能环境中为群体和个人移动用户展示媒体内容推荐领域的想法,作为一个可能的案例研究。
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引用次数: 0
Multi-level interaction with an LED-matrix edge display 多级交互与led矩阵边缘显示
Henning Pohl, Bastian Krefeld, M. Rohs
Interaction with mobile devices currently requires close engagement with them. For example, users need to pick them up and unlock them, just to check whether the last notification was for an urgent message. But such close engagement is not always desirable, e.g., when working on a project with the phone just laying around on the table. Instead, we explore around-device interactions to bring up and control notifications. As users get closer to the device, more information is revealed and additional input options become available. This allows users to control how much they want to engage with the device. For feedback, we use a custom LED-matrix display prototype on the edge of the device. This allows for coarse, but bright, notifications in the periphery of attention, but scales up to allow for slightly higher resolution feedback as well.
目前,与移动设备的交互需要与它们密切接触。例如,用户需要拿起它们并解锁它们,只是为了检查最近的通知是否是紧急消息。但这种亲密接触并不总是可取的,例如,当你在做一个项目时,手机就放在桌子上。相反,我们探索与设备之间的交互,以显示和控制通知。随着用户越来越接近设备,更多的信息会被显示出来,更多的输入选项也会变得可用。这允许用户控制他们想要在多大程度上参与到设备中。为了反馈,我们在设备的边缘使用了一个定制的led矩阵显示原型。这允许在注意力的外围出现粗糙但明亮的通知,但也可以扩展到允许更高分辨率的反馈。
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引用次数: 0
MovingScreen: selecting hard-to-reach targets with automatic comfort zone calibration on mobile devices MovingScreen:移动设备自动舒适区校准,选择难以到达的目标
Hsin-Ruey Tsai, Da-Yuan Huang, Chen-Hsin Hsieh, Lee-Ting Huang, Y. Hung
Smartphone screen size becomes larger nowadays. However, it causes users hard to reach a target with the thumb when using the smartphone in one hand. We propose an interaction method MovingScreen to solve the hard-to-reach problem by making the smartphone screen view movable. Users move the screen view to make the target into their comfort zone, an area users comfortably performing touch input with the thumb. They then select a target easily. Using the proposed triggering gesture bezel-scroll, MovingScreen automatically calibrates the comfort zone. Bezel-scroll detects the comfort zone and provides different screen moving ratios for users in different poses to hold the smartphone. Users are even allowed to adjust screen moving speed by altering bezel-scroll length. We evaluate performance of MovingScreen and other methods in a user study. The results show that MovingScreen has similar selection time (1030.58ms) but lower error rate (4.57%) to the other methods.
现在智能手机的屏幕越来越大。然而,当用户单手使用智能手机时,它会导致用户难以用拇指达到目标。我们提出了一种交互方法MovingScreen,通过移动智能手机的屏幕视图来解决难以触及的问题。用户移动屏幕视图,使目标进入他们的舒适区,一个用户舒适地用拇指进行触摸输入的区域。然后他们很容易地选择一个目标。使用提议的触发手势边框滚动,MovingScreen自动校准舒适区。边框卷轴可以检测舒适区域,并为不同姿势的用户提供不同的屏幕移动比例。用户甚至可以通过改变边框滚动长度来调整屏幕移动速度。我们在用户研究中评估了MovingScreen和其他方法的性能。结果表明,MovingScreen的选择时间(1030.58ms)与其他方法相似,但错误率(4.57%)较低。
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引用次数: 8
If this, then habit: exploring context-aware implementation intentions on smartphones 如果是这样,那么习惯:探索智能手机上的上下文感知实现意图
C. Pinder, Jo Vermeulen, Adhi Wicaksono, R. Beale, R. Hendley
Implementation intentions, 'if-then' plans where 'if's are contextual cues and 'then's are specific goal-related behaviours, hold much promise as an effective behaviour change technique to support habit formation. Nevertheless, they have been underused in digital behaviour change interventions. To address this gap, we outline a novel design of an implementation intention intervention that exploits the context-aware functionality of smartphones to extend the scope of these goal constructs. The results of a probe study and qualitative data from an elicitation survey are presented, from which we derive a set of key design recommendations and pointers for future research.
执行意图,“如果-那么”计划,其中“如果”是上下文线索,“然后”是具体的目标相关行为,作为一种有效的行为改变技术,支持习惯的形成。然而,它们在数字行为改变干预措施中并未得到充分利用。为了解决这一差距,我们概述了一种新颖的实现意图干预设计,该设计利用智能手机的上下文感知功能来扩展这些目标结构的范围。本文介绍了一项探索性研究的结果和一项启发式调查的定性数据,从中我们得出了一套关键的设计建议和未来研究的指针。
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引用次数: 23
Aesthetic physical items for visualizing personal sleep data 用于可视化个人睡眠数据的美学物理项目
Jonna Häkkilä, Lasse Virtanen
In the area of wellness and health, people are currently logging and monitoring an increasing amount of information of their everyday lives. The visualization of the logged data is currently typically presented in a mobile phone app. Here, we present our ongoing research on physical visualizations of sleep data, monitored with a wearable sensor. Our aim is to create tangible artifacts where the data has been integrated to the design in an aesthetic way, and hence provide information appliances that people can reflect upon.
在健康和保健领域,人们目前正在记录和监测越来越多的日常生活信息。记录数据的可视化目前通常在手机应用程序中呈现。在这里,我们展示了我们正在进行的关于睡眠数据物理可视化的研究,使用可穿戴传感器进行监控。我们的目标是创建有形的工件,其中数据以美学的方式集成到设计中,从而提供人们可以反思的信息设备。
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引用次数: 5
The role and impact of aesthetics in designing mobile devices 美学在设计移动设备中的作用和影响
Jonna Häkkilä, O. Juhlin, Susanne CJ Boll, Ashley Colley
This workshop addresses a topic, which has been relatively (and surprisingly) little considered among mobile HCI research -- aesthetics in design. Whereas research in the area is under represented, aesthetics is one of the key parameters in product design, and an important part of user experience. By understanding the role and impact of aesthetics, we can better understand user behavior and preferences, create better user interfaces, and improve our design processes. As mobile HCI is expanding in mass markets to new areas and form factors such as bracelets, glasses and smart clothing, the possibilities for designers are growing. In this workshop, we consider, e.g., user research, design research, prototypes and case studies related to aesthetics in designing mobile devices and interactions, and draw a research agenda for the future.
本次研讨会讨论了一个在移动HCI研究中相对(而且令人惊讶地)很少考虑的主题——设计中的美学。尽管这一领域的研究不足,但美学是产品设计的关键参数之一,也是用户体验的重要组成部分。通过理解美学的作用和影响,我们可以更好地理解用户行为和偏好,创造更好的用户界面,并改进我们的设计过程。随着移动HCI在大众市场向新的领域和形式扩展,如手环、眼镜和智能服装,设计师的可能性也在增加。在本次研讨会中,我们将考虑用户研究、设计研究、与设计移动设备和交互中的美学相关的原型和案例研究,并为未来制定研究议程。
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引用次数: 0
期刊
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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