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Proceedings of the 9th Nordic Conference on Human-Computer Interaction最新文献

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Historytelling: a Website for the Elderly A Human-Centered Design Approach 讲述历史:老年人网站——以人为本的设计方法
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996735
Torben Volkmann, Michael Sengpiel, Nicole Jochems
The paper describes the idea of the "Historytelling" platform, a cooperative interactive website for older adults. For the development of the platform we focus on a human centered design approach for aging (HCD+). This article especially describes the interview study with potential users conducted at the beginning of the development process to analyze user requirements and context.
本文描述了“讲历史”平台的构想,这是一个面向老年人的合作互动网站。对于平台的开发,我们专注于以人为本的老化设计方法(HCD+)。本文特别描述了在开发过程开始时与潜在用户进行的访谈研究,以分析用户需求和上下文。
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引用次数: 25
Opportunities of Social Media in TV Broadcasting 社交媒体在电视广播中的机遇
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2995346
S. Arndt, A. Perkis, Veli-Pekka Räty
The traditional television broadcasters' audience is getting older and the broadcasters have lost their younger audiences. One of the actions they have taken, is to increase the use of social media in their programmes and shows in order to address their younger audiences. The change, however, has not been straightforward. Social media has been added to the existing broadcasting workflows without examining the possible changes the new media usage would demand. In this paper we use different methods, such as focus group interviews, individual interviews and questionnaires, to obtain opinions and views from broadcasting professionals. Based on these, we discuss on how to improve and rethink the design of the immersive and interactive experience when using social media in TV broadcasting. We are shedding light into the interaction design between broadcaster and viewer, as well as vice versa while using social media. We address questions such as what is the current way of interaction, what are the limits, wishes and opportunities in the future. Our main target is to respond to main improvements and how this can be made commercial and implemented in future live TV.
传统电视广播公司的观众正在变老,而广播公司已经失去了年轻的观众。他们采取的行动之一是在节目和节目中增加社交媒体的使用,以吸引更年轻的观众。然而,这种变化并不直截了当。社交媒体被添加到现有的广播工作流程中,而没有检查新媒体使用可能需要的变化。在本文中,我们使用不同的方法,如焦点小组访谈,个别访谈和问卷调查,以获取广播专业人士的意见和观点。在此基础上,我们讨论了如何改进和重新思考在电视直播中使用社交媒体的沉浸式和互动性体验的设计。我们正在揭示在使用社交媒体时,广播者和观众之间的交互设计,以及观众和广播者之间的交互设计。我们讨论的问题包括当前的互动方式是什么,未来的限制、愿望和机会是什么。我们的主要目标是回应主要的改进,以及如何将其商业化并在未来的直播电视中实施。
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引用次数: 6
SCI-FI: Shape-Changing Interfaces, Future Interactions 科幻:改变形状的界面,未来的交互
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971489
G. M. Troiano, John Tiab, Youn-kyung Lim
Shape-changing interfaces (SCI) are rapidly evolving and creating new interaction paradigms in human-computer interaction (HCI). However, empirical research in SCI is still bound to present technological limitations and existing prototypes can only show a limited number of potential applications for shape change. In this paper we attempt to broaden the pool of examples of what shape change may be good for by investigating SCI using Science Fiction (Sci-Fi) movies. We look at 340 Sci-Fi movies to identify instances of SCI and analyze their behavioral patterns and the context in which they are used. The result of our analysis presents four emerging behavioral patterns of shape change: (1) Reconfiguration, (2) Transformation, (3) Adaptation, and (4) Physicalization. We report a selection of SCI instances from Sci-Fi movies, which show how these behavioral patterns model functionalities of shape change and what they can do. Finally, we conclude by providing a discussion on how our results can inspire the design of SCI.
在人机交互(HCI)中,形状变化接口(SCI)正在迅速发展并创造新的交互范式。然而,SCI中的实证研究仍然必然存在技术局限性,现有的原型只能显示有限数量的形状变化的潜在应用。在本文中,我们试图通过使用科幻电影调查SCI来扩大形状变化可能对SCI有益的例子池。我们看了340部科幻电影,以确定SCI的实例,并分析他们的行为模式和使用背景。我们的分析结果提出了四种新兴的形状变化行为模式:(1)重构,(2)转化,(3)适应,(4)物质化。我们报告了科幻电影中的SCI实例,这些实例展示了这些行为模式如何模拟形状变化的功能以及它们可以做什么。最后,我们讨论了我们的研究结果对SCI设计的启发。
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引用次数: 21
Eliciting Mid-Air Gestures for Wall-Display Interaction 引出墙壁显示交互的空中手势
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971503
Markus L. Wittorf, M. R. Jakobsen
Freehand mid-air gestures are a promising input method for interacting with wall displays. However, work on mid-air gestures for wall-display interaction has mainly explored what is technically possible, which might not result in gestures that users would prefer. This paper presents a guessability study where 20 participants performed gestures for 25 actions on a three-meter wide display. Based on the resulting 1124 gestures, we describe user-defined mid-air gestures for wall-display interaction and characterize the types of gesture users prefer for this context. The resulting gestures were largely influenced by surface interaction; they tended to be larger and more physically-based than gestures elicited in previous studies using smaller displays.
徒手的空中手势是一种很有前途的与墙壁显示器交互的输入法。然而,对墙壁显示交互的空中手势的研究主要是探索技术上的可能性,这可能不会产生用户喜欢的手势。本文提出了一项猜测性研究,其中20名参与者在3米宽的显示器上执行25个动作的手势。基于所得到的1124种手势,我们描述了用于墙壁显示交互的用户自定义空中手势,并描述了用户在这种情况下喜欢的手势类型。产生的手势很大程度上受表面相互作用的影响;与之前使用较小显示器的研究中得出的手势相比,它们往往更大,更基于身体。
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引用次数: 35
Mind the Change!: Public Sector as an Arena for User Experience Design 注意变化!:公共部门作为用户体验设计的舞台
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987686
A. Gasparini, Heli Kautonen
During the last decade, the public sector has undergone radical changes in the way services are delivered to the users. Users are more conscious about their possibility of influencing how services should be. This awareness has stimulated co-operation with designers and developers. At the same time, decreasing funding required new ways to address and re-design services. Public service-providing organizations, such as libraries and museums, have been shown to function well as places to test and implement new services, and also to be able to respond proactively to external inputs. Public institutions have also brought to their arenas new types of services, where, acting as a hub or a living lab, they support hackathons, software carpentry and test labs for new technologies. The workshop will bring researchers and designers together with public servants and share UX design strategies proven applicable in the public sector. The aim is to encourage new ideas concerning collaboration, competencies, design practices and workflows incorporating public services both in digital and physical space.
在过去十年中,公共部门向用户提供服务的方式发生了根本变化。用户更加意识到他们影响服务应该如何的可能性。这种意识刺激了设计师和开发者之间的合作。与此同时,资金的减少需要新的方法来处理和重新设计服务。提供公共服务的组织,如图书馆和博物馆,已被证明是测试和实施新服务的良好场所,也能够对外部投入作出积极反应。公共机构也为他们的领域带来了新的服务类型,在那里,他们作为一个中心或一个生活实验室,支持黑客马拉松、软件木工和新技术的测试实验室。研讨会将汇集研究人员、设计师和公务员,分享已被证明适用于公共部门的用户体验设计策略。其目的是鼓励在数字和物理空间中结合公共服务的协作、能力、设计实践和工作流程方面的新想法。
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引用次数: 0
eyeGUI: A Novel Framework for Eye-Controlled User Interfaces eyeGUI:眼控用户界面的新框架
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996756
Raphael Menges, C. Kumar, Korok Sengupta, Steffen Staab
The user interfaces and input events are typically composed of mouse and keyboard interactions in generic applications. Eye-controlled applications need to revise these interactions to eye gestures, and hence design and optimization of interface elements becomes a substantial feature. In this work, we propose a novel eyeGUI framework, to support the development of such interactive eye-controlled applications with many significant aspects, like rendering, layout, dynamic modification of content, support of graphics and animation.
用户界面和输入事件通常由通用应用程序中的鼠标和键盘交互组成。眼控应用程序需要将这些交互修改为眼睛的手势,因此设计和优化界面元素成为一个重要的特征。在这项工作中,我们提出了一个新的eyeGUI框架,以支持这种交互式眼控应用程序的开发,包括许多重要方面,如渲染,布局,内容的动态修改,图形和动画的支持。
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引用次数: 17
User Expectations of Everyday Gaze Interaction on Smartglasses 用户对智能眼镜日常凝视交互的期望
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971496
Deepak Akkil, A. Lucero, J. Kangas, T. Jokela, M. Salmimaa, R. Raisamo
Gaze tracking technology is increasingly seen as a viable and practical input modality in a variety of everyday contexts, such as interacting with computers, mobile devices, public displays and wearables (e.g. smartglasses). We conducted an exploratory study consisting of six focus group sessions to understand people's expectations towards everyday gaze interaction on smartglasses. Our results provide novel insights into the role of use-context and social conventions regarding gaze behavior in acceptance of gaze interaction, various social and personal issues that need to be considered while designing gaze-based applications and user preferences of various gaze-based interaction techniques. Our results have many practical design implications and serve towards human-centric design and development of everyday gaze interaction technologies.
注视跟踪技术越来越被视为一种可行且实用的输入方式,适用于各种日常环境,例如与计算机、移动设备、公共显示器和可穿戴设备(例如智能眼镜)交互。我们进行了一项探索性研究,包括六个焦点小组会议,以了解人们对智能眼镜上日常凝视互动的期望。我们的研究结果为以下方面提供了新的见解:关于凝视行为的使用情境和社会习俗在接受凝视交互中的作用,在设计基于凝视的应用程序时需要考虑的各种社会和个人问题,以及各种基于凝视的交互技术的用户偏好。我们的研究结果具有许多实际的设计意义,并有助于以人为中心的设计和日常凝视交互技术的开发。
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引用次数: 17
Digital Sound De-Localisation as a Game Mechanic for Novel Bodily Play 数字声音去定位作为新颖身体玩法的游戏机制
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996744
John Tiab, Juho Rantakari, Mads Laurberg Halse, Robb Mitchell
This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we describe our intended future explorations of this area.
这篇文章描述了一种消耗游戏机制,涉及玩家对对手声音定位能力的部分控制。我们是通过设计和测试《The Boy and The Wolf》游戏而形成这一理念的。在这款游戏中,我们将视觉剥夺与玩家身体运动和声音之间的位置差异结合在一起。这促进了激烈的游戏玩法,支持了玩家的创造力和观众的参与度。我们通过对游戏的观察和分析,提供了一系列经验教训,以帮助我们利用声音和动作之间的差异来设计引人入胜的身体游戏。此外,我们描述了我们打算在这一领域的未来探索。
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引用次数: 3
Starring into the void?: Classifying Internal vs. External Attention from EEG 在虚空中徘徊?:从脑电图上对内注意和外注意进行分类
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971555
F. Putze, Maximilian Scherer, Tanja Schultz
For any HCI system, it would be a great advantage if it was aware of the attentional state of its user: Is he or she paying attention to external stimuli provided by the user's environment or is the user focusing his or her attention on internal mental tasks? In this paper, we propose a model for the discrimination of internal and external attention by using Electroencephalography. We describe the experiment we conducted to collect data of internal and external attention, describe our setup for classification and discuss the classifications results.
对于任何HCI系统来说,如果它能意识到用户的注意力状态,那将是一个很大的优势:他或她是在关注用户环境提供的外部刺激,还是用户将注意力集中在内部的心理任务上?本文提出了一种基于脑电图的内外注意区分模型。我们描述了我们为收集内部和外部关注数据而进行的实验,描述了我们的分类设置,并讨论了分类结果。
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引用次数: 19
Challenging the Role of Design(ing) in the Sustainability Field: Towards a 'Humble' Design Approach 挑战设计(ing)在可持续性领域的角色:走向“谦卑”的设计方法
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987671
A. D. Jong, E. Önnevall, Lizette Reitsma, Stina Wessmann
Design for Sustainability (DfS) and Sustainable Interaction Design (SID) have a large focus on exposing norms in society around sustainability. While various legitimate arguments have been made against the limited scope of mainstream Design for Behaviour and HCI approaches within these fields, it needs further exploration on what the scope and approaches could be instead. We have been experimenting with co-creative 'humble' design approaches together with various actor-stakeholders. Central in these approaches are embracing different perspectives by strengthening the situated experiences, values and norms of the various stakeholders, and creating platforms for discussion rather than stressing a specific perspective of what is 'good or right'. Objectives for the workshop are to define reflections on various approaches at hand, as well as drafting common ground for a research agenda within HCI. In this workshop we will focus on three themes: uncertainty, humbleness and reflectivity.
可持续性设计(DfS)和可持续性交互设计(SID)的重点是揭示可持续性社会规范。尽管针对这些领域中主流行为设计和HCI方法的有限范围提出了各种合理的论点,但还需要进一步探索其范围和方法。我们一直在与各种利益相关者一起尝试共同创造“谦逊”的设计方法。这些方法的核心是通过加强不同利益相关者的现有经验、价值观和规范来接受不同的观点,并创造讨论平台,而不是强调什么是“好或对”的特定观点。讲习班的目标是确定对现有各种方法的思考,并为人力资源综合管理的研究议程起草共同基础。在本次研讨会中,我们将集中讨论三个主题:不确定性、谦卑性和反射率。
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引用次数: 6
期刊
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
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