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Informing Design Decisions for Advice Mediating Handheld Devices by Studying Coffee Cup Reading 通过研究咖啡杯阅读为手持设备的设计决策提供信息
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971523
Ahmet Börütecene, Idil Bostan, T. Göksun, Oğuzhan Özcan
Several studies have been made on advice encounters supported by tabletop displays, yet the potential of handheld devices in enhancing advice interaction still remains open to research. As an attempt to fill this gap in the literature, we chose Turkish coffee fortune-telling, as it is a centuries-old practice of giving advice that is based on the use of a cup and saucer. We organized sessions with 34 fortune-tellers and analyzed their verbal and non-verbal interaction during advice instances. Our analysis resulted in 7 preliminary design considerations: single-hand interaction, beat gestures to augment advice messages, body as a reference point, different ways of sharing information, manipulating objects to soften advice messages, multiple advisor profiles and regulating gaze interaction. To see how these considerations would be employed in practice, we organized a participatory design workshop which yielded 6 handheld device concepts that proposed stimulating mechanisms for advice interaction.
已经有几项关于桌面显示器支持的建议遭遇的研究,但是手持设备在增强建议互动方面的潜力仍有待研究。为了填补这一文献空白,我们选择了土耳其咖啡算命,因为这是一种有数百年历史的基于杯子和碟子的建议。我们组织了34位算命师的会议,并分析了他们在建议实例中的语言和非语言互动。我们的分析得出了7个初步设计考虑因素:单手交互、增强建议信息的拍打手势、作为参考点的身体、不同的信息共享方式、操纵对象以软化建议信息、多个顾问配置文件和调节凝视交互。为了了解这些考虑如何在实践中应用,我们组织了一个参与式设计研讨会,该研讨会产生了6个手持设备概念,提出了建议交互的激励机制。
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引用次数: 5
Continuity in Multi-Device Interaction: An Online Study 多设备交互的连续性:一项在线研究
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971533
D. Raptis, J. Kjeldskov, M. Skov
Techniques for multi-device interactions are finding their way into commercial products. This means that people are now exposed to possibilities of interacting with and across their devices, and this presents a valuable opportunity for studying their uptake and use in real life. In this paper we investigate and discuss the emerging multi-device interaction concept of "continuity", which allow an activity to begin on one device and continue on another. We present a study of the challenges people have experienced in the use of a specific new product offering such functionality, namely Apple's Continuity. The study was done through surveying 3361 posts from technology web sites, discussion forums, and blogs, with a qualitative analysis of 1603 posts. Our findings present challenges in six themes of privacy, appropriation, customization, awareness, exclusion, and troubleshooting in relation to continuous interaction across devices. We further discuss the high-level implications of our findings through four design considerations for continuity in multi-device interaction.
多设备交互技术正在进入商业产品。这意味着人们现在有可能与他们的设备进行交互,这为研究他们在现实生活中的吸收和使用提供了一个宝贵的机会。在本文中,我们调查和讨论了新兴的多设备交互“连续性”概念,它允许活动在一个设备上开始并在另一个设备上继续。我们提出了一项研究,研究人们在使用提供这种功能的特定新产品时所遇到的挑战,即苹果的连续性。这项研究调查了来自科技网站、论坛和博客的3361篇文章,并对1603篇文章进行了定性分析。我们的研究结果提出了与设备间持续交互相关的隐私、挪用、定制、意识、排斥和故障排除六个主题的挑战。通过对多设备交互连续性的四个设计考虑,我们进一步讨论了我们研究结果的高级含义。
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引用次数: 16
Proceedings of the 9th Nordic Conference on Human-Computer Interaction 第九届北欧人机交互会议论文集
Staffan Björk, E. Eriksson, M. Fjeld, S. Bødker, W. Barendregt, M. Obaid
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引用次数: 0
BUILDING IDEAS: Guided Design for Experience 建筑理念:为体验而设计
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996750
A. Krüger, M. Peissner, Nora Fronemann, K. Pollmann
Building Ideas is a novel innovation approach to design interactive products that can evoke positive user experiences. The approach mainly relies on new ways to reflect and negotiate about emotional and implicit concerns and ideas in a tight collaboration between user and design team. This work explains the main principles of the Building Ideas approach. Moreover, it provides examples to illustrate how the approach is implemented in practice by systematic guidance and new methods of user experience design.
Building Ideas是一种新颖的创新方法,用于设计能够唤起积极用户体验的交互式产品。该方法主要依赖于在用户和设计团队之间的紧密合作中反映和协商情感和隐含的关注点和想法的新方法。这项工作解释了构建理念方法的主要原则。此外,通过系统的指导和用户体验设计的新方法,举例说明了该方法如何在实践中实现。
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引用次数: 11
Interaction Between Nearby Strangers: Serendipity and Playfulness 附近陌生人之间的互动:意外发现和乐趣
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987674
Susanna Paasovaara, A. Lucero, Martin Porcheron, Janne Paavilainen, Dzmitry Aliakseyeu, Thomas Olsson
"Nearby strangers" provides an interestingly paradoxical space for interaction design. There are various social norms, cultural practices, and privacy concerns hindering interaction with nearby strangers, but by ignoring them, people constantly miss social opportunities. Technology enabling ad-hoc interactions between co-located people has been explored for years in research but real-life applications are still rare. The potential focus areas include increasing awareness of social possibilities; light-weight playful interactions, play and gaming; serendipitous and ad hoc social interaction; anonymous exchange of content; matching interests for various purposes; icebreakers and provocation to interact, and ambient representation of the nearby strangers. This workshop convenes researchers and practitioners to gather and advance the state of research on interactions between nearby strangers. We aim to explore this design space and collaboratively identify new research and design opportunities that novel communication technology creates.
“附近的陌生人”为交互设计提供了一个有趣的矛盾空间。有各种各样的社会规范、文化习俗和隐私问题阻碍着人们与附近陌生人的互动,但如果忽视它们,人们就会不断错过社交机会。在研究中,人们已经探索了能够在同一地点的人之间进行特别交互的技术多年,但现实生活中的应用仍然很少。潜在的重点领域包括提高对社会可能性的认识;轻量级的有趣互动、游戏和游戏;偶然的和特别的社会互动;匿名交换内容;为不同目的配对兴趣;打破僵局和挑衅的互动,以及周围陌生人的表现。本次研讨会召集了研究人员和实践者,聚集并推进了附近陌生人之间互动的研究状态。我们的目标是探索这一设计空间,并共同确定新通信技术创造的新研究和设计机会。
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引用次数: 2
Eye Tracking in Emotional Design Research: What are its Limitations? 情感设计研究中的眼动追踪:局限性何在?
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996749
C. Brom, Tereza Stárková, J. Lukavský, Ondrej Javora, E. Bromová
Adding anthropomorphic graphical elements to computerized learning materials has been shown to enhance learning. We have prepared an experimental study, in which we will investigate if learning is enhanced because of the elevated positive affect of learners or due to the attention-capturing effect of the anthropomorphisms. Here, we present a pilot study asking if eye tracking might help in answering this question. Participants (N = 23) studied from one of three versions (schematic, enhanced black-and-white, enhanced with color) of instructional slides about the influenza virus for about 10 minutes; with eye tracking. Their prior and, especially, post hoc negative affect was elevated, and positive affect decreased compared to participants from a similar experiment without an eye tracker (N = 37). One-third of participants reported higher nervousness due to the eye tracker. The attention-capturing effect was possible to measure; but with limitations. The implications for emotional design studies with eye tracking are discussed.
在计算机化的学习材料中加入拟人化的图形元素已被证明可以提高学习效果。我们准备了一项实验研究,我们将调查学习的增强是由于学习者的积极影响的提升还是由于拟人化的注意力捕获效应。在这里,我们提出了一项初步研究,询问眼动追踪是否有助于回答这个问题。参与者(N = 23)从三种版本(简图、黑白增强、彩色增强)中的一种中学习约10分钟有关流感病毒的教学幻灯片;用眼动追踪。与没有眼动仪的参与者相比,他们之前的,尤其是事后的消极情绪有所上升,积极情绪有所下降(N = 37)。三分之一的参与者表示,由于使用了眼动仪,他们更加紧张。吸引注意力的效果是可以测量的;但也有局限性。讨论了眼动追踪对情感设计研究的意义。
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引用次数: 4
Homes For Life: A Design Fiction Probe 生活之家:设计小说探索
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2993925
B. Schulte, P. Marshall, A. Cox
This paper introduces the concept of 'design fiction probes', critical narratives to elicit open-ended responses from potential future users of proposed technologies. Inspired and guided by academic literature, such a fictional narrative allows the reader to explore potential consequences of the use of technologies before they actually exist. The method is illustrated by a design fiction on the topic of smart houses and their potential applications for chronic conditions, such as dementia. Based on constant monitoring and automated responses, these technologies have been criticized on ethical grounds. As these devices are not yet widely commercially available, little is known about their real-world impact. By bringing together what is known to write a fictional account from acquisition to end of use, the design fiction can be used both for research or the design process. Potential uses are presented within this paper.
本文介绍了“设计虚构探针”的概念,批判性叙述以引出拟议技术的潜在未来用户的开放式回应。在学术文献的启发和指导下,这种虚构的叙述允许读者在技术实际存在之前探索使用技术的潜在后果。该方法通过一个关于智能住宅及其对慢性疾病(如痴呆症)的潜在应用的设计小说来说明。基于持续监测和自动反应,这些技术在伦理上受到了批评。由于这些设备尚未广泛商用,人们对它们在现实世界中的影响知之甚少。通过将从购买到使用结束的已知内容整合在一起,设计虚构既可以用于研究也可以用于设计过程。本文提出了该方法的潜在用途。
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引用次数: 32
Crouch, Hold and Engage: Spatial Aspects of Augmented Reality Browsing 蹲下,保持和参与:增强现实浏览的空间方面
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971527
Ashley Colley, Tuomas Lappalainen, Elisa Määttänen, Johannes Schöning, Jonna Häkkilä
Displays that use an AR browser to augment a printed poster are nowadays commonplace in many cities. Whilst much research exists on the technical issues and interaction techniques related to such AR displays, currently there has been little research on how these applications are actually used. In this paper, we present the first study reporting on usage comfort and spatial aspects when using an AR browsing app on to browse augmented content on a physical poster. Key findings are that the mean distance users preferred to stand from the poster content was 129 cm (SD = 34 cm) and that standing further from the poster enabled a browsing task to be completed more quickly. Based on our findings we make recommendations on the content and spatial location of AR poster installations.
如今,使用AR浏览器来增强印刷海报的显示器在许多城市都很常见。虽然有很多研究存在于技术问题和与此类AR显示相关的交互技术上,但目前关于这些应用程序如何实际使用的研究很少。在本文中,我们提出了第一项关于使用AR浏览应用程序在实体海报上浏览增强内容时使用舒适度和空间方面的研究报告。主要发现是,用户喜欢站在离海报内容的平均距离为129厘米(SD = 34厘米),站得离海报更远可以更快地完成浏览任务。根据我们的研究结果,我们对AR海报装置的内容和空间位置提出建议。
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引用次数: 2
Onebody: Remote Posture Guidance System using First Person View in Virtual Environment 一体:虚拟环境中使用第一人称视角的远程姿态引导系统
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971521
Thuong N. Hoang, Martin N Reinoso, F. Vetere, E. Tanin
We present Onebody, a virtual reality system for remote posture guidance during sports or physical activity training, such as martial arts, yoga or dance, using first person perspective. The system uses skeletal tracking of the instructor and the students, rendered as virtual avatars. Using a virtual reality headset, the student can visualise the movement of the instructor's avatar, rendered in place of their own body. Onebody provides a first person perspective of the movement instruction, allowing the student to step into the instructor's body. We conducted a study to compare the performance of Onebody in terms of posture matching accuracy and user's preference, with existing techniques of delivering movement instructions, including pre-recorded video, video conferencing and third person view virtual reality. The result indicated that Onebody offers better posture accuracy in delivering movement instructions.
我们展示了Onebody,这是一个虚拟现实系统,用于在运动或身体活动训练期间进行远程姿势指导,例如武术,瑜伽或舞蹈,使用第一人称视角。该系统使用骨骼跟踪教师和学生,呈现为虚拟化身。使用虚拟现实头戴设备,学生可以可视化教师化身的动作,代替他们自己的身体。一个身体提供了第一人称视角的动作指导,让学生进入教练的身体。我们进行了一项研究,比较Onebody在姿势匹配准确性和用户偏好方面的表现,与现有的提供运动指令的技术,包括预录制视频、视频会议和第三人称虚拟现实。结果表明,Onebody在传递动作指令时提供了更好的姿势准确性。
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引用次数: 61
Informing Content-driven Design of Computer Programming Games: a Problems Analysis and a Game Review 计算机编程游戏的内容驱动设计:问题分析和游戏评论
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971499
Lieve Laporte, B. Zaman
Currently, educational games are being developed to teach children the basics of computer programming. Research and design of such games is usually based on general learning theories. Yet, computer programming poses specific types of difficulties to novice programmers. Taking into account these particular characteristics and problems of computer programming as a learning content in the design of programming games could allow for producing games that are more suitable to the needs of novice programmers. This paper first reports on a novice programmer problems analysis, to gain insight into learners' specific difficulties. Then, a review of existing programming games is presented to investigate how and to which extent these games deal with specific programming problems. The results of these studies aim to contribute to the requirements and ideation phases of a programming game design process, thereby informing a learning content-driven design perspective.
目前,正在开发教育游戏来教孩子们计算机编程的基础知识。这类游戏的研究和设计通常基于一般的学习理论。然而,计算机编程给新手程序员带来了特定类型的困难。在设计编程游戏时,将计算机编程的这些特点和问题作为学习内容加以考虑,可以制作出更适合新手程序员需求的游戏。本文首先对一个新手程序员的问题进行了报告分析,以深入了解学习者的具体困难。然后,对现有的编程游戏进行回顾,研究这些游戏如何以及在多大程度上处理特定的编程问题。这些研究的结果旨在为编程游戏设计过程的需求和构思阶段做出贡献,从而为学习内容驱动的设计观点提供信息。
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引用次数: 13
期刊
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
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