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Haptic Edge Display for Mobile Tactile Interaction 用于移动触觉交互的触觉边缘显示
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858264
Sungjune Jang, Lawrence H. Kim, Kesler W. Tanner, H. Ishii, Sean Follmer
Current mobile devices do not leverage the rich haptic channel of information that our hands can sense, and instead focus primarily on touch based graphical interfaces. Our goal is to enrich the user experience of these devices through bi-directional haptic and tactile interactions (display and control) around the edge of hand-held devices. We propose a novel type of haptic interface, a Haptic Edge Display, consisting of actuated pins on the side of a display, to form a linear array of tactile pixels (taxels). These taxels are implemented using small piezoelectric actuators, which can be made cheaply and have ideal characteristics for mobile devices. We developed two prototype Haptic Edge Displays, one with 24 actuated pins (3.75mm in pitch) and a second with 40 pins (2.5mm in pitch). This paper describes several novel haptic interactions for the Haptic Edge Display including dynamic physical affordances, shape display, non-dominant hand interactions, and also in-pocket ``pull' style haptic notifications. In a laboratory experiment we investigated the limits of human perception for Haptic Edge Displays, measuring the just-noticeable difference for pin width and height changes for both in-hand and simulated in-pocket conditions.
目前的移动设备没有利用我们的手可以感知的丰富的触觉信息通道,而是主要关注基于触摸的图形界面。我们的目标是通过在手持设备边缘的双向触觉和触觉交互(显示和控制)来丰富这些设备的用户体验。我们提出了一种新型的触觉界面,触觉边缘显示器,由显示器侧面的驱动引脚组成,以形成触觉像素(taxels)的线性阵列。这些taxels是使用小型压电驱动器实现的,它可以便宜地制造并且具有理想的移动设备特性。我们开发了两个原型触觉边缘显示器,一个有24个驱动引脚(3.75毫米间距),另一个有40个引脚(2.5毫米间距)。本文描述了几种用于触觉边缘显示的新型触觉交互,包括动态物理启示、形状显示、非优势手交互以及口袋“拉”式触觉通知。在一项实验室实验中,我们研究了人类对触觉边缘显示器的感知极限,测量了在手持和模拟口袋条件下引脚宽度和高度变化的明显差异。
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引用次数: 92
App Movement: A Platform for Community Commissioning of Mobile Applications App Movement:移动应用社区调试平台
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858094
A. Garbett, R. Comber, E. Jenkins, P. Olivier
There is an increasing demand to encourage inclusivity in the design of digital services. In response to this issue we have created App Movement, a platform that enables the promotion, collaborative design, and deployment of community-commissioned mobile applications. The platform facilitates collaborative customization of a common app template, for which the development and deployment of the app is fully automated. We describe the motivation, design and implementation of App Movement, and report the findings from an 8 month deployment wherein 27 campaigns were created, 11 of which have been successful, and over 1,600 users pledged their support using the platform. We present three case studies to demonstrate its use and adoption in successful and unsuccessful campaigns. We discuss the implications of these studies, including questions of governance (ownership of content, liability of user generated content and moderation), sustainability and the potential to extend App Movement beyond location-based review apps.
在数字服务设计中鼓励包容性的需求日益增加。为了解决这个问题,我们创建了App Movement,这是一个促进、协作设计和部署社区委托移动应用程序的平台。该平台促进了通用应用程序模板的协作定制,应用程序的开发和部署是完全自动化的。我们描述了App Movement的动机、设计和实施,并报告了在8个月的部署过程中产生的27项活动的结果,其中11项活动取得了成功,超过1600名用户承诺使用该平台提供支持。我们提出了三个案例研究来证明它在成功和不成功的运动中的使用和采用。我们将讨论这些研究的影响,包括管理问题(内容所有权、用户生成内容的责任和审核)、可持续性以及将应用运动扩展到基于位置的评论应用之外的潜力。
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引用次数: 45
Data, Design and Civics: An Exploratory Study of Civic Tech 数据、设计与公民:公民技术的探索性研究
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858326
Kirsten Boehner, C. Disalvo
Civic technology, or civic tech, encompasses a rich body of work, inside and outside HCI, around how we shape technology for, and in turn how technology shapes, how we govern, organize, serve, and identify matters of concern for communities. This study builds on previous work by investigating how civic leaders in a large US city conceptualize civic tech, in particular, how they approach the intersection of data, design and civics. We encountered a range of overlapping voices, from providers, to connectors, to volunteers of civic services and resources. Through this account, we identified different conceptions and expectation of data, design and civics, as well as several shared issues around pressing problems and strategic aspirations. Reflecting on this set of issues produced guiding questions, in particular about the current and possible roles for design, to advance civic tech.
公民技术,或公民技术,包含了丰富的工作主体,在HCI内外,围绕着我们如何塑造技术,反过来,技术如何塑造,我们如何管理,组织,服务,并确定社区关注的问题。本研究基于之前的工作,调查了美国大城市的公民领袖如何将公民技术概念化,特别是他们如何处理数据、设计和公民的交叉点。我们遇到了一系列重叠的声音,从提供者,到连接器,到公民服务和资源的志愿者。通过这次讨论,我们确定了对数据、设计和公民的不同概念和期望,以及围绕紧迫问题和战略抱负的几个共同问题。对这一系列问题的反思产生了指导性的问题,特别是关于设计在推进公民技术方面的当前和可能的作用。
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引用次数: 98
How We Type: Movement Strategies and Performance in Everyday Typing 我们如何打字:日常打字的运动策略和表现
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858233
A. Feit, Daryl Weir, Antti Oulasvirta
This paper revisits the present understanding of typing, which originates mostly from studies of trained typists using the ten-finger touch typing system. Our goal is to characterise the majority of present-day users who are untrained and employ diverse, self-taught techniques. In a transcription task, we compare self-taught typists and those that took a touch typing course. We report several differences in performance, gaze deployment and movement strategies. The most surprising finding is that self-taught typists can achieve performance levels comparable with touch typists, even when using fewer fingers. Motion capture data exposes 3 predictors of high performance: 1) unambiguous mapping (a letter is consistently pressed by the same finger), 2) active preparation of upcoming keystrokes, and 3) minimal global hand motion. We release an extensive dataset on everyday typing behavior.
本文回顾了目前对打字的理解,这种理解主要源于对训练有素的打字员使用十指触摸打字系统的研究。我们的目标是描述当今大多数未经训练并使用各种自学技术的用户。在一项誊写任务中,我们比较了自学的打字员和参加过触摸打字课程的打字员。我们报告了在性能、凝视部署和运动策略方面的几个差异。最令人惊讶的发现是,自学的打字员即使使用更少的手指,也能达到与触摸打字员相当的表现水平。动作捕捉数据揭示了高性能的3个预测因素:1)明确的映射(同一个手指连续按下一个字母),2)主动准备即将到来的击键,3)最小的全局手部运动。我们发布了一个关于日常打字行为的广泛数据集。
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引用次数: 87
SnapApp: Reducing Authentication Overhead with a Time-Constrained Fast Unlock Option SnapApp:使用时间受限的快速解锁选项减少身份验证开销
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858164
Daniel Buschek, F. Hartmann, E. V. Zezschwitz, A. D. Luca, Florian Alt
We present SnapApp, a novel unlock concept for mobile devices that reduces authentication overhead with a time-constrained quick-access option. SnapApp provides two unlock methods at once: While PIN entry enables full access to the device, users can also bypass authentication with a short sliding gesture ("Snap"). This grants access for a limited amount of time (e.g. 30 seconds). The device then automatically locks itself upon expiration. Our concept further explores limiting the possible number of Snaps in a row, and configuring blacklists for app use during short access (e.g. to exclude banking apps). We discuss opportunities and challenges of this concept based on a 30-day field study with 18 participants, including data logging and experience sampling methods. Snaps significantly reduced unlock times, and our app was perceived to offer a good tradeoff. Conceptual challenges include, for example, supporting users in configuring their blacklists.
我们提出了SnapApp,这是一种用于移动设备的新颖解锁概念,通过时间限制的快速访问选项减少了身份验证开销。SnapApp同时提供两种解锁方法:虽然PIN输入可以完全访问设备,但用户也可以通过一个简短的滑动手势(“Snap”)绕过身份验证。这将在有限的时间内授予访问权限(例如30秒)。然后设备在过期时自动锁定自己。我们的概念进一步探讨了限制连续snap的可能数量,并为短时间访问期间的应用程序配置黑名单(例如,排除银行应用程序)。我们通过对18名参与者进行的为期30天的实地研究,包括数据记录和经验抽样方法,讨论了这一概念的机遇和挑战。Snaps大大减少了解锁时间,我们的应用被认为提供了一个很好的权衡。概念性的挑战包括,例如,支持用户配置他们的黑名单。
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引用次数: 22
"Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification “不要用你的游戏鞭打我”:调查“自下而上”的游戏化
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858463
Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff, A. Krüger
In this paper we investigate "bottom-up" gamification, i.e. providing users with the option to gamify an experience on their own. To this end, we review commonly used gamification elements in terms of their suitability for such an approach and present the results of an online questionnaire (N=75) complemented by semi-structured interviews with employees of a manufacturing company (N=8). In a twelve-day-long study (N=20) we investigated the usefulness of a task managing app implementing a "bottom-up" gamification concept. With these studies, we derived requirements "bottom-up" applications should fulfill. The study results reveal that people want to use such an approach and are open to the creation of their own gamified experience, thus suggesting that "bottom-up" can be an alternative to "top-down" gamification often used today.
在本文中,我们研究了“自下而上”的游戏化,即为用户提供自己游戏化体验的选择。为此,我们回顾了常用的游戏化元素是否适合这种方法,并提供了一份在线问卷(N=75)的结果,并辅以对一家制造公司员工的半结构化访谈(N=8)。在为期12天的研究中(N=20),我们调查了一款执行“自下而上”游戏化概念的任务管理应用的实用性。通过这些研究,我们得到了“自底向上”应用程序应该满足的需求。研究结果显示,人们想要使用这种方法,并且愿意创造自己的游戏化体验,这表明“自下而上”可以替代目前经常使用的“自上而下”游戏化。
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引用次数: 30
SpiroCall: Measuring Lung Function over a Phone Call SpiroCall:通过电话测量肺功能
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858401
Mayank Goel, Elliot Saba, Maia Stiber, Eric Whitmire, Josh Fromm, Eric C. Larson, G. Borriello, Shwetak N. Patel
Cost and accessibility have impeded the adoption of spirometers (devices that measure lung function) outside clinical settings, especially in low-resource environments. Prior work, called SpiroSmart, used a smartphone's built-in microphone as a spirometer. However, individuals in low- or middle-income countries do not typically have access to the latest smartphones. In this paper, we investigate how spirometry can be performed from any phone-using the standard telephony voice channel to transmit the sound of the spirometry effort. We also investigate how using a 3D printed vortex whistle can affect the accuracy of common spirometry measures and mitigate usability challenges. Our system, coined SpiroCall, was evaluated with 50 participants against two gold standard medical spirometers. We conclude that SpiroCall has an acceptable mean error with or without a whistle for performing spirometry, and advantages of each are discussed.
成本和可及性阻碍了肺活量计(测量肺功能的设备)在临床之外的应用,特别是在资源匮乏的环境中。之前的研究名为SpiroSmart,使用智能手机的内置麦克风作为肺活量计。然而,低收入或中等收入国家的个人通常无法使用最新款的智能手机。在本文中,我们研究了如何从任何电话中使用标准电话语音信道来传输肺活量测定的声音。我们还研究了如何使用3D打印涡流哨子可以影响常见肺活量测量的准确性和减轻可用性挑战。我们的系统,称为SpiroCall,与50名参与者对照两个金标准医疗呼吸计进行了评估。我们的结论是,SpiroCall有或没有哨子的平均误差是可以接受的,并讨论了每种方法的优点。
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引用次数: 59
"Counting on the Group": Reconciling Online and Offline Social Support among Older Informal Caregivers “依靠群体”:协调老年人非正式照顾者的线上和线下社会支持
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858477
M. Tixier, M. Lewkowicz
Awareness of the huge amount of work faced by relatives in caring for a person suffering from a loss of autonomy has led to research focusing on ways to ease the burden on informal caregivers. Among them, services and devices aimed at providing social support and fighting the isolation that may be caused by the caregiving tasks appear important. However, little is known about the social support informal caregivers actually value and look for in practice. To fill this gap, we conducted a multi-sited study, focusing on older informal caregivers, because they are numerous and have lower experience with technology. Our study highlights that being part of a group is a key element in helping informal caregivers to feel that they are not alone, continue leisure activities, learn from others and sustain participation in organized activities. Through this understanding, we discuss design opportunities in a sociotechnical approach complementing online and offline social support.
由于意识到照顾一个失去自主权的人的亲属所面临的巨大工作量,研究人员开始关注减轻非正式照顾者负担的方法。其中,旨在提供社会支持和消除照顾任务可能造成的孤立感的服务和设备显得很重要。然而,人们对非正式照顾者在实践中真正重视和寻求的社会支持知之甚少。为了填补这一空白,我们进行了一项多地点研究,重点关注老年非正式护理人员,因为他们人数众多,对技术的经验较少。我们的研究强调,成为群体的一部分是帮助非正式照顾者感到自己并不孤单、继续休闲活动、向他人学习和持续参与有组织的活动的关键因素。通过这种理解,我们讨论了在社会技术方法中补充在线和离线社会支持的设计机会。
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引用次数: 49
Designing for the Other 'Hereafter': When Older Adults Remember about Forgetting 为其他“以后”设计:当老年人记得遗忘
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858162
L. Ramos, E. V. D. Hoven, L. Miller
Designing to support memory for older individuals is a complex challenge in human-computer interaction (HCI) research. Past literature on human memory has mapped processes for recalling past experiences, learning new things, remembering to carry out future intentions and the importance of attention. However, the understanding of how older adults perceive forgetting in daily life remains limited. This paper narrows this gap through a study with older persons (n=18) living independently using self-reporting and semi-structured focus groups to explore what they forget, how they react, and what mechanisms they put in place to recover from and avoid forgetting. Findings include occurrences of prospective and retrospective memory lapses, conflicting negative and neutral perceptions, and techniques to manage forgetting. Participant responses indicate that an awareness of forgetting fosters internal tensions among older adults, thereby creating opportunities for further design research, e.g., to defuse and normalise these reactions.
在人机交互(HCI)研究中,设计支持老年人记忆的方法是一个复杂的挑战。过去关于人类记忆的文献描绘了回忆过去经历、学习新事物、记住执行未来意图和注意力重要性的过程。然而,对于老年人在日常生活中如何看待遗忘的理解仍然有限。本文通过对独立生活的老年人(n=18)的研究,利用自我报告和半结构化焦点小组来探索他们忘记了什么,他们如何反应,以及他们采取了什么机制来恢复和避免遗忘,从而缩小了这一差距。研究结果包括前瞻性和回顾性记忆缺失的发生,消极和中性观念的冲突,以及管理遗忘的技巧。参与者的反应表明,对遗忘的意识会助长老年人的内心紧张,从而为进一步的设计研究创造机会,例如,消除这些反应并使其正常化。
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引用次数: 19
Motion Amplifiers: Sketching Dynamic Illustrations Using the Principles of 2D Animation 运动放大器:使用2D动画原理绘制动态插图
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858386
Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, G. Fitzmaurice
We present a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. The system provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. By leveraging the freeform nature of sketching, our system allows users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations. Practical results confirm that users with no prior experience in animation can produce expressive animated illustrations quickly and easily.
我们提出了一个素描工具,用于制作包含程式化2D动画的夸张动态的动画插图。该系统提供了一套运动放大器,实现了一套既定的二维动画原理。这些放大器将复杂的动画效果分解成独立的,可理解的块。每个放大器对底层网格施加变形,从而更新相应的冲程。当用户将这些放大器应用于现有动画时,可以随意组合这些放大器,促进快速实验。通过利用素描的自由形态,我们的系统允许用户快速素描,记录运动,探索夸张的动态使用放大器,并微调他们的动画。实际结果证实,没有动画经验的用户也可以快速轻松地制作出富有表现力的动画插图。
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引用次数: 42
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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