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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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User centred design in practice: is it working? 以用户为中心的设计实践:是否有效?
Donna Maurer
In this talk, I look at the current state of user-centred design from a practitioner perspective. I examine where I think the field is up to, why we still struggle to be accepted, and what we need to do to move forward and contribute to truly great design.
在这次演讲中,我将从实践者的角度来审视当前以用户为中心的设计的现状。我研究了我认为这个领域的发展方向,为什么我们仍然难以被接受,以及我们需要做些什么来前进并为真正伟大的设计做出贡献。
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引用次数: 0
One-key keyboard: a very small QWERTY keyboard supporting text entry for wearable computing 一键键盘:一个非常小的QWERTY键盘,支持可穿戴式计算的文本输入
Seoktae Kim, Minjung Sohn, Jinhee Pak, Woohun Lee
Most of the commercialized wearable text input devices are wrist-worn keyboards that have adopted the minimization method of reducing keys. Generally, a drastic key reduction in order to achieve sufficient wearability increases KSPC (Keystrokes per Character), decreases text entry performance, and requires additional effort to learn a new typing method. We are faced with wearability-usability tradeoff problems in designing a good wearable keyboard. To address this problem, we adopted a new keyboard minimization method of reducing key pitch and have developed the One-key Keyboard. The traditional desktop keyboard has one key per character, but One-key Keyboard has only one key (70mmX35mm) on which a 10*5 QWERTY key array is printed. One-key Keyboard detects the position of the fingertip at the time of the keying event and figures out the character entered. We conducted a text entry performance test comprised of 5 sessions. The participants typed 18.9WPM with a 6.7% error rate over all sessions and achieved up to 24.5WPM. From the experiment's results, the One-key Keyboard was evaluated as a potential text input device for wearable computing, balancing wearability, social acceptance, input speed, and learnability.
商业化的可穿戴式文字输入设备大多是采用减少按键的最小化方法的腕戴式键盘。一般来说,为了达到足够的可穿戴性而大幅减少按键会增加KSPC(每个字符的按键数),降低文本输入性能,并且需要额外的努力来学习新的输入方法。在设计一个好的可穿戴键盘时,我们面临着可穿戴性和可用性之间的权衡问题。为了解决这个问题,我们采用了一种新的键盘最小化方法,减少了键距,并开发了一键键盘。传统的桌面键盘每个字符有一个键,但是一键键盘只有一个键(70mmX35mm),在这个键上打印一个10*5的QWERTY键数组。一键键盘在键控事件时检测指尖的位置,并计算输入的字符。我们进行了一个包含5个会话的文本输入性能测试。参与者在所有会话中键入18.9WPM,错误率为6.7%,并达到24.5WPM。从实验结果来看,一键键盘被评估为可穿戴计算的潜在文本输入设备,平衡了可穿戴性、社会接受度、输入速度和可学习性。
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引用次数: 24
Usability of online grocery systems: a focus on errors 在线杂货系统的可用性:关注错误
M. Freeman, Alison Norris, P. Hyland
Recording of errors in regards to the usability of systems has traditionally focused on safety-critical systems and business support systems. This study applies Zapf et al.'s 'Taxonomy of Errors' to a non-work related context, an Online Grocery System. The taxonomy was found to show that similar types of errors were made by all users of such systems. However, the number of errors that were recorded by different user groups varied. This finding was in contrast to previous studies, and supported the common perception that beginner users make a greater number of errors than more experienced users.
关于系统可用性的错误记录传统上主要集中在安全关键系统和业务支持系统上。本研究将Zapf等人的“错误分类法”应用于与工作无关的环境,即在线杂货系统。分类法显示,使用这种系统的所有用户都犯了类似类型的错误。但是,不同用户组记录的错误数量有所不同。这一发现与之前的研究相反,并支持了初学者比经验丰富的用户犯更多错误的普遍看法。
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引用次数: 6
Saxaren: strengthening informal collaboration among geographically distributed teachers 萨克森:加强地理上分散的教师之间的非正式合作
K. Groth, Sinna Lindquist, Cristian Bogdan, Tobias Lidskog, Y. Sundblad, O. Sandor
For people working in situations with few colleagues around, information technology could be used for increased communication with colleagues at other places. One such group is teachers in rural areas. In our work with teachers in an archipelago school distributed over six islands we have focused on encouraging communication using a digital notice board, providing for quick handwritten notes, connecting all islands. Based on the teachers' collaborative situation, and on the design, implementation and use of the prototype, we illustrate, by a number of recorded notes, how the teachers have been using the prototype, relating the findings to group building, easy access, and playful behaviour.
对于在同事很少的情况下工作的人来说,信息技术可以用来增加与其他地方同事的沟通。其中一个群体是农村地区的教师。在我们与分布在六个岛屿上的群岛学校的教师的合作中,我们重点鼓励使用数字公告板进行交流,提供快速手写笔记,连接所有岛屿。基于教师的合作情况,以及原型的设计、实施和使用,我们通过一些记录的笔记来说明教师如何使用原型,将发现与小组建设、易于访问和有趣的行为联系起来。
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引用次数: 3
Tools for designing and delivering multiple-perspective scenarios 用于设计和交付多视角场景的工具
Wally Smith, Daghan L. Acay, Ramon Fano, G. Ratner
This paper describes two prototype tools developed as part of a design-based investigation into the use of multiple-perspective scenarios. A multiple-perspective scenario is one constructed as many different narratives about the same events, with the intention being to explore how the different perspectives might be coordinated or might reach some accommodation. The first prototype assists an author to construct such a scenario, while the second prototype allows the scenario to be delivered to physically distributed groups who communicate with each other using video-conferencing. This exploratory investigation demonstrates how the scenario must be represented with extensive additional data and meta-data to render the authors' intentions visibile and meaningful. In this way, the scenario can be re-played in a way that allows for re-discovery of the issues contained within.
本文描述了两种原型工具,它们是对多视角场景使用的基于设计的调查的一部分。多视角场景是指围绕同一事件构建许多不同的叙述,其目的是探索不同的视角如何协调或达成某种和解。第一个原型帮助作者构建这样的场景,而第二个原型允许将场景传递给物理分布的群体,这些群体通过视频会议相互通信。这个探索性的调查展示了如何用大量的附加数据和元数据来表示场景,以使作者的意图可见和有意义。通过这种方式,可以以允许重新发现其中包含的问题的方式重新播放场景。
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引用次数: 1
Evaluating clinicians' experience in a telemedicine application: a presence perspective 评估临床医生在远程医疗应用中的经验:存在的观点
L. Alem, S. Hansen, Jane Li
The Virtual Critical Care Unit, (ViCCU®) is a telemedicine system that allows a specialist at a major referral hospital to direct a team in a rural hospital. ViCC® allows remote consultation to take place based on the transmission of multiple channels of real-time video/audio information of the patient, the clinical team, x-ray/paper documents and patient vital signs from the remote site to the specialist. This paper explores clinicians' experience of presence in a telemedicine application. In this study we used a modified version of the Slater-Usoh-Steed (SUS) presence questionnaire to measure clinicians' sense of presence when using ViCC®. We also explored the relationship between presence felt when using ViCCU® and personal, usability and media factors. Initial results indicate that in this context, personal factors influenced clinicians experience of presence and that there was a positive relationship between presence and both usability and media factors. Reflection on some of the challenges in conducting this study in an emergency department and the appropriateness of the SUS presence measure in this real setting are also included.
虚拟重症监护病房(ViCCU®)是一种远程医疗系统,允许大型转诊医院的专家指导农村医院的团队。ViCC®允许远程会诊进行基于多个通道的实时视频/音频信息的传输,患者,临床团队,x光/纸质文件和患者生命体征从远程站点到专家。本文探讨了临床医生在远程医疗应用中的存在体验。在本研究中,我们使用改良版的Slater-Usoh-Steed (SUS)存在感问卷来测量临床医生在使用ViCC®时的存在感。我们还探讨了使用ViCCU®时的存在感与个人、可用性和媒体因素之间的关系。初步结果表明,在这种情况下,个人因素影响临床医生的在场体验,在场与可用性和媒体因素之间存在正相关关系。还包括对在急诊科进行这项研究的一些挑战的反思,以及在这种真实环境中SUS存在措施的适当性。
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引用次数: 17
Augmented reality authoring: generic context from programmer to designer 增强现实创作:从程序员到设计师的通用上下文
A. Hampshire, H. Seichter, R. Grasset, M. Billinghurst
Developing an Augmented Reality (AR) application is usually a long and non-intuitive task. Few methodologies address this problem and tools implementing these are limited or non-existent. To date there is no efficient and easy development tool tailored to the needs of Mixed Reality (MR). We are presenting an initial taxonomy of MR applications, addressing the different levels of abstraction for defining the relation between real and virtual world. We then demonstrate some development approaches and describe tools and libraries that we implemented in order to illustrate aspects of our authoring taxonomy. Finally, we provide a definition addressing the requirements for new generation of AR rapid application development (RAD) tools based on actual implementations.
开发增强现实(AR)应用程序通常是一项耗时且不直观的任务。解决这个问题的方法很少,实现这些方法的工具有限或不存在。到目前为止,还没有为混合现实(MR)的需求量身定制的高效且简单的开发工具。我们提出了MR应用程序的初步分类,解决了定义真实世界和虚拟世界之间关系的不同抽象级别。然后,我们将演示一些开发方法,并描述我们实现的工具和库,以说明我们创作分类法的各个方面。最后,我们根据实际实现提供了解决新一代AR快速应用开发(RAD)工具需求的定义。
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引用次数: 55
Evaluating an in-vivo surgical training demonstration over broadband internet 评估在宽带互联网上的活体外科训练演示
D. Stevenson
This paper evaluates a demonstration of in-vivo (live) surgery over a broadband Internet connection between the USA and Australia. Two specific targets of the evaluation are the use of remote 3D video display of the laparoscopic surgery and the structure of the demonstration to replicate actual surgical training in the operating room. The evaluation materials include preliminary design and preparation records, recordings of the two-way video data and of the surgical video, exit questionnaires, debriefing discussion notes and follow-up interviews with the participants. Prior work in this area is surveyed and the demonstration is positioned with respect to this work. Conclusions are drawn about the effectiveness of the two key aspects of the demonstration and about possibilities for future work.
本文评估了在美国和澳大利亚之间的宽带互联网连接上的活体(现场)手术的演示。评估的两个具体目标是使用远程3D视频显示腹腔镜手术和演示的结构来复制手术室的实际手术训练。评估材料包括初步设计和准备记录、双向视频数据和手术视频记录、退出问卷、述情讨论笔记和参与者的随访访谈。对该领域先前的工作进行了调查,并对该工作进行了演示定位。得出结论,证明的两个关键方面的有效性和未来工作的可能性。
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引用次数: 4
Spatial sound localization in an augmented reality environment 增强现实环境中的空间声音定位
J. Sodnik, S. Tomažič, R. Grasset, Andreas Dünser, M. Billinghurst
Augmented Reality (AR), the overlay of virtual images onto the real world, is an increasingly popular technique for developing new human-computer interfaces. As human navigation and orientation in different environments depend on both visual and auditory information, sound plays a very important role in AR applications. In this paper we explore users' capability to localize a spatial sound (registered with a virtual object) in an AR environment, under different spatial configurations of the virtual scene. The results not only confirm several previous findings on sound localization, but also point out some important new visual-audio cues which should be taken into consideration for effective localization and orientation in AR environment. Finally, this paper provides tentative guidelines for adding spatial sound to AR environments.
增强现实(AR)是一种将虚拟图像叠加到现实世界上的技术,是开发新型人机界面的一种日益流行的技术。由于人类在不同环境中的导航和定位依赖于视觉和听觉信息,因此声音在AR应用中起着非常重要的作用。在本文中,我们探讨了用户在AR环境中在虚拟场景的不同空间配置下定位空间声音(与虚拟对象注册)的能力。研究结果不仅证实了之前关于声音定位的一些发现,而且指出了一些重要的新的视音频线索,这些线索应该被考虑到AR环境中有效的定位和定向。最后,本文提供了在AR环境中添加空间声音的初步指南。
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引用次数: 64
Transient life: collecting and sharing personal information 短暂的生活:收集和分享个人信息
S. Smale, S. Greenberg
Millions of people post personal information on the internet, yet the actual information varies greatly. Some pieces are extremely brief, others are highly detailed. Some focus on the moment to moment changes of one's state and thoughts, others describe stable and long-lasting traits. To handle this diversity, we created Transient Life: a system that lets a person gather personal 'transient' information tidbits on the fly and share this collected information with others. Transient Life is designed as a modular sidebar located on the display's periphery. A person uses its modules to: update momentary personal state (feelings, location, happenings, and thoughts), record activity milestones done over the day as well as a 'to do' list of things left to do, collect interesting URLs and photos seen, and compose text essays of whatever has captured their interest. A person can selectively post this information as a 'today message' to one's community, and the essay to one's personal blog. Information is kept in a History Calendar, which allows one to view the information recorded on a past date.
数以百万计的人在互联网上发布个人信息,但实际信息差异很大。有些文章非常简短,有些则非常详细。一些专注于一个人的状态和思想的瞬间变化,另一些则描述稳定和持久的特征。为了应对这种多样性,我们创造了“短暂生活”:一个让人们在旅途中收集个人“短暂”信息的系统,并与他人分享这些收集到的信息。暂态寿命被设计为位于显示器外围的模块化侧边栏。一个人使用它的模块:更新瞬间的个人状态(感觉、位置、发生的事情和想法),记录一天中完成的活动里程碑以及待办事项列表,收集有趣的url和看到的照片,并撰写任何吸引他们兴趣的文本文章。一个人可以选择性地将这些信息作为“今日信息”发布到自己的社区,并将文章发布到个人博客上。信息保存在历史日历中,允许查看过去日期记录的信息。
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引用次数: 14
期刊
Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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