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HapTurk: Crowdsourcing Affective Ratings of Vibrotactile Icons HapTurk:众包触觉振动图标的情感评级
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858279
Oliver S. Schneider, H. Seifi, S. Kashani, Matthew Chun, Karon E Maclean
Vibrotactile (VT) display is becoming a standard component of informative user experience, where notifications and feedback must convey information eyes-free. However, effective design is hindered by incomplete understanding of relevant perceptual qualities, together with the need for user feedback to be accessed in-situ. To access evaluation streamlining now common in visual design, we introduce proxy modalities as a way to crowdsource VT sensations by reliably communicating high-level features through a crowd-accessible channel. We investigate two proxy modalities to represent a high-fidelity tactor: a new VT visualization, and low-fidelity vibratory translations playable on commodity smartphones. We translated 10 high-fidelity vibrations into both modalities, and in two user studies found that both proxy modalities can communicate affective features, and are consistent when deployed remotely over Mechanical Turk. We analyze fit of features to modalities, and suggest future improvements.
振动触觉(VT)显示正在成为信息用户体验的标准组成部分,其中通知和反馈必须在无眼睛的情况下传递信息。然而,有效的设计受到对相关感知质量的不完全理解以及对用户反馈的就地获取的需求的阻碍。为了访问视觉设计中常见的评估流线型,我们引入代理模式,通过通过人群可访问的通道可靠地传达高级功能,作为众包VT感觉的一种方式。我们研究了两种代理模式来表示高保真度因素:一种新的VT可视化,以及可在商用智能手机上播放的低保真振动翻译。我们将10种高保真振动转换为两种模式,并在两次用户研究中发现,这两种代理模式都可以传达情感特征,并且在远程部署在Mechanical Turk上时是一致的。我们分析了特征与模式的契合度,并提出了未来的改进建议。
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引用次数: 38
The Flat Finger: Exploring Area Touches on Smartwatches 扁平手指:探索智能手表的触控区域
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858179
Ian Oakley, Carina Lindahl, Khanh Le, Doyoung Lee, Md. Rasel Islam
Smartwatches are emerging device category that feature highly limited input and display surfaces. We explore how touch contact areas, such as lines generated by flat fingers, can be used to increase input expressivity in these diminutive systems in three ways. Firstly, we present four design themes that emerged from an ideation workshop in which five designers proposed concepts for smartwatch touch area interaction. Secondly, we describe a sensor unit and study that captured user performance with 31 area touches and contrasted this against standard targeting performance. Finally, we describe three demonstration applications that instantiate ideas from the workshop and deploy the most reliably and rapidly produced area touches. We report generally positive user reactions to these demonstrators: the area touch interactions were perceived as quick, convenient and easy to learn and remember. Together this work characterizes how designers can use area touches in watch UIs, which area touches are most appropriate and how users respond to this interaction style.
智能手表是一种新兴的设备类别,其输入和显示表面非常有限。我们通过三种方式探索触摸接触区域(如扁平手指产生的线条)如何用于增加这些小型系统的输入表现力。首先,我们提出了四个设计主题,这些主题来自于一个创意研讨会,在这个研讨会上,五位设计师提出了智能手表触摸区域交互的概念。其次,我们描述了一个传感器单元,并研究了31次区域触摸的用户性能,并将其与标准目标性能进行了对比。最后,我们描述了三个演示应用程序,这些应用程序实例化了研讨会中的想法,并部署了最可靠和最快速生产的区域触摸。我们报告了用户对这些演示的普遍积极反应:区域触摸交互被认为是快速、方便、易于学习和记忆的。总之,这项工作描述了设计师如何在手表ui中使用区域触摸,哪些区域触摸是最合适的,以及用户如何响应这种交互风格。
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引用次数: 37
Speeching: Mobile Crowdsourced Speech Assessment to Support Self-Monitoring and Management for People with Parkinson's 语音:支持帕金森患者自我监控和管理的移动众包语音评估
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858321
Roisin Mcnaney, Mohammad Othman, D. Richardson, Paul Dunphy, Telmo Amaral, N. Miller, Helen Stringer, P. Olivier, John Vines
We present Speeching, a mobile application that uses crowdsourcing to support the self-monitoring and management of speech and voice issues for people with Parkinson's (PwP). The application allows participants to audio record short voice tasks, which are then rated and assessed by crowd workers. Speeching then feeds these results back to provide users with examples of how they were perceived by listeners unconnected to them (thus not used to their speech patterns). We conducted our study in two phases. First we assessed the feasibility of utilising the crowd to provide ratings of speech and voice that are comparable to those of experts. We then conducted a trial to evaluate how the provision of feedback, using Speeching, was valued by PwP. Our study highlights how applications like Speeching open up new opportunities for self-monitoring in digital health and wellbeing, and provide a means for those without regular access to clinical assessment services to practice and get meaningful feedback on their speech.
我们介绍了speech,一个移动应用程序,它使用众包来支持帕金森症(PwP)患者的语言和声音问题的自我监测和管理。该应用程序允许参与者录制简短的语音任务,然后由人群工作人员对其进行评级和评估。然后speech将这些结果反馈给用户,向他们提供与他们无关的听众(因此不习惯他们的讲话模式)如何感知他们的例子。我们的研究分两个阶段进行。首先,我们评估了利用人群提供与专家相当的语音和语音评级的可行性。然后,我们进行了一项试验,以评估PwP如何利用语音提供反馈。我们的研究强调了像speech这样的应用程序如何为数字健康和福祉的自我监控开辟了新的机会,并为那些无法定期获得临床评估服务的人提供了一种方法,让他们能够练习并获得有意义的语言反馈。
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引用次数: 19
Look Before You Leap: Improving the Users' Ability to Detect Fraud in Electronic Marketplaces 三思而后行:提高用户在电子市场中发现欺诈的能力
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858555
Johannes Sänger, Norman Hänsch, B. Glass, Z. Benenson, Robert Landwirth, M. Sasse
Reputation systems in current electronic marketplaces can easily be manipulated by malicious sellers in order to appear more reputable than appropriate. We conducted a controlled experiment with 40 UK and 41 German participants on their ability to detect malicious behavior by means of an eBay-like feedback profile versus a novel interface involving an interactive visualization of reputation data. The results show that participants using the new interface could better detect and understand malicious behavior in three out of four attacks (the overall detection accuracy 77% in the new vs. 56% in the old interface). Moreover, with the new interface, only 7% of the users decided to buy from the malicious seller (the options being to buy from one of the available sellers or to abstain from buying), as opposed to 30% in the old interface condition.
当前电子市场中的信誉系统很容易被恶意卖家操纵,以使其看起来比实际情况更有信誉。我们对40名英国和41名德国参与者进行了一项对照实验,测试他们通过类似ebay的反馈配置文件和涉及声誉数据交互式可视化的新型界面来检测恶意行为的能力。结果表明,使用新界面的参与者可以更好地检测和理解四分之三的攻击中的恶意行为(新界面的总体检测准确率为77%,而旧界面的检测准确率为56%)。此外,在新界面下,只有7%的用户决定从恶意卖家那里购买(选择从可用的卖家之一购买或不购买),而在旧界面条件下,这一比例为30%。
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引用次数: 10
Surviving an "Eternal September": How an Online Community Managed a Surge of Newcomers 在“永恒的九月”中生存:一个在线社区如何应对新来者的激增
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858356
C. Kiene, A. Monroy-Hernández, Benjamin Mako Hill
We present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous "Eternal September" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations.
我们对Reddit上NoSleep社区的参与者进行了定性分析,该社区聚集了数百万恐怖小说的粉丝和作家。我们将探讨社区如何应对新成员的大规模、突然和持续增长。虽然现有的理论和故事,如Usenet臭名昭著的“永恒的九月”,表明大量新来者的涌入会伤害网络社区,但我们的采访表明,NoSleep没有发生重大事件。我们提出NoSleep的三个特点使它能够优雅地管理新来者的快速涌入:(1)一个积极和协调良好的管理员小组,(2)促进社区节制的共同社区意识,以及(3)减轻违反规范的技术系统。我们还指出了一些重要的权衡和限制。
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引用次数: 78
Evaluation of a Food Portion Size Estimation Interface for a Varying Literacy Population 不同文化人口食物份量估算界面的评估
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858554
B. Chaudhry, Christopher L. Schaefbauer, Ben Jelen, K. Siek, Kay Connelly
Portion size estimation is important for managing dietary intake in many chronic conditions. We conducted a 6-week field study with nine varying literacy dialysis patients to explore the usability and feasibility of a dietary intake mobile application that emphasizes portion size estimation. Seven participants demonstrated sustained use of the application and improved their self-efficacy, knowledge, and ability to estimate portion sizes in pre- and post-study assessments. Participants reported moments when portion size information in the application differed from their prior understanding, challenging them to reconcile dissonant information. Although participants acquired new knowledge about portion sizes, they struggled to accurately estimate portion sizes in situ for most foods. Despite using the application consistently, rating it highly, and exhibiting learning, we found that self-efficacy and knowledge are not sufficient to support improved behaviors in everyday life.
份量估算对于许多慢性病患者的膳食摄入管理很重要。我们对9名不同的识字透析患者进行了为期6周的实地研究,以探索强调份量估计的膳食摄入量移动应用程序的可用性和可行性。7名参与者表现出持续使用该应用程序,并提高了他们的自我效能感、知识和在研究前和研究后评估中估计份量的能力。参与者报告了当应用程序中的份量信息与他们先前的理解不同时,挑战他们调和不一致的信息。尽管参与者获得了关于食物份量的新知识,但他们很难在现场准确估计大多数食物的份量。尽管持续使用应用程序,对其评价很高,并表现出学习能力,但我们发现自我效能感和知识不足以支持改善日常生活中的行为。
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引用次数: 22
A Live, Multiple-Representation Probabilistic Programming Environment for Novices 面向新手的实时多表示概率编程环境
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858221
Maria I. Gorinova, Advait Sarkar, A. Blackwell, Don Syme
We present a live, multiple-representation novice environment for probabilistic programming based on the Infer.NET language. When compared to a text-only editor in a controlled experiment on 16 participants, our system showed a significant reduction in keystrokes during introductory probabilistic programming exercises, and subsequently, a significant improvement in program description and debugging tasks as measured by task time, keystrokes and deletions.
我们提出了一个基于Infer的概率规划的实时、多表示新手环境。网络语言。在对16名参与者进行的对照实验中,与纯文本编辑器相比,我们的系统在介绍性概率编程练习中显着减少了击键次数,随后,通过任务时间、击键和删除来衡量,程序描述和调试任务有了显着改善。
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引用次数: 15
When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets 当平板电脑与桌面相遇:桌面尺寸对使用个人平板电脑进行圆桌协作的影响
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858224
Johannes Zagermann, Ulrike Pfeil, Roman Rädle, Hans-Christian Jetter, C. Klokmose, Harald Reiterer
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces really pays off. In order to analyse the suitability of smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied the effect of the size of a shared horizontal interactive workspace on users' attention, awareness, and efficiency during cross-device collaboration. In our study, 15 groups of two users executed a sensemaking task with two personal tablets (9.7") and a horizontal shared display of varying sizes (10.6", 27", and 55"). Our findings show that different sizes lead to differences in participants' interaction with the tabletop and in the groups' communication styles. To our own surprise we found that larger tabletops do not necessarily improve collaboration or sensemaking results, because they can divert users' attention away from their collaborators and towards the shared display.
与平板电脑的跨设备协作是HCI中日益流行的话题。以前的研究表明,在交互式桌面上增加一个共享工作空间可以改善仅平板电脑的协作。然而,大型桌面既昂贵又需要空间,这就提出了一个问题,即共享水平表面的物理大小在多大程度上真正值得。为了分析比桌面小的设备(例如平板电脑)作为低成本替代品的适用性,我们研究了共享水平交互工作空间的大小对用户在跨设备协作期间的注意力、意识和效率的影响。在我们的研究中,15组2名用户使用两个个人平板电脑(9.7英寸)和一个不同尺寸的水平共享显示器(10.6英寸、27英寸和55英寸)执行一个语义生成任务。我们的研究结果表明,不同的大小导致参与者与桌面的互动和群体的沟通风格的差异。令我们吃惊的是,我们发现更大的桌面并不一定会提高协作或语义分析的结果,因为它们会将用户的注意力从合作者身上转移到共享显示上。
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引用次数: 53
Contextual Autonomy Support in Video Game Play: A Grounded Theory 电子游戏中的情境自主支持:一个有根据的理论
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858395
Sebastian Deterding
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known about the role of the social context of play. Particularly, engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease out contextual factors that affect autonomy, we conducted a qualitative interview study that compared game-play experience in leisure and work contexts. We found that leisure contexts, particularly solitary play, support autonomy through a time and space shielded from outer demands, the license to (dis)engage with and configure the situation to fit one's spontaneous interests, and a lack of social and material consequence. Thwarted autonomy occurs both in leisure and work contexts when players' spontaneous interests mismatch socially demanded gameplay. We discuss implications for entertainment and applied gaming.
自主性体验是游戏内在动机的核心组成部分。虽然有研究探讨了游戏设计如何赋予玩家自主性,但我们对游戏社交环境的作用知之甚少。特别是,参与严肃游戏或游戏化应用通常是强制性的,这可能会阻碍自主性。为了梳理出影响自主性的环境因素,我们进行了一项定性访谈研究,比较了休闲和工作环境下的游戏体验。我们发现休闲环境,特别是独自玩耍,通过屏蔽外部需求的时间和空间来支持自主性,允许(不)参与和配置情境以适应一个人的自发兴趣,并且缺乏社会和物质后果。在休闲和工作环境中,当玩家自发的兴趣与社交要求的游戏玩法不匹配时,自主性受挫都会发生。我们将讨论娱乐和应用游戏的含义。
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引用次数: 45
Legacy Contact: Designing and Implementing Post-mortem Stewardship at Facebook 遗留联系:设计和实施Facebook的事后管理
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858254
Jed R. Brubaker, Vanessa Callison-Burch
Post-mortem profiles on social network sites serve as both an archive of the deceased person's life and a gathering place for friends and loved ones. Many existing systems utilize inheritance as a model for post-mortem data management. However, the social and networked nature of personal data on social media, as well as the memorializing practices in which friends engage, indicate that other approaches are necessary. In this paper, we articulate the design choices made throughout the development of Legacy Contact, a post-mortem data management solution designed and deployed at Facebook. Building on the duties and responsibilities identified by Brubaker et al., we describe how Legacy Contact was designed to honor last requests, provide information surrounding death, preserve the memory of the deceased, and facilitate memorializing practices. We provide details around the design of the Legacy Contact selection process, the functionality provided to legacy contacts after accounts have been memorialized, and changes made to post-mortem profiles.
社交网站上的尸体档案既是逝者生活的档案,也是朋友和亲人聚会的场所。许多现有系统利用继承作为事后数据管理的模型。然而,社交媒体上个人数据的社交和网络性质,以及朋友参与的纪念活动表明,其他方法是必要的。在本文中,我们阐述了在Legacy Contact开发过程中所做出的设计选择,Legacy Contact是Facebook设计和部署的一个事后数据管理解决方案。在Brubaker等人确定的职责和责任的基础上,我们描述了遗产联系是如何设计的,以尊重最后的请求,提供有关死亡的信息,保存对死者的记忆,并促进纪念活动。我们将详细介绍遗留联系人选择过程的设计,在记录帐户后提供给遗留联系人的功能,以及对事后配置文件所做的更改。
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引用次数: 53
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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