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Lock n' LoL: Group-based Limiting Assistance App to Mitigate Smartphone Distractions in Group Activities 锁定LoL:基于群体的限制辅助应用程序,以减少智能手机在群体活动中的干扰
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858568
Minsam Ko, Seungwoo Choi, K. Yatani, Uichin Lee
Prior studies have addressed many negative aspects of mobile distractions in group activities. In this paper, we present Lock n' LoL. This is an application designed to help users focus on their group activities by allowing group members to limit their smartphone usage together. In particular, it provides synchronous social awareness of each other's limiting behavior. This synchronous social awareness can arouse feelings of connectedness among group members and can mitigate social vulnerability due to smartphone distraction (e.g., social exclusion) that often results in poor social experiences. After following an iterative prototyping process, we conducted a large-scale user study (n = 976) via real field deployment. The study results revealed how the participants used Lock n' LoL in their diverse contexts and how Lock n' LoL helped them to mitigate smartphone distractions.
先前的研究已经解决了群体活动中移动干扰的许多负面方面。在本文中,我们介绍了Lock n’LoL。这是一个应用程序,旨在帮助用户专注于他们的小组活动,允许小组成员限制他们的智能手机使用在一起。特别是,它提供了对彼此限制行为的同步社会意识。这种同步的社会意识可以唤起群体成员之间的联系感,并可以减轻由于智能手机分心(例如,社会排斥)而导致的社会脆弱性,这通常会导致不良的社会体验。在遵循迭代原型过程之后,我们通过实际现场部署进行了大规模用户研究(n = 976)。研究结果揭示了参与者如何在不同的环境中使用“锁上LoL”,以及“锁上LoL”如何帮助他们减轻智能手机的干扰。
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引用次数: 87
Inspect, Embody, Invent: A Design Framework for Music Learning and Beyond 检视、体现、发明:音乐学习及超越的设计框架
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858577
Xiao Xiao, H. Ishii
This paper introduces a new framework to guide the design of interactive music learning systems, focusing on the piano. Taking a Reflective approach, we identify the implicit assumption behind most existing systems-that learning music is learning to play correctly according to the score-and offer an alternative approach. We argue that systems should help cultivate higher levels of musicianship beyond correctness alone for students of all levels. Drawing from both pedagogical literature and the personal experience of learning to play the piano, we identify three skills central to musicianship-listening, embodied understanding, and creative imagination-which we generalize to the Inspect, Embody, Invent framework. To demonstrate how this framework translates to design, we discuss two existing interfaces from our own research-MirrorFugue and Andante-both built on a digitally controlled player piano augmented by in-situ projection. Finally, we discuss the framework's relevance toward bigger themes of embodied interactions and learning beyond the domain of music.
本文以钢琴为研究对象,介绍了一种新的框架来指导交互式音乐学习系统的设计。采用反思的方法,我们确定了大多数现有系统背后的隐含假设——学习音乐就是学习根据乐谱正确演奏——并提供了一种替代方法。我们认为,系统应该帮助培养更高水平的音乐修养,而不仅仅是对所有水平的学生正确。从教学文献和学习弹钢琴的个人经验中,我们确定了三个对音乐至关重要的技能——倾听、具体化理解和创造性想象——我们将其概括为“检查、体现、发明”框架。为了演示这个框架是如何转化为设计的,我们讨论了我们自己研究的两个现有界面——镜像格和行板——它们都建立在通过原位投影增强的数字控制钢琴上。最后,我们讨论了该框架与更大主题的关联,即体现互动和超越音乐领域的学习。
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引用次数: 18
Breaking the Sound Barrier: Designing for Patient Participation in Audiological Consultations 打破音障:设计患者参与听力学咨询
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858126
Y. Dahl, G. Hanssen
This paper explores how interactive technology can help overcome barriers to active patient participation in audiological consultations involving hearing aid tuning. We describe the design and evaluation of a prototype sound simulator intended to trigger reflection in patients regarding their hearing experiences, and help guide the tuning process. The prototype was tested in twelve consultations. Our findings suggest that it helped facilitate patient participation during the tuning process by: (1) encouraging an iterative, patient-driven approach; (2) stimulating context-specific feedback and follow-up questions; (3) helping patients make sense of medical information and treatment actions; (4) offering patient control over the process pace and what situations to optimize for; and (5) promoting reflections on daily hearing aid use. Post-consultation interviews revealed that the prototype was perceived useful in several ways. Our results highlight the benefit of flexible designs that can be appropriated to fit the spontaneous needs of patients and audiologists
本文探讨了互动技术如何帮助患者克服障碍,积极参与听力学咨询,包括助听器调谐。我们描述了一个原型声音模拟器的设计和评估,旨在引发患者对他们的听力体验的反思,并帮助指导调谐过程。原型在12次咨询中进行了测试。我们的研究结果表明,它有助于促进患者在调整过程中的参与:(1)鼓励迭代,患者驱动的方法;(2)刺激情境反馈和后续问题;(3)帮助患者理解医疗信息和治疗行为;(4)对流程速度和优化情况提供患者控制;(5)促进对助听器日常使用的思考。咨询后的访谈显示,原型在几个方面被认为是有用的。我们的结果强调了灵活设计的好处,可以适当地适应患者和听力学家的自发需求
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引用次数: 11
CardBoardiZer: Creatively Customize, Articulate and Fold 3D Mesh Models CardBoardiZer:创造性地自定义,阐明和折叠3D网格模型
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858362
Yunbo Zhang, Wei Gao, Luis Paredes, K. Ramani
Computer-aided design of flat patterns allows designers to prototype foldable 3D objects made of heterogeneous sheets of material. We found origami designs are often characterized by pre-synthesized patterns and automated algorithms. Furthermore, augmenting articulated features to a desired model requires time-consuming synthesis of interconnected joints. This paper presents CardBoardiZer, a rapid cardboard based prototyping platform that allows everyday sculptural 3D models to be easily customized, articulated and folded. We develop a building platform to allow the designer to 1) import a desired 3D shape, 2) customize articulated partitions into planar or volumetric foldable patterns, and 3) define rotational movements between partitions. The system unfolds the model into 2D crease-cut-slot patterns ready for die-cutting and folding. In this paper, we developed interactive algorithms and validated the usability of CardBoardiZer using various 3D models. Furthermore, comparisons between CardBoardiZer and methods of Autodesk® 123D Make, demonstrated significantly shorter time-to-prototype and ease of fabrication.
平面图案的计算机辅助设计使设计师能够制作由异质材料制成的可折叠3D物体的原型。我们发现折纸设计通常具有预先合成的图案和自动算法的特点。此外,将关节特征扩展到所需模型需要耗时的互联关节综合。本文介绍了CardBoardiZer,这是一个基于纸板的快速原型平台,可以轻松定制,铰接和折叠日常雕塑3D模型。我们开发了一个建筑平台,允许设计师1)导入所需的3D形状,2)将铰接分区定制为平面或体积可折叠模式,以及3)定义分区之间的旋转运动。该系统将模型展开成二维折痕-切口-凹槽图案,准备模切和折叠。在本文中,我们开发了交互式算法,并使用各种3D模型验证了CardBoardiZer的可用性。此外,CardBoardiZer与Autodesk®123D Make方法之间的比较表明,制作原型的时间大大缩短,易于制造。
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引用次数: 18
Shared Language and the Design of Home Healthcare Technology 共享语言与家庭保健技术设计
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858496
A. Burrows, R. Gooberman-Hill, D. Coyle
Words and language are central to most human communication. This paper explores the importance of language for the participatory design of smart home technologies for healthcare. We argue that to effectively involve a broad range of users in the design of new technologies, it is important to actively develop a shared language that is accessible to and owned by all stakeholders, and that facilitates productive dialogues among them. Our discussion is grounded firstly in work with end users, in which problematic language emerged as a key barrier to participation and effective design. Three specific categories of language barriers are identified: jargon, ambiguity, and emotive words. Building on this we undertook a workshop and focus group, respectively involving researchers developing smart health technologies and users, where the focus was on generating a shared language. We discuss this process, including examples that emerged of alternative terminology and specific strategies for creating a shared language.
单词和语言是大多数人类交流的核心。本文探讨了语言对医疗智能家居技术参与式设计的重要性。我们认为,要有效地让广泛的用户参与新技术的设计,重要的是要积极开发一种所有利益相关者都可以访问和拥有的共享语言,并促进他们之间富有成效的对话。我们的讨论首先是基于与最终用户的工作,其中问题语言成为参与和有效设计的主要障碍。语言障碍有三种:行话、歧义和情绪性词汇。在此基础上,我们举办了一个研讨会和焦点小组,分别涉及开发智能健康技术的研究人员和用户,重点是生成一种共享语言。我们将讨论这个过程,包括出现的替代术语和创建共享语言的具体策略的示例。
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引用次数: 18
The Social Media Ecology: User Perceptions, Strategies and Challenges 社交媒体生态:用户感知、策略和挑战
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858333
Xuan Zhao, Cliff Lampe, N. Ellison
Many existing studies of social media focus on only one platform, but the reality of users' lived experiences is that most users incorporate multiple platforms into their communication practices in order to access the people and networks they desire to influence. In order to better understand how people make sharing decisions across multiple sites, we asked our participants (N=29) to categorize all modes of communication they used, with the goal of surfacing their mental models about managing sharing across platforms. Our interview data suggest that people simultaneously consider "audience" and "content" when sharing and these needs sometimes compete with one another; that they have the strong desire to both maintain boundaries between platforms as well as allowing content and audience to permeate across these boundaries; and that they strive to stabilize their own communication ecosystem yet need to respond to changes necessitated by the emergence of new tools, practices, and contacts. We unpack the implications of these tensions and suggest future design possibilities.
许多现有的社交媒体研究只关注一个平台,但用户生活体验的现实是,大多数用户将多个平台纳入他们的沟通实践,以接触他们想要影响的人和网络。为了更好地理解人们如何在多个网站上做出分享决定,我们要求参与者(N=29)对他们使用的所有交流模式进行分类,目的是揭示他们管理跨平台分享的心理模型。我们的访谈数据表明,人们在分享时同时考虑“受众”和“内容”,这些需求有时会相互竞争;他们强烈希望保持平台之间的界限,并允许内容和用户跨越这些界限;他们努力稳定自己的通信生态系统,但需要对新工具、实践和联系的出现所必需的变化做出反应。我们揭示了这些紧张关系的含义,并提出了未来设计的可能性。
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引用次数: 115
Can Eye Help You?: Effects of Visualizing Eye Fixations on Remote Collaboration Scenarios for Physical Tasks 眼睛能帮你吗?视觉注视对物理任务远程协作场景的影响
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858438
Keita Higuchi, Ryo Yonetani, Yoichi Sato
In this work, we investigate how remote collaboration between a local worker and a remote collaborator will change if eye fixations of the collaborator are presented to the worker. We track the collaborator's points of gaze on a monitor screen displaying a physical workspace and visualize them onto the space by a projector or through an optical see-through head-mounted display. Through a series of user studies, we have found the followings: 1) Eye fixations can serve as a fast and precise pointer to objects of the collaborator's interest. 2) Eyes and other modalities, such as hand gestures and speech, are used differently for object identification and manipulation. 3) Eyes are used for explicit instructions only when they are combined with speech. 4) The worker can predict some intentions of the collaborator such as his/her current interest and next instruction.
在这项工作中,我们研究了当合作者的眼睛注视着工作人员时,本地工作人员和远程合作者之间的远程协作将如何改变。我们在显示物理工作空间的监视器屏幕上跟踪合作者的注视点,并通过投影仪或光学透明头戴式显示器将其可视化。通过一系列的用户研究,我们发现:1)眼睛的注视可以作为一个快速和精确的指针,指向合作者感兴趣的对象。2)眼睛和其他方式(如手势和语言)在识别和操纵物体时的使用方式不同。3)只有当眼睛和语言结合在一起时,眼睛才被用于明确的指示。4)工作者可以预测合作者的一些意图,如他/她当前的兴趣和下一个指令。
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引用次数: 96
EyeGrip: Detecting Targets in a Series of Uni-directional Moving Objects Using Optokinetic Nystagmus Eye Movements 眼握:利用眼动性眼球震颤检测一系列单向运动物体中的目标
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858584
Shahram Jalaliniya, D. Mardanbegi
EyeGrip proposes a novel and yet simple technique of analysing eye movements for automatically detecting the user's objects of interest in a sequence of visual stimuli moving horizontally or vertically in front of the user's view. We assess the viability of this technique in a scenario where the user looks at a sequence of images moving horizontally on the display while the user's eye movements are tracked by an eye tracker. We conducted an experiment that shows the performance of the proposed approach. We also investigated the influence of the speed and maximum number of visible images in the screen, on the accuracy of EyeGrip. Based on the experiment results, we propose guidelines for designing EyeGrip-based interfaces. EyeGrip can be considered as an implicit gaze interaction technique with potential use in broad range of applications such as large screens, mobile devices and eyewear computers. In this paper, we demonstrate the rich capabilities of EyeGrip with two example applications: 1) a mind reading game, and 2) a picture selection system. Our study shows that by selecting an appropriate speed and maximum number of visible images in the screen the proposed method can be used in a fast scrolling task where the system accurately (87%) detects the moving images that are visually appealing to the user, stops the scrolling and brings the item(s) of interest back to the screen.
EyeGrip提出了一种新颖而简单的分析眼球运动的技术,用于自动检测在用户视野前水平或垂直移动的一系列视觉刺激中用户感兴趣的物体。我们在一个场景中评估了这种技术的可行性,在这个场景中,用户看着显示器上水平移动的一系列图像,同时用户的眼球运动被眼动仪跟踪。我们进行了一个实验,证明了所提出方法的性能。我们还研究了速度和屏幕上可见图像的最大数量对EyeGrip精度的影响。基于实验结果,我们提出了基于eyegrip的界面设计准则。EyeGrip可以被认为是一种隐式凝视交互技术,在大屏幕、移动设备和眼镜计算机等广泛应用中具有潜在的用途。在本文中,我们通过两个示例应用程序演示了EyeGrip的丰富功能:1)读心术游戏,2)图片选择系统。我们的研究表明,通过选择适当的速度和屏幕上可见图像的最大数量,所提出的方法可以用于快速滚动任务,其中系统准确地(87%)检测到视觉上吸引用户的移动图像,停止滚动并将感兴趣的项目带回屏幕。
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引用次数: 22
Neurotics Can't Focus: An in situ Study of Online Multitasking in the Workplace 神经症患者无法集中注意力:一项关于工作场所在线多任务处理的现场研究
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858202
G. Mark, Shamsi T. Iqbal, M. Czerwinski, Paul Johns, A. Sano
In HCI research, attention has focused on understanding external influences on workplace multitasking. We explore instead how multitasking might be influenced by individual factors: personality, stress, and sleep. Forty information workers' online activity was tracked over two work weeks. The median duration of online screen focus was 40 seconds. The personality trait of Neuroticism was associated with shorter online focus duration and Impulsivity-Urgency was associated with longer online focus duration. Stress and sleep duration showed trends to be inversely associated with online focus. Shorter focus duration was associated with lower assessed productivity at day's end. Factor analysis revealed a factor of lack of control which significantly predicts multitasking. Our results suggest that there could be a trait for distractibility where some individuals are susceptible to online attention shifting in the workplace. Our results have implications for information systems (e.g. educational systems, game design) where attention focus is key.
在HCI研究中,关注的重点是了解工作场所多任务处理的外部影响。相反,我们探索多任务处理如何受到个人因素的影响:个性、压力和睡眠。40名信息工作者在两个工作周内的在线活动被跟踪。在线屏幕焦点持续时间的中位数为40秒。神经质人格特质与较短的在线关注持续时间相关,冲动-紧迫感人格特质与较长的在线关注持续时间相关。压力和睡眠时间与上网注意力呈负相关。较短的注意力持续时间与一天结束时较低的评估生产力有关。因子分析显示,缺乏控制的因素显著预测多任务处理。我们的研究结果表明,可能存在一种容易分心的特质,有些人在工作场所容易受到在线注意力转移的影响。我们的研究结果对信息系统(游戏邦注:如教育系统、游戏设计)具有启示意义,其中注意力集中是关键。
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引用次数: 54
The Social Side of Software Platform Ecosystems 软件平台生态系统的社交方面
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858431
C. D. Souza, Fernando Marques Figueira Filho, Müller Miranda, Renato Ferreira, Christoph Treude, Leif Singer
Software ecosystems as a paradigm for large-scale software development encompass a complex mix of technical, business, and social aspects. While significant research has been conducted to understand both the technical and business aspects, the social aspects of software ecosystems are less well understood. To close this gap, this paper presents the results of an empirical study aimed at understanding the influence of social aspects on developers' participation in software ecosystems. We conducted 25 interviews with mobile software developers and an online survey with 83 respondents from the mobile software development community. Our results point out a complex social system based on continued interaction and mutual support between different actors, including developers, friends, end users, developers from large companies, and online communities. These findings highlight the importance of social aspects in the sustainability of software ecosystems both during the initial adoption phase as well as for long-term permanence of developers.
软件生态系统作为大规模软件开发的范例,包含了技术、业务和社会方面的复杂组合。虽然已经进行了重要的研究来理解技术和业务方面,但软件生态系统的社会方面却没有得到很好的理解。为了缩小这一差距,本文提出了一项实证研究的结果,旨在了解社会方面对开发人员参与软件生态系统的影响。我们对移动软件开发人员进行了25次访谈,并对来自移动软件开发社区的83名受访者进行了在线调查。我们的研究结果指出了一个复杂的社会系统,它基于不同参与者之间的持续互动和相互支持,包括开发者、朋友、最终用户、来自大公司的开发者和在线社区。这些发现强调了社会方面在软件生态系统的可持续性方面的重要性,无论是在最初的采用阶段,还是在开发人员的长期持久性方面。
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引用次数: 25
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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