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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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Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments 第18届澳大利亚人机交互会议论文集:设计:活动、人工制品和环境
Toni Robertson, J. Kjeldskov, J. Paay
The theme of the OZCHI 2006 conference in Sydney, Australia is design: activities, artifacts and environments. The program has been designed to approach this theme from both the research and practitioner worlds. Our keynote speakers, Genevieve Bell, Donna Maurer and William Gaver were selected to provide both academic and industry perspectives on this theme.This year's OZCHI conference received 70 long paper and 72 short paper submissions. From these submissions, 36 long and 36 short papers were selected to appear at the conference. All submitted long and short papers were subjected to double-blind peer review by an international reviewing committee. Long papers were reviewed by at least three peers. Short papers were reviewed by at least two peers. Industry case studies, panels, and workshop and tutorial proposals were reviewed by their respective track chairs.The OZCHI proceedings are a publication of CHISIG, and will also appear as part of the ACM (the Association for Computing Machinery) International Conference Proceedings Series. This means that the OZCHI 2006 Proceedings will be available internationally from the ACM digital library shortly after the conference (http://portal.acm.org/dl.cfm). As in previous years, OZCHI 2006 presents an award for the best long paper, the Gitte Lindgaard award, recognising the best written paper, in combination with the quality of the presentation and discussion at the conference. We are also pleased to offer a dedicated Industry stream, following the theme of the conference and running in a parallel for the first two days.
2006年在澳大利亚悉尼举行的OZCHI会议的主题是设计:活动、文物和环境。该计划旨在从研究和从业者的世界接近这一主题。我们的主讲人,Genevieve Bell, Donna Maurer和William Gaver被选中就这个主题提供学术和行业的观点。今年的OZCHI会议收到了70篇长论文和72篇短论文。从这些提交的文件中,选出36篇长论文和36篇短论文在会议上发表。所有提交的长、短论文均由国际评审委员会进行双盲同行评审。长篇论文至少由三位同行审阅。短篇论文至少由两位同行审阅。行业案例研究、小组讨论、研讨会和教学建议由各自的轨道主席进行审查。OZCHI论文集是CHISIG的出版物,也将作为ACM(计算机协会)国际会议论文集系列的一部分出现。这意味着会议结束后不久,国际上就可以从ACM数字图书馆(http://portal.acm.org/dl.cfm)获得OZCHI 2006论文集。与前几年一样,OZCHI 2006颁发了最佳长篇论文奖,即Gitte Lindgaard奖,以表彰最佳书面论文,并结合会议上的演示和讨论的质量。我们也很高兴提供一个专门的行业流,遵循会议的主题,并在前两天并行运行。
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引用次数: 38
Interface design for an aircraft thrust and braking indicator/advisor 飞机推力和制动指示器/指示器的界面设计
S. Pinder, David N. Bristow, T. C. Davies
Recent advances in the development of aircraft landing and takeoff performance monitoring systems (Pinder, 2003) have shown the feasibility of a cockpit instrument that could aid significantly in the decision making process during the most critical phases of flight, provided that the information can be effectively visualized. The design of a cockpit interface to communicate the information in a timely and efficient manner has now been completed. Here we describe the ecological interface design resulting from a work domain analysis conducted in consultation with industrial partners, and the results of user testing conducted on the prototype bimodal interface. The resulting Thrust and Braking Indicator/Advisor (TABI/A) integrates a visual display with audible advice.
飞机着陆和起飞性能监控系统的最新进展(Pinder, 2003)表明,如果信息能够有效地可视化,驾驶舱仪表可以在飞行最关键阶段的决策过程中提供显着帮助。现在已经完成了驾驶舱界面的设计,以及时有效的方式传达信息。在这里,我们描述了生态界面设计,这是在与工业合作伙伴协商后进行的工作域分析,以及在原型双峰界面上进行的用户测试的结果。由此产生的推力和制动指示器/顾问(TABI/A)集成了视觉显示和听觉建议。
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引用次数: 6
A design science approach to an HCI research project HCI研究项目的设计科学方法
S. Adikari, C. McDonald, P. Collings
Usability is an important and determinant factor in human-computer systems acceptance. Usability issues are still identified late in the software development process, during testing and deployment. One of the reasons these issues arise late in the process is that current requirements engineering practice does not incorporate usability perspectives effectively into software requirements specifications. The main strength of usability-focused software requirements is the clear visibility of usability aspects for both developers and testers. The explicit expression of these aspects of human-computer systems can be built for optimal usability and also evaluated effectively to uncover usability issues. This paper presents a design science-oriented research design to test the proposition that incorporating user modelling and usability modelling in software requirements specifications improves design. The proposal and the research design are expected to make a contribution to knowledge by theory testing and to practice with effective techniques to produce usable human computer systems.
可用性是人机系统接受度的重要决定因素。可用性问题仍然是在软件开发过程的后期,在测试和部署期间确定的。这些问题在过程后期出现的原因之一是当前的需求工程实践没有将可用性观点有效地纳入软件需求规范。以可用性为中心的软件需求的主要优势在于,开发人员和测试人员都能清楚地看到可用性方面。人机系统的这些方面的显式表达可以构建最佳可用性,也可以有效地评估以发现可用性问题。本文提出了一种以设计科学为导向的研究设计,以验证在软件需求规范中加入用户建模和可用性建模可以改进设计的命题。该方案和研究设计期望通过理论测试和有效的技术实践来产生可用的人机系统,从而对知识做出贡献。
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引用次数: 15
Opening keynote 开幕式主题
Genevieve Bell
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引用次数: 4
Social software for industrial interaction 用于工业交互的社交软件
T. Koskinen
Social software is an umbrella containing mixture of technologies, internet services, and software. Internet has already demonstrated that it can be used for building online communities and inventing new innovative web services. What about business-to-business industrial usage? Does social computing have anything to offer to industrial business environments? The purpose of this paper is to analyze the potential of social software from the standpoint of industrial employment. This paper also includes a case study description of applying social software technologies to industrial context.
社交软件是一个包含技术、互联网服务和软件的混合物的保护伞。互联网已经证明,它可以用于建立在线社区和发明新的创新网络服务。那么企业对企业的工业用途呢?社会计算能为工业商业环境提供什么吗?本文的目的是从产业就业的角度来分析社交软件的潜力。本文还包括将社交软件技术应用于工业环境的案例研究描述。
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引用次数: 11
Cultural theory: from armchair critic to star performer 文化理论:从纸上谈兵到明星演员
C. Satchell
When designing mobile technologies for young people in social situations, there is a need for methodological approaches that allow the researcher to capture the intricacies of use within the context of day-to-day situations. As will be discussed in this paper, one of the most effective ways of achieving this is through the use of multi-disciplinary methodologies provided by HCI. However, while traditional approaches usually draw on ethnography or psychology for the sociology component, the study reported on in this paper, inspired by the work being conducted within the emerging field of Critical Technical Practice, introduces cultural theory into the multi-disciplinary mix of a user centered design project. The result is the development of the Swarm mobile phone prototype.
在为社交场合的年轻人设计移动技术时,有必要采用方法学方法,使研究人员能够在日常情况下捕捉到使用的复杂性。正如本文将讨论的那样,实现这一目标的最有效方法之一是使用HCI提供的多学科方法。然而,虽然传统方法通常利用人种学或心理学作为社会学组成部分,但本文报道的研究受到新兴领域“关键技术实践”的启发,将文化理论引入到以用户为中心的设计项目的多学科组合中。其结果就是Swarm手机原型机的开发。
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引用次数: 7
MAIL: a framework for critical technical practice MAIL:关键技术实践的框架
N. Foster, L. Compston, Daniel Barkho
This paper proposes a new framework for applying Critical Technical Practice (CTP) to the area of Human Computer Interaction (HCI). Through this paper the framework is developed, justified and explained. The framework is then demonstrated using three cases. Since the conception of CTP in the late 1990s it has attracted interest from various areas, and through research is helping to yield new ways forward for problem areas, design and products in HCI. However the application of CTP has always been up to individuals and their own interpretation. The proposed framework tries to add structure through a series of easy to follow steps that the CTP adopter can use to apply CTP to their problem area, design or product. The framework is motivated by the need to provide the adopter with a straight forward way to critically think about his/her HCI arena. Ways to enable this are provided and areas for future work are discussed. The use cases presented help to demonstrate how the framework can be applied to each of these different areas.
本文提出了一个将关键技术实践(CTP)应用于人机交互(HCI)领域的新框架。通过本文对该框架进行了开发、论证和说明。然后使用三个案例演示该框架。自20世纪90年代末CTP的概念出现以来,它已经吸引了各个领域的兴趣,通过研究,它正在帮助为HCI中的问题领域、设计和产品提供新的前进方法。然而,CTP的应用一直取决于个人和自己的解释。建议的框架试图通过一系列易于遵循的步骤来添加结构,CTP采用者可以使用这些步骤将CTP应用到他们的问题领域、设计或产品中。该框架的动机是需要为采用者提供一种直接的方式来批判性地思考他/她的HCI领域。提供了实现这一点的方法,并讨论了未来工作的领域。所提供的用例有助于演示如何将框架应用于这些不同的领域。
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引用次数: 2
Hermes@Home: supporting awareness and intimacy between distant family members Hermes@Home:支持远方家庭成员之间的意识和亲密关系
George Saslis-Lagoudakis, K. Cheverst, A. Dix, Dan Fitton, M. Rouncefield
This paper presents the Hermes@Home system, which supports awareness (through messaging) between members of a home. Person(s) 'away' from the home can send messages via a web portal to an 'always on' 'information appliance' style display situated in the home, while people at home can scribble messages on the touch sensitive display of this unit for reception by the person(s) away from the home. The system was conceived as a technology probe and serves as a tool in investigating related issues such as awareness and intimacy between home inhabitants. It supplements existing communication methods by providing a highly expressive and always-available messaging method. We present some findings and initial results from a preliminary analysis of messages sent through the system during four deployments, identifying emerging themes in message content. In addition, we also present some of the issues that have surfaced through these deployments in a domestic environment.
本文介绍了Hermes@Home系统,它支持家庭成员之间的意识(通过消息传递)。人(年代)“远离”家庭可以通过门户网站向位于家中的“永远打开”的“信息设备”式显示器发送信息,而在家的人可以在该单元的触摸感应显示器上涂鸦信息,供远离家庭的人接收。该系统被认为是一个技术探测器,并作为调查家庭居民之间的意识和亲密关系等相关问题的工具。它通过提供一种高度表达和始终可用的消息传递方法来补充现有的通信方法。我们介绍了对四次部署期间通过该系统发送的信息进行初步分析的一些发现和初步结果,确定了信息内容中的新主题。此外,我们还介绍了在国内环境中通过这些部署而出现的一些问题。
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引用次数: 61
An information overload study: using design methods for understanding 信息超载研究:用设计方法来理解
I. Mulder, H. Poot, C. Verwijs, Ruud Janssen, M. Bijlsma
Information overload is not a clear-cut concept. To understand the concept we studied knowledge workers in their organizational context applying different design methods. These methods are increasingly used to inspire designers in designing technology solutions. However, for understanding ambiguous concepts they are less common. We compared critical incidents collection, cultural probing and storytelling with respect to their contribution to articulate the concept of information overload and to understand why respondents perceive information overload as problematic. At the same time, these insights will steer us towards practical guidelines and technological solutions bridging the gap between understanding human behaviour and (technological) support.
信息超载并不是一个明确的概念。为了理解这一概念,我们运用不同的设计方法研究了知识型员工所在的组织环境。这些方法越来越多地用于激励设计人员设计技术解决方案。然而,为了理解模棱两可的概念,它们不太常见。我们比较了关键事件的收集、文化探索和讲故事对阐明信息过载概念的贡献,并理解为什么受访者认为信息过载是有问题的。同时,这些见解将引导我们走向实用的指导方针和技术解决方案,弥合理解人类行为和(技术)支持之间的差距。
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引用次数: 35
A qualitative analysis of local community communications 地方社区传播的定性分析
F. Redhead, M. Brereton
This paper explores how people communicate in reference to local interests and suggests information and communication technology (ICT) design for enhancement of local community networks. Qualitative data was gathered from participant observations of local community collective action and open interviews with active community members. Data analysis revealed concepts, leading to categories in relation to local interactions and interests. Design suggestions consider introducing people to local community private-strategic activity via public displays that indicate simple entry points to active participation, and creating information collections according to local community perspectives for long-term reference.
本文探讨了人们如何根据地方利益进行交流,并建议设计信息和通信技术(ICT)来增强地方社区网络。定性数据收集自当地社区集体行动的参与者观察和对活跃社区成员的公开访谈。数据分析揭示了概念,导致与当地互动和兴趣相关的类别。设计建议考虑通过公共展示将人们引入当地社区的私人战略活动,这表明了积极参与的简单入口,并根据当地社区的观点创建信息集合,以供长期参考。
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引用次数: 33
期刊
Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
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