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.
{"title":"Informing Design Decisions for Advice Mediating Handheld Devices by Studying Coffee Cup Reading","authors":"Ahmet Börütecene, Idil Bostan, T. Göksun, Oğuzhan Özcan","doi":"10.1145/2971485.2971523","DOIUrl":"https://doi.org/10.1145/2971485.2971523","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115161270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Continuity in Multi-Device Interaction: An Online Study","authors":"D. Raptis, J. Kjeldskov, M. Skov","doi":"10.1145/2971485.2971533","DOIUrl":"https://doi.org/10.1145/2971485.2971533","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115235521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Staffan Björk, E. Eriksson, M. Fjeld, S. Bødker, W. Barendregt, M. Obaid
{"title":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","authors":"Staffan Björk, E. Eriksson, M. Fjeld, S. Bødker, W. Barendregt, M. Obaid","doi":"10.1145/2971485","DOIUrl":"https://doi.org/10.1145/2971485","url":null,"abstract":"","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115486948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"BUILDING IDEAS: Guided Design for Experience","authors":"A. Krüger, M. Peissner, Nora Fronemann, K. Pollmann","doi":"10.1145/2971485.2996750","DOIUrl":"https://doi.org/10.1145/2971485.2996750","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117171898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Interaction Between Nearby Strangers: Serendipity and Playfulness","authors":"Susanna Paasovaara, A. Lucero, Martin Porcheron, Janne Paavilainen, Dzmitry Aliakseyeu, Thomas Olsson","doi":"10.1145/2971485.2987674","DOIUrl":"https://doi.org/10.1145/2971485.2987674","url":null,"abstract":"\"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125294527","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Eye Tracking in Emotional Design Research: What are its Limitations?","authors":"C. Brom, Tereza Stárková, J. Lukavský, Ondrej Javora, E. Bromová","doi":"10.1145/2971485.2996749","DOIUrl":"https://doi.org/10.1145/2971485.2996749","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115221083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Homes For Life: A Design Fiction Probe","authors":"B. Schulte, P. Marshall, A. Cox","doi":"10.1145/2971485.2993925","DOIUrl":"https://doi.org/10.1145/2971485.2993925","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116539878","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Crouch, Hold and Engage: Spatial Aspects of Augmented Reality Browsing","authors":"Ashley Colley, Tuomas Lappalainen, Elisa Määttänen, Johannes Schöning, Jonna Häkkilä","doi":"10.1145/2971485.2971527","DOIUrl":"https://doi.org/10.1145/2971485.2971527","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122858728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Onebody: Remote Posture Guidance System using First Person View in Virtual Environment","authors":"Thuong N. Hoang, Martin N Reinoso, F. Vetere, E. Tanin","doi":"10.1145/2971485.2971521","DOIUrl":"https://doi.org/10.1145/2971485.2971521","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128350707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Informing Content-driven Design of Computer Programming Games: a Problems Analysis and a Game Review","authors":"Lieve Laporte, B. Zaman","doi":"10.1145/2971485.2971499","DOIUrl":"https://doi.org/10.1145/2971485.2971499","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128591116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}