Kévin Bouillet, Sophie Lemonnier, F. Clanche, G. Gauchard
Dans une tâche collaborative entre un opérateur et un robot collaboratif (cobot), la cadence pourrait influencer les performances de travail ainsi que les comportements de l'humain, avec de potentielles répercussions sur sa santé. Nous analysons l'impact de la cadence (trois vitesses imposées) et du meneur (cobot/humain) de la cadence, sur la productivité, leurs interactions, les sollicitations biomécaniques, les ressources attentionnelles et la charge de travail. Vingt participants ont fabriqué des produits en collaboration avec un cobot. Les résultats suggéraient que la cadence imposée la plus rapide améliorait la production et les interactions au détriment d'une augmentation des sollicitations biomécaniques et de la charge de travail perçue. De plus, le fait que l'humain menait la cadence semblait légèrement améliorer la production, sans autre différence. Cette étude souligne l'importance d'adapter la cadence de travail aux capacités de l'opérateur, et indique qu'une cadence menée par l'opérateur pourrait préserver son capital santé sans dégrader la production.
{"title":"Influence de la cadence de production lors d'une situation collaborative humain-cobot sur les performances de travail et la santé de l'opérateur","authors":"Kévin Bouillet, Sophie Lemonnier, F. Clanche, G. Gauchard","doi":"10.1145/3583961.3583963","DOIUrl":"https://doi.org/10.1145/3583961.3583963","url":null,"abstract":"Dans une tâche collaborative entre un opérateur et un robot collaboratif (cobot), la cadence pourrait influencer les performances de travail ainsi que les comportements de l'humain, avec de potentielles répercussions sur sa santé. Nous analysons l'impact de la cadence (trois vitesses imposées) et du meneur (cobot/humain) de la cadence, sur la productivité, leurs interactions, les sollicitations biomécaniques, les ressources attentionnelles et la charge de travail. Vingt participants ont fabriqué des produits en collaboration avec un cobot. Les résultats suggéraient que la cadence imposée la plus rapide améliorait la production et les interactions au détriment d'une augmentation des sollicitations biomécaniques et de la charge de travail perçue. De plus, le fait que l'humain menait la cadence semblait légèrement améliorer la production, sans autre différence. Cette étude souligne l'importance d'adapter la cadence de travail aux capacités de l'opérateur, et indique qu'une cadence menée par l'opérateur pourrait préserver son capital santé sans dégrader la production.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"04 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131054240","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}
La Réalité Augmentée permet de faciliter la conception collaborative en superposant du contenu virtuel sur un objet physique. Cependant, des conflits peuvent survenir dans le partage de l’espace 3D lorsque plusieurs concepteurs ajoutent ou modifient du contenu virtuel au même endroit pour développer des idées différentes. De plus, même si la visibilité du contenu créé par un concepteur peut renforcer la créativité de ses collaborateurs, elle peut également être source d’inhibition. Pour répondre à ces problèmes, nous introduisons un framework conceptuel permettant à plusieurs versions des augmentations d’un même objet physique de coexister dans des espaces virtuels parallèles. Les utilisateurs peuvent ainsi partiellement ou totalement désynchroniser leur espace virtuel afin de générer leur propre contenu, puis explorer les alternatives créées par leur collaborateur. Pour illustrer notre concept, nous présentons un scénario de conception collaborative d’un vêtement sur un mannequin de couture physique grâce à du dessin 3D en Réalité Augmentée.
{"title":"Conception collaborative au travers de versions parallèles en Réalité Augmentée","authors":"Arthur Fages, C. Fleury, Theophanis Tsandilas","doi":"10.1145/3583961.3583978","DOIUrl":"https://doi.org/10.1145/3583961.3583978","url":null,"abstract":"La Réalité Augmentée permet de faciliter la conception collaborative en superposant du contenu virtuel sur un objet physique. Cependant, des conflits peuvent survenir dans le partage de l’espace 3D lorsque plusieurs concepteurs ajoutent ou modifient du contenu virtuel au même endroit pour développer des idées différentes. De plus, même si la visibilité du contenu créé par un concepteur peut renforcer la créativité de ses collaborateurs, elle peut également être source d’inhibition. Pour répondre à ces problèmes, nous introduisons un framework conceptuel permettant à plusieurs versions des augmentations d’un même objet physique de coexister dans des espaces virtuels parallèles. Les utilisateurs peuvent ainsi partiellement ou totalement désynchroniser leur espace virtuel afin de générer leur propre contenu, puis explorer les alternatives créées par leur collaborateur. Pour illustrer notre concept, nous présentons un scénario de conception collaborative d’un vêtement sur un mannequin de couture physique grâce à du dessin 3D en Réalité Augmentée.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"6 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120993192","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}
From Ubiquitous Computing to the recent deployment of 5G technology, public discourses assume ever increasing levels of connectivity, whether in geographical availability, in reliability, or in speed. However slowdowns, breakdowns, and unavailability are an integral part of the experience of everyday connectivity. We conducted critical incident interviews with 10 students (aged 22-25) to understand how they dealt with the various connectivity limits they faced during the COVID19 pandemic, but also how they deliberately set limits at times. Our results show the complex relations that people develop with their internet connection. We outline the informants’ difficulties to identify and understand the nature of the connection’s problems they usually face, leading to a lack of control. We present how they react to such problems, the anticipation strategies and coping mechanisms they develop. We finally present situations in which informants deliberately set their own limits. Overall, we emphasize the shift from a shared and localized connection (WiFi) to a personal and mobile one (4G), combined to increased pressure for maintaining connectivity.
{"title":"The Everyday Experience of Connectivity Limits – Insights from French Students during the Covid Pandemic","authors":"L. Vinet, Nolwenn Maudet, A. Tabard","doi":"10.1145/3583961.3583975","DOIUrl":"https://doi.org/10.1145/3583961.3583975","url":null,"abstract":"From Ubiquitous Computing to the recent deployment of 5G technology, public discourses assume ever increasing levels of connectivity, whether in geographical availability, in reliability, or in speed. However slowdowns, breakdowns, and unavailability are an integral part of the experience of everyday connectivity. We conducted critical incident interviews with 10 students (aged 22-25) to understand how they dealt with the various connectivity limits they faced during the COVID19 pandemic, but also how they deliberately set limits at times. Our results show the complex relations that people develop with their internet connection. We outline the informants’ difficulties to identify and understand the nature of the connection’s problems they usually face, leading to a lack of control. We present how they react to such problems, the anticipation strategies and coping mechanisms they develop. We finally present situations in which informants deliberately set their own limits. Overall, we emphasize the shift from a shared and localized connection (WiFi) to a personal and mobile one (4G), combined to increased pressure for maintaining connectivity.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127434027","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}
Visualization is an essential tool for exploring, understanding and presenting data. However, its use is limited by knowledge and tools. Novice users in visualization do not always know which visualization to choose for their data. The realization of a visualization with specific tools is often long and complex. In this article we present Catalogue Visu, an application allowing the free and fast realization of visualizations. Our main contribution is the design of the choice of the visualization type, which allows any user to choose an appropriate visualization for his needs. This method, the heart of Catalogue Visu, is iteratively validated by three user studies. Catalog Visu is accessible online and in permanent evolution, and is already used internally as a prototyping tool.
{"title":"Catalogue Visu: a Tool for Fast Visualization Prototyping","authors":"Jérémy Wambecke, Ivan Logre, Amandine Murgue","doi":"10.1145/3583961.3583969","DOIUrl":"https://doi.org/10.1145/3583961.3583969","url":null,"abstract":"Visualization is an essential tool for exploring, understanding and presenting data. However, its use is limited by knowledge and tools. Novice users in visualization do not always know which visualization to choose for their data. The realization of a visualization with specific tools is often long and complex. In this article we present Catalogue Visu, an application allowing the free and fast realization of visualizations. Our main contribution is the design of the choice of the visualization type, which allows any user to choose an appropriate visualization for his needs. This method, the heart of Catalogue Visu, is iteratively validated by three user studies. Catalog Visu is accessible online and in permanent evolution, and is already used internally as a prototyping tool.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114859990","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}
Maxime Bardou, C. Letondal, M. Causse, J. Imbert, Mathieu Poirier
For economic reasons, manufacturers have been considering dedicating commercial flights to a single pilot for the last ten years. In order to ensure a certain redundancy, this pilot could be assisted by a ground pilot. In the absence of appropriate collaboration tools, the physical separation of these pilots will lead to a degradation of the mutual understanding of behaviors (observable fact on a person) and activities (i.e. mutual awareness). In order to restore mutual awareness, indicators of each pilot’s behavior (i.e. design element) need to be integrated into future flight tools. In this paper, we study the modalities of design elements in two new interfaces (ground and onboard) developed by iterations. These collaborative interfaces contain two types of elements: a remote display of the pilot’s eye movements, via an eye-tracking system, and an indicator of the activities performed in the tool (moving in the map, navigation in the tabs). Two remote collaboration scenarios were proposed to four professional pilots. They allowed to identify the cues to be transmitted, such as the availability of the pilots, and to test the transmission modalities: capture (eye-tracking, audio, interface inputs), temporality (continuous transmission) and representation (graphic, audio).
{"title":"Collaborative Design to Support Mutual Awareness in Single-Pilot Operation and Remote Collaboration","authors":"Maxime Bardou, C. Letondal, M. Causse, J. Imbert, Mathieu Poirier","doi":"10.1145/3583961.3583983","DOIUrl":"https://doi.org/10.1145/3583961.3583983","url":null,"abstract":"For economic reasons, manufacturers have been considering dedicating commercial flights to a single pilot for the last ten years. In order to ensure a certain redundancy, this pilot could be assisted by a ground pilot. In the absence of appropriate collaboration tools, the physical separation of these pilots will lead to a degradation of the mutual understanding of behaviors (observable fact on a person) and activities (i.e. mutual awareness). In order to restore mutual awareness, indicators of each pilot’s behavior (i.e. design element) need to be integrated into future flight tools. In this paper, we study the modalities of design elements in two new interfaces (ground and onboard) developed by iterations. These collaborative interfaces contain two types of elements: a remote display of the pilot’s eye movements, via an eye-tracking system, and an indicator of the activities performed in the tool (moving in the map, navigation in the tabs). Two remote collaboration scenarios were proposed to four professional pilots. They allowed to identify the cues to be transmitted, such as the availability of the pilots, and to test the transmission modalities: capture (eye-tracking, audio, interface inputs), temporality (continuous transmission) and representation (graphic, audio).","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123882462","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}
Immersive technologies, like virtual and augmented reality, allow engaging the general public in interactive experiences, which are particularly promising in educational and cultural activities (e.g. museums, exhibits). For now, the design of such interactive experiences requires extensive knowledge of expert programming tools, and thus they are not accessible to non-developers. A promising method to ease the prototyping of interactive scenes for non-expert users stands on the concept of programming-by-demonstration. With such an approach, novice users can simply demonstrate an interaction or the expected behavior of a virtual object to build their prototype, without knowing the underlying coding mechanisms. In this paper, we propose an immersive authoring system that bases on that approach. We prototyped two use cases based on this system, as well as a user study. Using our observations and the results of the study, we discuss challenges associated with the design of such systems and provide guidelines for the development of future immersive programming-by-demonstration tools.
{"title":"Authoring Interactive and Immersive Experiences Using Programming by Demonstration","authors":"Edwige Chauvergne, M. Hachet, Arnaud Prouzeau","doi":"10.1145/3583961.3583981","DOIUrl":"https://doi.org/10.1145/3583961.3583981","url":null,"abstract":"Immersive technologies, like virtual and augmented reality, allow engaging the general public in interactive experiences, which are particularly promising in educational and cultural activities (e.g. museums, exhibits). For now, the design of such interactive experiences requires extensive knowledge of expert programming tools, and thus they are not accessible to non-developers. A promising method to ease the prototyping of interactive scenes for non-expert users stands on the concept of programming-by-demonstration. With such an approach, novice users can simply demonstrate an interaction or the expected behavior of a virtual object to build their prototype, without knowing the underlying coding mechanisms. In this paper, we propose an immersive authoring system that bases on that approach. We prototyped two use cases based on this system, as well as a user study. Using our observations and the results of the study, we discuss challenges associated with the design of such systems and provide guidelines for the development of future immersive programming-by-demonstration tools.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114840503","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}
Teleoperation in industrial contexts require operators to understand and visualize in real-time the remote workspace. It is nonetheless challenging to provide independent and mobile viewpoints to remote operators. This paper explores a new approach to tackle this challenge: Augmented Reality (AR) to control a drone used as aerial camera. More precisely, WIM-Drone combines a World-In-Miniature (WIM) in AR with (micro)gestures to control a drone. We present the conception and experimental evaluation of four interaction techniques based on this approach. Results from studies 1 and 2 suggest that WIM-Drone can be a promising approach for teleoperation scenario. Besides, Study 2 suggest that participants avoided collisions between the drone and humans or moving objects, but often ignored collisions with static objects.
{"title":"WIM-Drone: Combining a World-In-Miniature and Micro-Gestures for Teleoperation in Augmented Reality","authors":"Charles Bailly, Julien Castet","doi":"10.1145/3583961.3583972","DOIUrl":"https://doi.org/10.1145/3583961.3583972","url":null,"abstract":"Teleoperation in industrial contexts require operators to understand and visualize in real-time the remote workspace. It is nonetheless challenging to provide independent and mobile viewpoints to remote operators. This paper explores a new approach to tackle this challenge: Augmented Reality (AR) to control a drone used as aerial camera. More precisely, WIM-Drone combines a World-In-Miniature (WIM) in AR with (micro)gestures to control a drone. We present the conception and experimental evaluation of four interaction techniques based on this approach. Results from studies 1 and 2 suggest that WIM-Drone can be a promising approach for teleoperation scenario. Besides, Study 2 suggest that participants avoided collisions between the drone and humans or moving objects, but often ignored collisions with static objects.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124220632","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}
We are interested in how issues relating to privacy and confidentiality are incorporated when using interactive services. Two smart home services based on the use of data from "smart" electricity meters have been evaluated to establish the guarantees and forms of interaction necessary for their appropriation. We show that, given the contextual, dynamic and social nature of privacy, normative responses such as those promoted by the regulator (predefinition of sensitive data, prior to use consent, privacy as the default setting) are insufficient. As mentioned in previous works, the design choices must promote as components of the systems the user control of data throughout the interaction, as well as transparency of the data, processing and actors. However, our results highlight an important dimension not previously addressed: the need to adopt a temporal and diachronic vision of privacy and to broaden the question of interaction beyond use by considering the life cycle of the service and of the relationship with its suppliers. Nous nous intéressons à la façon dont les questions de vie privée et de sa préservation s'instancient dans l'utilisation de services interactifs. Deux services relatifs à l'habitat et basés sur l'exploitation de données issues de compteurs électriques « intelligents » ont été évalués pour établir les garanties et formes d'interactions nécessaires à leur appropriation. Nous montrons que, compte tenu de la nature contextuelle, dynamique et sociale de la privacy, les réponses normatives telles que celles promues par le législateur (prédéfinition des données sensibles, consentement a priori, privacy intégrée seulement au stade de la conception du système) sont insuffisantes. Comme cela a pu être évoqué dans des travaux antérieurs, les choix de conception doivent favoriser la maîtrise des données dans l'interaction en proposant des moyens d'actions et une transparence des données, traitements et acteurs, en tant que composantes des systèmes. Toutefois, nos résultats mettent en exergue une dimension importante non traitée jusqu'alors : la nécessité d'adopter une vision temporelle et diachronique de la privacy, pour élargir la question de l'interaction au-delà de l'utilisation en considérant la durée de vie du service et de la relation avec ses fournisseurs.
我们感兴趣的是,在使用交互式服务时,如何将与隐私和机密性相关的问题纳入其中。基于使用“智能”电表数据的两种智能家居服务已经进行了评估,以建立其使用所需的保证和互动形式。我们表明,考虑到隐私的语境、动态和社会性质,监管机构推动的规范性回应(敏感数据的预定义、使用同意之前、隐私作为默认设置)是不够的。如前所述,设计选择必须作为系统的组成部分,促进用户在整个交互过程中对数据的控制,以及数据、处理和参与者的透明度。然而,我们的研究结果强调了一个以前没有解决的重要方面:需要采用时间和历时性的隐私视角,并通过考虑服务的生命周期和与供应商的关系来扩大使用之外的交互问题。在数据交换和数据交换过程中,数据交换和数据交换并不会导致数据交换和数据交换过程中的“即时数据交换”问题。两个服务relatifs l 'habitat等基地苏尔l 'exploitation数据问题de compteurs规程«智能»安大略省的高频安勤科技倒etablir les garanties等形式d有necessaires他们拨款。“自然环境”、“隐私的动态和社会”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”等。就像cela pu可能揽胜在des减速anterieurs, les选择de概念doivent favoriser la maitrise des的互动在存在数据学家们des办法d 'actions et des数据一个透明,traitements et acteurs, en如此更形式系统。因此,没有任何一个与之相关的因素,例如:没有任何一个与之相关的因素:没有任何一个与之相关的因素:没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;
{"title":"Contextualité des questions de privacy dans l'utilisation de services interactifs et conséquences pour la conception: The Contextuality of Privacy Issues in Interactive Services, and its Consequences for Design","authors":"M. Fréjus, J. Guibourdenche, D. Martini","doi":"10.1145/3583961.3583970","DOIUrl":"https://doi.org/10.1145/3583961.3583970","url":null,"abstract":"We are interested in how issues relating to privacy and confidentiality are incorporated when using interactive services. Two smart home services based on the use of data from \"smart\" electricity meters have been evaluated to establish the guarantees and forms of interaction necessary for their appropriation. We show that, given the contextual, dynamic and social nature of privacy, normative responses such as those promoted by the regulator (predefinition of sensitive data, prior to use consent, privacy as the default setting) are insufficient. As mentioned in previous works, the design choices must promote as components of the systems the user control of data throughout the interaction, as well as transparency of the data, processing and actors. However, our results highlight an important dimension not previously addressed: the need to adopt a temporal and diachronic vision of privacy and to broaden the question of interaction beyond use by considering the life cycle of the service and of the relationship with its suppliers. Nous nous intéressons à la façon dont les questions de vie privée et de sa préservation s'instancient dans l'utilisation de services interactifs. Deux services relatifs à l'habitat et basés sur l'exploitation de données issues de compteurs électriques « intelligents » ont été évalués pour établir les garanties et formes d'interactions nécessaires à leur appropriation. Nous montrons que, compte tenu de la nature contextuelle, dynamique et sociale de la privacy, les réponses normatives telles que celles promues par le législateur (prédéfinition des données sensibles, consentement a priori, privacy intégrée seulement au stade de la conception du système) sont insuffisantes. Comme cela a pu être évoqué dans des travaux antérieurs, les choix de conception doivent favoriser la maîtrise des données dans l'interaction en proposant des moyens d'actions et une transparence des données, traitements et acteurs, en tant que composantes des systèmes. Toutefois, nos résultats mettent en exergue une dimension importante non traitée jusqu'alors : la nécessité d'adopter une vision temporelle et diachronique de la privacy, pour élargir la question de l'interaction au-delà de l'utilisation en considérant la durée de vie du service et de la relation avec ses fournisseurs.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116929256","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}
Faced with the challenges presented by climate change, many interfaces presenting feedback on available, consumed or saved energy resources have been proposed to support a change of behavior towards a more environmental one in the field of sustainable HCI. If, for this purpose, bio-inspired systems have been proposed, few of them are presented in a tangible way or as histograms. This, despite encouraging results, as much in terms of awareness of energy consumption as in terms of emotional connection developed with the system, of artistic interfaces aiming at the commitment in an environmental behavior. With the aim of designing a system to support users in a shared practice of shifting energy demand, we present the results of the first steps of our approach. This paper focuses on design choice validation at an early stage of the design and development cycle, before spending time and money on physical prototyping; studying behavior change remains outside the scope of this work. Thus, the results presented concern the effectiveness and UX of static and animated mock-ups of eco-prediction and eco-feedback interfaces in the form of bio-inspired histograms. The results indicate that the efficacy of a bio-inspired histogram compared to a conventional histogram is lower. The second study shows that part of this loss of efficacy can be resolved by contextualizing the data. Also, without being significative, the leaf plant metaphor is found to be more effective and aesthetic than a metaphor closer to a classical histogram inspired by bamboo. We conclude that the leaf plant metaphor can be used for an eco-forecast and eco-feedback interface in the form of a histogram to shift the energy demand of battery-capable devices.
{"title":"Validating Design Choices of a Bio-Inspired Histogram to Support a Shared Practice of Clean Energy at the Workplace","authors":"Elodie Bouzekri, G. Rivière","doi":"10.1145/3583961.3583965","DOIUrl":"https://doi.org/10.1145/3583961.3583965","url":null,"abstract":"Faced with the challenges presented by climate change, many interfaces presenting feedback on available, consumed or saved energy resources have been proposed to support a change of behavior towards a more environmental one in the field of sustainable HCI. If, for this purpose, bio-inspired systems have been proposed, few of them are presented in a tangible way or as histograms. This, despite encouraging results, as much in terms of awareness of energy consumption as in terms of emotional connection developed with the system, of artistic interfaces aiming at the commitment in an environmental behavior. With the aim of designing a system to support users in a shared practice of shifting energy demand, we present the results of the first steps of our approach. This paper focuses on design choice validation at an early stage of the design and development cycle, before spending time and money on physical prototyping; studying behavior change remains outside the scope of this work. Thus, the results presented concern the effectiveness and UX of static and animated mock-ups of eco-prediction and eco-feedback interfaces in the form of bio-inspired histograms. The results indicate that the efficacy of a bio-inspired histogram compared to a conventional histogram is lower. The second study shows that part of this loss of efficacy can be resolved by contextualizing the data. Also, without being significative, the leaf plant metaphor is found to be more effective and aesthetic than a metaphor closer to a classical histogram inspired by bamboo. We conclude that the leaf plant metaphor can be used for an eco-forecast and eco-feedback interface in the form of a histogram to shift the energy demand of battery-capable devices.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114278472","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}
Maëva Calmettes, Jean-Baptiste Joatton, Nolwenn Maudet, J. Thollot
After the rise of direct manipulation, textual interactions have been progressively devalued in creative software. Text fields within creative software currently support limited use cases such as fine tuning of numerical values or layer naming. Following the increased popularity of programming in art and design, we believe that text field based interaction can be enhanced so as to combine the unique strengths of GUI with those of text. Based on the anatomy of the text field: both an interactive interface element and a writing space, we propose a design space that explores its interactive capabilities to facilitate both reading and comprehension as well as to support writing. To explore its potential, we apply this design space to VectorPattern, a pattern creation tool that focuses on complex pattern repetition based on explicit mathematical expressions written in text fields. With this work, we call for reevaluating the place of text fields within creative software.
{"title":"Exploring the Untapped Potential of Text Fields in Creative Software","authors":"Maëva Calmettes, Jean-Baptiste Joatton, Nolwenn Maudet, J. Thollot","doi":"10.1145/3583961.3583971","DOIUrl":"https://doi.org/10.1145/3583961.3583971","url":null,"abstract":"After the rise of direct manipulation, textual interactions have been progressively devalued in creative software. Text fields within creative software currently support limited use cases such as fine tuning of numerical values or layer naming. Following the increased popularity of programming in art and design, we believe that text field based interaction can be enhanced so as to combine the unique strengths of GUI with those of text. Based on the anatomy of the text field: both an interactive interface element and a writing space, we propose a design space that explores its interactive capabilities to facilitate both reading and comprehension as well as to support writing. To explore its potential, we apply this design space to VectorPattern, a pattern creation tool that focuses on complex pattern repetition based on explicit mathematical expressions written in text fields. With this work, we call for reevaluating the place of text fields within creative software.","PeriodicalId":142449,"journal":{"name":"Proceedings of the 34th Conference on l'Interaction Humain-Machine","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134154714","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}