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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments最新文献

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The Wiki: an environment to revolutionise employees' interaction with corporate knowledge 维基:彻底改变员工与企业知识互动的环境
H. Hasan, Charmaine C. Pfaff
Some corporations have adopted a Wiki on their Intranets for employees to collectively store, edit and access work-related material such as reports, best-practice features, and documents. As such collaborative software moves from the social to the corporate arena, it is bound to challenge management authority, engaging the knowledge worker in a more participatory knowledge capability and environment. This paper explores the implication that this revolution has for the interaction of corporate users with technology that will lead to a profound change in organisational culture.
一些企业在内部网上采用 Wiki,供员工集体存储、编辑和访问与工作有关的资料,如报告、最佳实践特色和文件。随着这种协作软件从社会领域走向企业领域,势必会对管理权限提出挑战,使知识工作者参与到更具参与性的知识能力和环境中。本文探讨了这场革命对企业用户与技术互动的影响,它将导致组织文化的深刻变革。
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引用次数: 112
Perceptions of the elderly on the use of wireless sensor networks for health monitoring 老年人对使用无线传感器网络进行健康监测的看法
Chirstopher Secombe, R. Steele, Wayne Brookes
This study examines the perceptions and thoughts of the elderly community on current sensor network designs for health monitoring. The majority of research to date has focused on development of the wireless sensor network technology for health care applications; this study instead focuses on the perceptions of one group of users of such technology – the elderly. As user acceptance is a key issue in system deployment, issues and ideas arising from current sensor network designs are put to the elderly, aiming to involve them in the design process. By conducting focus group sessions with elderly participants and interviews with a health care professional, this study sought views on the nature of monitoring preferred by elderly people, and their preferred modes of interaction with such a system. Some interesting and surprising findings from these focus groups include a general preference for an embedded sensor implementation versus a wearable or ambient implementation, the expressed need of the elderly to have some ability to control / interact with the sensors and the general positive level of support for the idea of sensor-based health monitoring. Author
本研究探讨长者社群对现时健康监测传感器网络设计的看法及想法。迄今为止,大多数研究都集中在医疗保健应用的无线传感器网络技术的开发上;相反,这项研究关注的是这种技术的一个用户群体——老年人的看法。由于用户接受度是系统部署的关键问题,因此将当前传感器网络设计中出现的问题和想法提交给老年人,旨在让他们参与设计过程。通过与老年人参与者进行焦点小组会议和与医疗保健专业人员的访谈,本研究就老年人喜欢的监测性质以及他们喜欢的与这种系统的互动模式寻求意见。这些焦点小组的一些有趣和令人惊讶的发现包括,与可穿戴或环境实现相比,人们普遍更喜欢嵌入式传感器实现,老年人表达了对具有一定控制/与传感器交互能力的需求,以及对基于传感器的健康监测理念的普遍积极支持。作者
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引用次数: 2
Making there: methods to uncover egocentric experience in a dialogic of natural places 在那里制造:在自然场所的对话中揭示自我中心体验的方法
N. Bidwell, D. Browning
We reflect on two methods that explore personal experience of natural places within a human-centred framework for design. The methods attend to the meanings people make of their experiences in natural places and emotional and intellectual sense of being in a place. We use Egocentric Point-of-View video to explore transformations of immediate sensory transactions in natural places and Nature Probes to elicit affective qualities of experiences. We apply McCarthy and Wright's dialogical approach (2005) to uncover relationships between place and self and discuss insights emerging from our methods with respect to belonging to a community through its natural landscape.
我们反思了两种方法,在以人为中心的设计框架中探索自然场所的个人体验。这些方法关注的是人们在自然环境中经历的意义,以及在一个地方的情感和智力感觉。我们使用以自我为中心的视角视频来探索自然场所的即时感官交易的转变,并使用自然探针来引出体验的情感品质。我们运用麦卡锡和赖特的对话方法(2005)来揭示地点和自我之间的关系,并讨论从我们的方法中产生的见解,通过自然景观来归属于一个社区。
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引用次数: 16
Moving from cultural probes to agent-oriented requirements engineering 从文化探索转向面向代理的需求工程
Anne Boettcher
The cultural probe approach is becoming a valuable observational method in social contexts. Based on cultural probe work on intergenerational play, this paper proposes a method for moving forward from these results towards a requirements analysis, while retaining valuable aspects of the cultural probe approach, like subjectivity and interpretation. Since requirements elicitation techniques are often determined by the modeling scheme used, we chose the most apparently appropriate modeling scheme for social contexts, the Agent Oriented Software Engineering (AOSE) methodology, ROADMAP. We believe to have contributed the ability to include AOSE in the cycle from cultural probe observation to production of informed technology, reflecting designer motivation and intention, for re-immersion into the situational context. The method facilitates the transition from data collection in social environments via cultural probes to socially oriented requirements analysis for informed technology production.
文化探究法正在成为一种有价值的社会观察方法。基于对代际游戏的文化探索工作,本文提出了一种方法,从这些结果向需求分析推进,同时保留文化探索方法的有价值的方面,如主观性和解释。由于需求引出技术通常是由所使用的建模方案决定的,我们选择了最适合社会环境的建模方案,即面向代理的软件工程(Agent Oriented Software Engineering, ase)方法,路线图。我们相信,在从文化探索观察到信息技术生产的周期中,我们已经贡献了将AOSE纳入的能力,反映了设计师的动机和意图,以便重新沉浸在情景环境中。该方法促进了从通过文化探索在社会环境中收集数据到面向社会的信息技术生产需求分析的转变。
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引用次数: 8
Playing the interface: a case study of Grand Theft Auto: San Andreas 游戏界面:以《侠盗猎车手:圣安地列斯》为例
Pippin Barr, Rilla Khaled, J. Noble, R. Biddle
Video games are currently not well understood from an HCI perspective. As opposed to the standard task-based view of interaction, video game interaction takes the form of play. In this paper we offer an analysis of a form of gameplay we call "playing the interface." By understanding play as a kind of interaction with software, we can move toward a video game-specific HCI.
从人机交互的角度来看,电子游戏目前还没有得到很好的理解。与标准的基于任务的互动观点相反,电子游戏的互动采用了游戏的形式。在本文中,我们将分析一种我们称之为“体验界面”的游戏玩法形式。通过将游戏理解为一种与软件的互动,我们可以朝着特定于电子游戏的HCI迈进。
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引用次数: 5
A wearable folding display for self-expression 一种用于自我表达的可穿戴折叠显示器
A. V. Moere, Monika Hoinkis
This paper proposes the design rationale of a wearable display that is able to convey the behavioral typology of its wearers by merging insights from wearable computing, aesthetic visualization, and electronic fashion. This display acts as an electronically enhanced and dynamically changing form of self-expression, which can be integrated with daily clothing. The data mapping approach is based on historical behavior data retrieved via built-in accelerometer, microphone and infrared sensors. By aesthetical encrypting this personal data, the actual meaning of the display can only be interpreted by people that are intrinsically motivated to learn it, and have had a long-term exposure to it. Conceptually, the display is based on the dynamic folding of consecutive layers of fabric, which creates emergent visual patterns that subtly change over time. A first prototype has been implemented which will ultimately lead to a deployment of several interconnected devices in a real social context, to evaluate its social acceptance and its effectiveness in augmenting human self-expression and promoting social networking.
本文提出了一种可穿戴显示器的设计原理,该显示器能够通过融合可穿戴计算、美学可视化和电子时尚的见解来传达佩戴者的行为类型。这种展示作为一种电子增强和动态变化的自我表达形式,可以与日常服装相结合。数据映射方法基于通过内置加速度计、麦克风和红外传感器检索的历史行为数据。通过对这些个人数据进行美学加密,显示的实际含义只能由那些有内在动机去学习它,并且长期接触它的人来解释。从概念上讲,该展示是基于连续织物层的动态折叠,从而产生随时间微妙变化的新兴视觉模式。第一个原型已经实现,最终将导致在真实的社会环境中部署几个相互连接的设备,以评估其社会接受度及其在增强人类自我表达和促进社交网络方面的有效性。
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引用次数: 17
Beyond security: implications for the future of federated digital identity management systems 超越安全:联邦数字身份管理系统对未来的影响
C. Satchell, G. Shanks, S. Howard, John Murphy
Federated identity management is often viewed by corporations as a solution to support secure online commerce by synthesising complex and fragmented user information into a single entity. However previous research (Satchell et al 2006) has revealed a new set of end user needs for the design of identity management systems. This paper explores these needs from an identity management provider perspective, finds both alignment and divergence in needs and identifies a generational shift as a major cause of the differing needs. Whilst X and Y generations do not react strongly to concerns about digital identity theft or misappropriation of information, they seek to create and control their digital representations to be streamlined, portable across domains and revealing elements of their real life identity. There is still a considerable challenge for providers who must look beyond 'security' and 'authentication' to include 'user control', 'synthesis', 'portability' and 'personalisation' in the design of their systems.
企业通常将联邦身份管理视为一种解决方案,通过将复杂和分散的用户信息合成到单个实体中来支持安全的在线商务。然而,之前的研究(Satchell et al . 2006)揭示了一组新的终端用户对身份管理系统设计的需求。本文从身份管理提供商的角度探讨了这些需求,发现了需求的一致性和差异性,并确定了代际变化是需求差异的主要原因。虽然X和Y世代对数字身份盗窃或信息盗用的担忧没有强烈反应,但他们寻求创造和控制他们的数字表示,使其流线型,跨域便携,并揭示他们现实生活中的身份元素。供应商仍然面临相当大的挑战,他们必须超越“安全性”和“身份验证”,在其系统设计中包括“用户控制”、“综合”、“可移植性”和“个性化”。
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引用次数: 12
Learning from interactive museum installations about interaction design for public settings 从互动博物馆装置中学习公共场所的互动设计
E. Hornecker, M. Stifter
This paper reports on the evaluation of a digitallyaugmented exhibition on the history of modern media. We discuss visitors' interaction with installations and corresponding interaction design issues, drawing on results from analysis of logfiles, interviews, and observation in the museum. We see this as an exploration into interaction design of interactive installations for public settings, using the evaluation as a case study on what makes an installation engaging and how it can provide an engaging experience for groups.
本文报道了对一个数字增强的现代媒体史展览的评价。我们通过对日志文件的分析、采访和在博物馆的观察,讨论参观者与装置的互动以及相应的交互设计问题。我们认为这是对公共环境互动装置交互设计的探索,并将评估作为一个案例研究,探讨是什么使装置引人入胜,以及它如何为群体提供引人入胜的体验。
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引用次数: 206
Designing cultural probes for children 为儿童设计文化探索
Peta Wyeth, Carla Diercke
This paper reports on the challenges faced during the design and deployment of educationally-focused cultural probes with children. The aim of the project was to use cultural probes to discover insights into children's interests and ideas within an educational context. The deployment of a cultural probe pack with children aged between 11 and 13 has demonstrated the method's effectiveness as a tool for design inspiration. Children's responses to the cultural probe have provided a valuable insight into the attributes of successful probe activities, the nature of contextual information which may be gathered and the limitations of the method.
本文报告了在设计和部署以教育为重点的儿童文化探索过程中所面临的挑战。该项目的目的是利用文化探针,在教育背景下发现儿童的兴趣和想法。在11至13岁的儿童中部署文化探针包,证明了该方法作为设计灵感工具的有效性。儿童对文化探索的反应为了解成功的探索活动的属性、可能收集到的上下文信息的性质以及方法的局限性提供了宝贵的见解。
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引用次数: 42
What is your husband's name?: sociological dimensions of internet banking authentication 你丈夫叫什么名字?:互联网金融认证的社会学维度
Supriya Singh, A. Cabraal, G. Hermansson
First order authentication of the privacy and security of Internet banking rests mainly on distinctive user names and passwords. Our qualitative study of banking, security and privacy shows it is common for married and de facto couples in Australia to access each other's individual Internet and phone banking accounts through shared user names and PINs. This sharing happens when the couple has joint accounts, and both persons also have individual accounts, but only one person manages the money. Individual accounts appear to remain important for their symbolic meanings in a marriage, even though online money management may negate access and privacy boundaries between individual and joint accounts. This study thus finds that first order authentication policies go against social practice in some important domestic contexts. Our work points to the importance of sociological empirical user centred security study in order that security design can be built on social practice.
网上银行的隐私和安全一级认证主要依赖于用户名和密码的区别性。我们对银行、安全和隐私的定性研究表明,在澳大利亚,已婚夫妇和事实上的夫妇通过共享用户名和密码访问彼此的个人互联网和电话银行账户是很常见的。这种共享发生在夫妻有共同账户时,两人也有个人账户,但只有一个人管理资金。个人账户在婚姻中似乎仍然具有重要的象征意义,尽管在线理财可能会消除个人账户和共同账户之间的访问和隐私界限。因此,本研究发现,在一些重要的国内背景下,一级认证政策与社会实践相违背。我们的工作指出了以用户为中心的社会学经验安全研究的重要性,以便安全设计可以建立在社会实践的基础上。
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引用次数: 10
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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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