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.
{"title":"Historytelling: a Website for the Elderly A Human-Centered Design Approach","authors":"Torben Volkmann, Michael Sengpiel, Nicole Jochems","doi":"10.1145/2971485.2996735","DOIUrl":"https://doi.org/10.1145/2971485.2996735","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"2 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":"132415502","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}
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.
{"title":"Opportunities of Social Media in TV Broadcasting","authors":"S. Arndt, A. Perkis, Veli-Pekka Räty","doi":"10.1145/2971485.2995346","DOIUrl":"https://doi.org/10.1145/2971485.2995346","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"66 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":"133580158","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}
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.
{"title":"SCI-FI: Shape-Changing Interfaces, Future Interactions","authors":"G. M. Troiano, John Tiab, Youn-kyung Lim","doi":"10.1145/2971485.2971489","DOIUrl":"https://doi.org/10.1145/2971485.2971489","url":null,"abstract":"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.","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":"130154055","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}
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.
{"title":"Eliciting Mid-Air Gestures for Wall-Display Interaction","authors":"Markus L. Wittorf, M. R. Jakobsen","doi":"10.1145/2971485.2971503","DOIUrl":"https://doi.org/10.1145/2971485.2971503","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"56 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":"114205813","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}
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.
{"title":"Mind the Change!: Public Sector as an Arena for User Experience Design","authors":"A. Gasparini, Heli Kautonen","doi":"10.1145/2971485.2987686","DOIUrl":"https://doi.org/10.1145/2971485.2987686","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"13 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":"134206647","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}
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.
{"title":"eyeGUI: A Novel Framework for Eye-Controlled User Interfaces","authors":"Raphael Menges, C. Kumar, Korok Sengupta, Steffen Staab","doi":"10.1145/2971485.2996756","DOIUrl":"https://doi.org/10.1145/2971485.2996756","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"52 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":"133631209","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}
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.
{"title":"User Expectations of Everyday Gaze Interaction on Smartglasses","authors":"Deepak Akkil, A. Lucero, J. Kangas, T. Jokela, M. Salmimaa, R. Raisamo","doi":"10.1145/2971485.2971496","DOIUrl":"https://doi.org/10.1145/2971485.2971496","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"95 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":"133526191","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}
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。
{"title":"Digital Sound De-Localisation as a Game Mechanic for Novel Bodily Play","authors":"John Tiab, Juho Rantakari, Mads Laurberg Halse, Robb Mitchell","doi":"10.1145/2971485.2996744","DOIUrl":"https://doi.org/10.1145/2971485.2996744","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"14 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":"125729521","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}
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.
{"title":"Starring into the void?: Classifying Internal vs. External Attention from EEG","authors":"F. Putze, Maximilian Scherer, Tanja Schultz","doi":"10.1145/2971485.2971555","DOIUrl":"https://doi.org/10.1145/2971485.2971555","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"81 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":"127448073","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. 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.
{"title":"Challenging the Role of Design(ing) in the Sustainability Field: Towards a 'Humble' Design Approach","authors":"A. D. Jong, E. Önnevall, Lizette Reitsma, Stina Wessmann","doi":"10.1145/2971485.2987671","DOIUrl":"https://doi.org/10.1145/2971485.2987671","url":null,"abstract":"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.","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":"130292919","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}