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Embodied Sketching 体现了草图
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858486
Elena Márquez Segura, Laia Turmo Vidal, A. Rostami, Annika Wærn
Designing bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources.
设计身体体验是具有挑战性的。在这篇论文中,我们提出了具体化素描作为一种实践设计的方式,包括在设计过程的早期理解和设计身体体验。具象素描包含了基于生活经验并受其启发的构思方法,并将社会和空间环境作为素描中的设计资源。具象素描也是基于利用游戏和游戏性作为引发创造性身体参与的主要方式。我们提出了三种不同的方法来实现和使用具身素描在同地社交游戏的应用领域。这些方法包括集思广益、与用户共同设计以及让设计师更加敏感。后者有助于揭示和阐明重要的,以及新颖的具体化体验,而前两个有助于更好地理解可能的设计资源。
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引用次数: 126
DualKey: Miniature Screen Text Entry via Finger Identification 双键:微型屏幕文本输入通过手指识别
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858052
Aakar Gupta, Ravin Balakrishnan
Fast and accurate access to keys for text entry remains an open question for miniature screens. Existing works typically use a cumbersome two-step selection process, first to zero-in on a particular zone and second to make the key selection. We introduce DualKey, a miniature screen text entry technique with a single selection step that relies on finger identification. We report on the results of a 10 day longitudinal study with 10 participants that evaluated speed, accuracy, and learning. DualKey outperformed the existing techniques on long-term performance with a speed of 19.6 WPM. We then optimized the keyboard layout for reducing finger switching time based on the study data. A second 10 day study with eight participants showed that the new sweqty layout improved upon DualKey even further to 21.59 WPM for long-term speed, was comparable to existing techniques on novice speed and outperformed existing techniques on novice accuracy rate.
对于微型屏幕来说,快速准确地访问文本输入键仍然是一个悬而未决的问题。现有的作品通常使用一个繁琐的两步选择过程,首先对特定区域进行归零,然后进行关键选择。我们介绍DualKey,这是一种微型屏幕文本输入技术,只需一个选择步骤,依赖于手指识别。我们报告了一项为期10天的纵向研究的结果,其中10名参与者评估了速度,准确性和学习。DualKey在长期性能上优于现有技术,速度为19.6 WPM。然后,我们根据研究数据优化键盘布局,以减少手指切换时间。在第二个为期10天的研究中,8名参与者表明,新的swety布局在DualKey上的长期速度进一步提高到21.59 WPM,与现有的新手速度技术相当,在新手准确率方面优于现有技术。
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引用次数: 86
Integrating the Smart Home into the Digital Calendar 将智能家居集成到数字日历中
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858168
Sarah Mennicken, David Kim, E. Huang
With the growing adoption of smart home technologies, inhabitants are faced with the challenge of making sense of the data that their homes can collect to configure automated behaviors that benefit their routines. Current commercial smart home interfaces usually provide information on individual devices instead of a more comprehensive overview of a home's behavior. To reduce the complexity of smart home data and integrate it better into inhabitants' lives, we turned to the familiar metaphor of a calendar and developed our smart home interface Casalendar. In order to investigate the concept and evaluate our goals to facilitate the understanding of smart home data, we created a prototype that we installed in two commercial smart homes for a month. The results we present in this paper are based on our analysis of user data from questionnaires, semi-structured interviews, participant-driven audio and screenshot feedback as well as logged interactions with our system. Our findings exposed advantages and disadvantages of this metaphor, emerging usage patterns, privacy concerns and challenges for information visualization. We further report on implications for design and open challenges we revealed through this work.
随着智能家居技术的日益普及,居民面临的挑战是如何理解他们的家庭可以收集的数据,以配置有利于他们日常生活的自动化行为。目前的商业智能家居界面通常提供单个设备的信息,而不是对家庭行为的更全面的概述。为了降低智能家居数据的复杂性,并将其更好地融入居民的生活,我们转向了一个熟悉的日历比喻,并开发了我们的智能家居界面Casalendar。为了调查概念和评估我们的目标,以促进对智能家居数据的理解,我们创建了一个原型,并在两个商业智能家居中安装了一个月。我们在本文中呈现的结果是基于我们对用户数据的分析,这些数据来自问卷调查、半结构化访谈、参与者驱动的音频和截图反馈以及与我们系统的记录交互。我们的研究结果揭示了这种隐喻的优点和缺点、新出现的使用模式、隐私问题和信息可视化的挑战。我们进一步报告了我们通过这项工作揭示的设计和开放挑战的含义。
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引用次数: 36
Blind Spots in Youth DIY Programming: Examining Diversity in Creators, Content, and Comments within the Scratch Online Community 青年DIY编程的盲点:在Scratch在线社区中检查创作者、内容和评论的多样性
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858590
Gabriela T. Richard, Y. Kafai
Much attention has focused on the lack of diversity in access and participation in digital media available to youth. Far less attention has been paid to the diversity of youth creators and the content that is produced by youth. We examined the diversity of project creators, content, and comments in one of the largest youth programming sites called Scratch (scratch.mit.edu), with over 7 million registered members between ages 6-16, over 10 million posted projects and 16 million comments. We used keyword and webcrawler searches to reveal that only a small number of users (<.01%) self-disclosed their racial and ethnic identities. Case studies further illuminated how project designs and comments delved into race, provided cultural critique or addressed racial harassment. In the discussion, we address these blind spots of diversity in massive online DIY youth communities, discuss methodological limitations, and provide recommendations for future directions in supporting diversity.
青年人在获取和参与数字媒体方面缺乏多样性,这是人们关注的焦点。对青年创作者的多样性和青年创作的内容的关注远远不够。我们在最大的青少年编程网站之一Scratch (scratch.mit.edu)上研究了项目创建者、内容和评论的多样性,该网站拥有超过700万6-16岁的注册会员,超过1000万个发布的项目和1600万条评论。我们使用关键字和网络爬虫搜索显示,只有少数用户(< 0.01%)自我披露了他们的种族和民族身份。案例研究进一步说明了项目设计和评论如何深入种族,提供文化批评或解决种族骚扰。在讨论中,我们讨论了大规模在线DIY青年社区中多样性的盲点,讨论了方法的局限性,并为支持多样性的未来方向提供了建议。
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引用次数: 27
Understanding Newcomers to 3D Printing: Motivations, Workflows, and Barriers of Casual Makers 了解新手3D打印:动机,工作流程和障碍的休闲制造商
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858266
Nathaniel Hudson, C. Alcock, Parmit K. Chilana
Interest in understanding and facilitating 3D digital fabrication is growing in the HCI research community. However, most of our insights about end-user interaction with fabrication are currently based on interactions of professional users, makers, and technology enthusiasts. We present a study of casual makers, users who have no prior experience with fabrication and mainly explore walk-up-and-use 3D printing services at public print centers, such as libraries, universities, and schools. We carried out 32 interviews with casual makers, print center operators, and fabrication experts to understand the motivations, workflows, and barriers in appropriating 3D printing technologies. Our results suggest that casual makers are deeply dependent on print center operators throughout the process from bootstrapping their 3D printing workflow, to seeking help and troubleshooting, to verifying their outputs. However, print center operators are usually not trained domain experts in fabrication and cannot always address the nuanced needs of casual makers. We discuss implications for optimizing 3D design tools and interactions that can better facilitate casual makers' workflows.
在HCI研究社区中,对理解和促进3D数字制造的兴趣正在增长。然而,我们对终端用户与制造交互的大多数见解目前都是基于专业用户,制造商和技术爱好者的交互。我们提出了一项研究的休闲制造者,用户谁没有制造的经验,主要探索步行和使用的3D打印服务在公共打印中心,如图书馆,大学和学校。我们对业余制造者、打印中心操作员和制造专家进行了32次访谈,以了解使用3D打印技术的动机、工作流程和障碍。我们的研究结果表明,从引导他们的3D打印工作流程,到寻求帮助和故障排除,再到验证他们的输出,休闲制造商在整个过程中都深深地依赖于打印中心的操作员。然而,印刷中心操作员通常不是经过培训的制造领域专家,不能总是满足临时制造商的细微需求。我们讨论了优化3D设计工具和交互的影响,这些工具和交互可以更好地促进休闲制造商的工作流程。
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引用次数: 117
Fostering Intrinsic Motivation through Avatar Identification in Digital Games 通过数字游戏中的角色识别培养玩家的内在动机
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858062
M. Birk, Cheralyn Atkins, Jason T. Bowey, R. Mandryk
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people experience when using technology, but can also translate into more invested effort. We propose that identifying with an avatar in a game will increase the intrinsic motivation of the player. We analyzed data from 126 participants playing a custom endless runner game and show that similarity identification, embodied identification, and wishful identification increases autonomy, immersion, invested effort, enjoyment, and positive affect. We also show that greater identification translates into motivated behaviour as operationalized by the time that players spent in an unending version of the infinite runner. Important for the design of games for entertainment and serious purposes, we discuss how identification with an avatar can be facilitated to cultivate intrinsic motivation within and beyond games.
通过交互式应用程序培养内在动机可以增加人们在使用技术时体验到的乐趣,但也可以转化为更多投入的努力。我们认为认同游戏中的角色会增加玩家的内在动机。我们分析了126名参与者玩自定义无尽奔跑游戏的数据,发现相似性识别、具身识别和一厢情愿的识别可以增加自主性、沉浸感、投入的努力、乐趣和积极的影响。我们还表明,更强的认同转化为动机行为,因为玩家在无限奔跑版本中花费的时间是可操作的。对于娱乐和严肃目的的游戏设计来说,这一点很重要,我们将讨论如何通过角色的认同来培养游戏内外的内在动机。
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引用次数: 203
Anchored Customization: Anchoring Settings to the Application Interface to Afford Customization 锚定自定义:锚定设置到应用程序接口以提供自定义
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858129
Antoine Ponsard, Joanna McGrenere
The settings panel is the standard customization mechanism used in software applications today, yet it has undergone minimal design improvement since its introduction in the 1980s. Entirely disconnected from the application UI, these panels require users to rely on often-cryptic text labels to identify the settings they want to change. We propose the Anchored Customization approach, which anchors settings to conceptually related elements of the application UI. Our Customization Layer prototype instantiates this approach: users can see which UI elements are customizable, and access their associated settings. We designed three variants of Customization Layer based on multi-layered interfaces, and implemented these variants on top of a popular web application for task management, Wunderlist. Two experiments (Mechanical Turk and face-to-face) with a total of 60 participants showed that the two minimalist variants were 35% faster than Wunderlist's settings panel. Our approach provides significant benefits for users while requiring little extra work from designers and developers of applications.
设置面板是当今软件应用程序中使用的标准定制机制,但自20世纪80年代引入以来,它的设计改进很少。这些面板与应用程序UI完全断开连接,用户需要依靠通常是模糊的文本标签来识别他们想要更改的设置。我们提出锚定定制方法,该方法将设置锚定到应用程序UI的概念相关元素上。我们的定制层原型实例化了这种方法:用户可以看到哪些UI元素是可定制的,并访问它们的相关设置。我们设计了三种基于多层接口的定制层变体,并在一个流行的任务管理web应用程序Wunderlist上实现了这些变体。两项共有60名参与者的实验(Mechanical Turk和面对面)表明,两种极简主义的变体比Wunderlist的设置面板快35%。我们的方法为用户提供了显著的好处,同时应用程序的设计人员和开发人员几乎不需要额外的工作。
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引用次数: 7
Evaluating Information Visualization via the Interplay of Heuristic Evaluation and Question-Based Scoring 基于启发式评价和基于问题的评分的信息可视化评价
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858280
Marti A. Hearst, Paul Laskowski, Luis Silva
In an instructional setting it can be difficult to accurately assess the quality of information visualizations of several variables. Instead of a standard design critique, an alternative is to ask potential readers of the chart to answer questions about it. A controlled study with 47 participants shows a good correlation between aggregated novice heuristic evaluation scores and results of answering questions about the data, suggesting that the two forms of assessment can be complementary. Using both metrics in parallel can yield further benefits; discrepancies between them may reveal incorrect application of heuristics or other issues.
在教学环境中,很难准确地评估几个变量的信息可视化的质量。除了标准的设计评论,另一种选择是让图表的潜在读者回答有关它的问题。一项有47名参与者的对照研究表明,新手启发式评估总分与回答数据问题的结果之间存在良好的相关性,表明这两种评估形式可以互补。同时使用这两个指标可以产生更多的好处;它们之间的差异可能揭示了启发式的不正确应用或其他问题。
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引用次数: 31
"Just whack it on until it gets hot": Working with IoT Data in the Home “只要打开它,直到它变热”:在家中使用物联网数据
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858518
J. Fischer, Andy Crabtree, T. Rodden, James A. Colley, Enrico Costanza, Michael O. Jewell, S. Ramchurn
This paper presents findings from a co-design project that aims to augment the practices of professional energy advisors with environmental data from sensors deployed in clients' homes. Premised on prior ethnographic observations we prototyped a sensor platform to support the work of tailoring advice-giving to particular homes. We report on the deployment process and the findings to emerge, particularly the work involved in making sense of or accounting for the data in the course of advice-giving. Our ethnomethodological analysis focuses on the ways in which data is drawn upon as a resource in the home visit, and how understanding and advice-giving turns upon unpacking the indexical relationship of the data to the situated goings-on in the home. This insight, coupled with further design workshops with the advisors, shaped requirements for an interactive system that makes the sensor data available for visual inspection and annotation to support the situated sense-making that is key to giving energy advice.
本文介绍了一个共同设计项目的研究结果,该项目旨在通过部署在客户家中的传感器的环境数据来增强专业能源顾问的实践。基于先前的人种学观察,我们原型化了一个传感器平台,以支持为特定家庭提供定制建议的工作。我们报告部署过程和即将出现的发现,特别是在提供建议的过程中涉及的数据理解或核算工作。我们的民族方法学分析侧重于数据作为家访资源的方式,以及理解和建议如何在拆解数据与家庭中发生的情况的索引关系时转向。这种见解,再加上与顾问的进一步设计研讨会,形成了对交互式系统的需求,该系统使传感器数据可用于视觉检查和注释,以支持情境意义构建,这是提供能源建议的关键。
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引用次数: 64
To Sign Up, or not to Sign Up?: Maximizing Citizen Science Contribution Rates through Optional Registration 注册,还是不注册?:通过选择性注册最大化公民科学贡献率
Pub Date : 2016-05-07 DOI: 10.1145/2858036.2858319
C. Jay, R. Dunne, D. Gelsthorpe, Markel Vigo
Many citizen science projects ask people to create an account before they participate - some require it. What effect does the registration process have on the number and quality of contributions? We present a controlled study comparing the effects of mandatory registration with an interface that enables people to participate without registering, but allows them to sign up to 'claim' contributions. We demonstrate that removing the requirement to register increases the number of visitors to the site contributing to the project by 62%, without reducing data quality. We also discover that contribution rates are the same for people who choose to register, and those who remain anonymous, indicating that the interface should cater for differences in participant motivation. The study provides evidence that to maximize contribution rates, projects should offer the option to create an account, but the process should not be a barrier to immediate contribution, nor should it be required.
许多公民科学项目要求人们在参与之前创建一个账户——有些项目要求这样做。注册程序对捐款的数量和质量有什么影响?我们提出了一项对照研究,比较了强制注册与允许人们无需注册即可参与的界面的效果,但允许他们注册以“索取”捐款。我们证明,在不降低数据质量的情况下,取消注册要求使对项目做出贡献的网站访问者数量增加了62%。我们还发现,选择注册的人和保持匿名的人的贡献率是相同的,这表明界面应该满足参与者动机的差异。该研究提供的证据表明,为了使捐款率最大化,项目应提供创建帐户的选择,但该过程不应成为立即捐款的障碍,也不应要求这样做。
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引用次数: 21
期刊
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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