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

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Posing and Acting as Input for Personalizing Furniture 摆姿势和表演作为个性化家具的输入
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971487
Bokyung Lee, Minjoo Cho, Joonhee Min, D. Saakes
Digital fabrication is becoming increasingly practical for customizing products to users' specifications. However, the design interfaces for customizing items have focused more on 3D modelling and less on how people use the object or how it fits around their body. In this paper, we explore a user-centered approach: using posing and acting as input for personalizing furniture. Users specify dimensions by referring to their body parts and using simple speech commands such as "this wide" or "from here to here", while indicating a distance with their arms. A head-mounted display (HMD) provides instant feedback in real-size and allows users to experience and evaluate their virtual design as though it were a prototype. We report the formative and evaluative studies that indicate that the proposed approach engages casual users in the iterative design process of personalizing items in relation to their use, body, and environment.
数字制造在根据用户规格定制产品方面变得越来越实用。然而,定制物品的设计界面更多地关注于3D建模,而不是人们如何使用物品或它如何适合他们的身体。在本文中,我们探索了一种以用户为中心的方法:使用姿势和行为作为个性化家具的输入。用户可以根据自己的身体部位来指定尺寸,并使用简单的语音命令,如“这么宽”或“从这里到这里”,同时用手臂表示距离。头戴式显示器(HMD)提供真实尺寸的即时反馈,并允许用户体验和评估他们的虚拟设计,就像它是一个原型一样。我们报告的形成性和评估性研究表明,所提出的方法使休闲用户参与到个性化物品的迭代设计过程中,这些设计过程与他们的使用、身体和环境有关。
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引用次数: 27
Towards a Sustainable Crowdsourced Sound Heritage Archive by Public Participation: The Soundsslike Project 公众参与的可持续众包声音遗产档案:Soundsslike项目
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971492
P. Yelmi, H. Kuscu, A. Yantaç
This paper explains how user-centered design approach shapes a cultural heritage project in the sustainability context. The project aims to protect urban sounds as intangible cultural heritage elements and turn the action of protecting sounds into a collaborative work. Sounds are of great significance in daily urban life and in culture as they carry emotions and awaken cultural memories. Thus, they deserve to be protected and transferred to next generations. In this paper, we first evaluate soundscapes as an intangible cultural heritage element, second we explore the presentation techniques in soundscape studies in the literature, then we explain how the methods implemented step by step, and finally we introduce the two outcomes: the library archive (The Soundscape of Istanbul project) and the crowdsourced web archive (The Soundsslike project). The Soundscape of Istanbul project aims to collect and archive cultural and urban sounds of the city while The Soundsslike project is basically a crowdsourced online sound archive which invites people to record symbolic urban sounds and upload them to the online sound archive. This online platform was built and displayed in an exhibition by means of an interactive tabletop interface to learn more from users and contributors, and to enrich the archive content by raising public awareness of urban sounds.
本文解释了以用户为中心的设计方法如何在可持续发展的背景下塑造文化遗产项目。该项目旨在保护城市声音这一非物质文化遗产元素,并将保护声音的行动转变为一项协同工作。声音承载着情感,唤醒着文化记忆,在城市的日常生活和文化中都有着重要的意义。因此,他们应该得到保护,并传递给下一代。本文首先对声景观作为一种非物质文化遗产元素进行了评价,然后探讨了文献中声景观研究的呈现技术,然后解释了这些方法是如何一步步实现的,最后介绍了图书馆档案(the soundscape of Istanbul项目)和众包网络档案(the Soundsslike项目)这两个成果。Soundscape of Istanbul项目旨在收集和存档城市的文化和城市声音,而The Soundsslike项目基本上是一个众包的在线声音档案,邀请人们记录象征性的城市声音,并将其上传到在线声音档案。这个在线平台通过交互式桌面界面的方式建立并在展览中展示,以更多地了解用户和贡献者,并通过提高公众对城市声音的认识来丰富档案内容。
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引用次数: 11
Involving End-Users in Game Based Ideation: A Case Study in Hospital Logistics 让终端用户参与基于游戏的创意:以医院物流为例
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971488
Jonathan Huyghe, M. Nouwen, Jeroen Vanattenhoven
In this paper we investigate the use of a board game to facilitate ideation with end-users for the study of applications of future technology. In the described case study, we focus on the use of wearable technology for logistical work in hospitals. Based on prior ethnographic research, we designed a tailor-made board game. This game was played with personnel in two hospitals. The game-based ideation provided valuable insights concerning preferred workflow and interaction, and we observed a high level of engagement during the sessions. We present and explain three recommendations for the use of game-based ideation: use collaboration to improve discussion, abstract technology, and stage the game.
在本文中,我们研究了使用棋盘游戏来促进最终用户对未来技术应用的研究。在所描述的案例研究中,我们侧重于在医院后勤工作中使用可穿戴技术。基于之前的人种学研究,我们设计了一个量身定制的棋盘游戏。这个游戏是在两家医院的工作人员之间进行的。基于游戏的构思提供了关于首选工作流程和互动的宝贵见解,我们在会议期间观察到高水平的参与度。我们提出并解释了使用基于游戏的创意的三个建议:使用协作来改进讨论,抽象技术和游戏阶段。
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引用次数: 5
Stakeholder Involvement in Agile Software Development 涉众参与敏捷软件开发
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987678
M. Lárusdóttir, Å. Cajander, Peggy Gregory, G. Cockton, D. Salah, Kati Kuusinen, Gerolf Nauwerck
Agile software development processes (Agile), such as Scrum, DSDM, XP and Kanban, have become de facto standards for software development practice. Scrum, the most commonly used process, focuses on delivering functioning software early and continuously, and emphasizes speed, communication and developer collaboration in the software development process [15]. This workshop elicits practical and theoretical research regarding stakeholder involvement in Agile. This focus includes users, who have long been of interest in the HCI community, but also encompasses other stakeholders including customers, clients, managers, executives, business, funders and other specialists (legal, financial, political etc.), and other interested parties whose input is needed or sought during software development. The workshop is aimed at both academia and industry, where the experience from Agile and stakeholder involvement may vary along with people's backgrounds and areas of specialization or expertise.
敏捷软件开发过程(Agile),如Scrum、DSDM、XP和看板,已经成为软件开发实践的事实上的标准。Scrum是最常用的过程,它关注于尽早和持续地交付功能性软件,并强调软件开发过程中的速度、沟通和开发人员协作。这个研讨会引出了关于涉众参与敏捷的实践和理论研究。这个焦点包括长期以来对HCI社区感兴趣的用户,但也包括其他利益相关者,包括客户、客户、经理、执行人员、业务、资助者和其他专家(法律、金融、政治等),以及在软件开发过程中需要或寻求输入的其他相关方。研讨会的目标是学术界和工业界,敏捷和涉众参与的经验可能会随着人们的背景和专业领域或专业知识而变化。
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引用次数: 2
Chasing Digital Shadows: Exploring Future Hybrid Cities through Anthropological Design Fiction 追逐数字阴影:通过人类学设计小说探索未来的混合城市
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2993923
Johanna Ylipulli, Jenny Kangasvuo, Toni Alatalo, T. Ojala
This paper presents an anthropological design fiction envisioning a future hybrid city where 3D virtual city models and physical reality are intertwined seamlessly. The crafted fiction addresses three broad themes. Firstly, it explores how not only digital and physical but also past and present as well as near and distant places might become entangled in such a hybrid city. Secondly, we speculate what it means if the digital traces of a person -- perhaps even his/her digitalized body -- continue "living" in a hybrid city after s/he has passed away. Thirdly, we raise questions regarding power: who owns the digital city, and who has the right to change it? Lastly, we ponder some sociocultural questions and design ideas opened up by the fiction.
本文提出了一个人类学设计小说,设想未来的混合城市,3D虚拟城市模型和物理现实无缝地交织在一起。这部精心制作的小说讲述了三大主题。首先,它探讨了在这样一个混合城市中,不仅是数字和物理,而且是过去和现在,近和远的地方如何纠缠在一起。其次,我们推测,如果一个人的数字痕迹——甚至是他/她的数字化身体——在他/她去世后继续“生活”在一个混合城市意味着什么。第三,我们提出了关于权力的问题:谁拥有数字城市,谁有权利改变它?最后,我们思考了一些社会文化问题和小说所带来的设计思想。
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引用次数: 21
Adaptive Play: A Prototype of a Responsive Children's Videogame for Greater Inclusivity 适应性游戏:一款具有更大包容性的响应性儿童电子游戏原型
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996738
Rhianne Jones
This extended abstract presents a prototype of an adaptive children's videogame designed for greater inclusivity. It describes the design of a novel game engine and prototype game that uses real-time interaction analytics to reasonably adapt the user interface and game mechanics 'in the moment' to support children's preferences, needs and abilities. This experimental approach to game design is aimed at simplifying the configuration process and making the game more responsive to a wider variety of needs and abilities. This extended abstract presents the motivation for the work, the development of the prototype and the potential value of this approach, drawing on findings from an early pilot. It concludes by outlining plans for future work.
这个扩展的抽象呈现了一个适应性儿童电子游戏的原型,旨在提高包容性。它描述了一个新颖的游戏引擎和原型游戏的设计,使用实时交互分析来合理地调整用户界面和游戏机制,以“在当下”支持儿童的偏好、需求和能力。这种实验性的游戏设计方法旨在简化配置过程,使游戏更能响应更广泛的需求和能力。这篇扩展的摘要介绍了这项工作的动机、原型的开发和这种方法的潜在价值,并借鉴了早期试点的发现。报告最后概述了今后工作的计划。
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引用次数: 2
Enabling Information Access in Virtual Learning Environment: The Case of Data Science Minor 在虚拟学习环境中实现信息访问:以数据科学辅修课程为例
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996754
Ilya Musabirov, Paul Okopny, Stanislav Pozdniakov
In this paper, we present our current research regarding information interaction strategies of students of minor specialization in Data Science. We employed an online platform, consisted of a third-party and our software, to provide students with means of learning and analyse their learning activity. We developed several indicators to estimate their activity: coding activity, friends network size, and Q&A activity. We show that high-achieving and low-achieving students use resources in different ways, with substantial inequality in resource access/use. Based on the research, we propose two features that supposedly would provoke students to participate in a Q&A activity decreasing inequality in the use of these resources.
在本文中,我们介绍了我们目前关于数据科学辅修专业学生信息交互策略的研究现状。我们采用了一个由第三方和我们的软件组成的在线平台,为学生提供学习手段并分析他们的学习活动。我们开发了几个指标来评估他们的活动:编码活动、朋友网络规模和问答活动。我们发现,成绩优异的学生和成绩差的学生使用资源的方式不同,在资源获取/使用方面存在很大的不平等。在研究的基础上,我们提出了两个特征,据说会激发学生参与问答活动,减少这些资源使用中的不平等。
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引用次数: 7
Fashionable Services for Wearables: Inventing and Investigating a New Design Path for Smart Watches 可穿戴设备的时尚服务:发明和探索智能手表的新设计路径
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971505
O. Juhlin, Yanqing Zhang, Jinyi Wang, Anders-Petter Andersson
With the advent of wearable devices equipped with publicly visible screens, we argue for the need to apply fashion thinking in designing their visual expression. The screen provides endless variations of visual expression, beyond traditional clothing. The topic motivates us to investigate the potential of assembling "fashion thinking" with services generation, to create new forms of use that wearers will adore, as they do with clothes. Disregarding fashion thinking in wearable design might lead to user dissatisfaction and missed opportunities. In an explorative design study we triangulate three methods i.e. a small study on the use of smart watches in dressing practices; an invention and design of a service called "Watch for Figuracy", with a watch face contextually dependent on the wearer's dressed ensemble, and an initial user feedback study. Altogether they indicate the potential of fashion wearable hybrids and shortcomings in utilizing color theory for matching the watch face to the outfit.
随着可穿戴设备配备公开可见屏幕的出现,我们认为有必要在设计其视觉表达时应用时尚思维。屏幕提供了无尽的视觉表达变化,超越了传统服装。这个话题促使我们研究将“时尚思维”与服务生成结合起来的潜力,以创造出穿戴者会喜欢的新使用形式,就像他们喜欢衣服一样。在可穿戴设计中忽视时尚思维可能会导致用户的不满和错失机会。在一项探索性设计研究中,我们对三种方法进行了三角测量,即对智能手表在穿衣实践中的使用进行了小型研究;一项名为“为形象而手表”的服务的发明和设计,其表盘取决于佩戴者的着装组合,以及一项初步的用户反馈研究。总的来说,它们表明了时尚可穿戴混合产品的潜力,以及利用色彩理论将表盘与服装相匹配的缺点。
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引用次数: 26
How Ideas make it through to Designs: Process and Practice 创意如何转化为设计:过程与实践
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971560
J. Read, Dan Fitton, G. Sim, M. Horton
This paper describes a process called RAId (Rapid Analysis of design Ideas), which assists, in the ethical and inclusive analysis of large sets of design data. It is described against an activity with 120 teenagers working in small groups contributing ideas for the design of an interactive water-drinking bottle. Four investigators systematically examined fifty designs from the teenagers using six different lenses -- two concerned with the purpose of the designed technology (hydration and re-use), two with its desirability (aesthetics and cool) and two with the product concept (business and innovation). The investigators used these lenses to focus their examination. Each proposed a candidate solution based on what they had seen from the teen designs. The resulting concepts are examined against the teenagers' ideas that inspired them with attention being paid to when, and how often, ideas were put in mind. This analysis revealed three different idea types, core, add-ons and novel, each of which needed different treatment to bring it to fruition.
本文描述了一个称为RAId(快速分析设计理念)的过程,它有助于对大型设计数据集进行道德和包容性分析。它是根据一个活动描述的,120名青少年分成小组,为设计一个互动式饮水瓶贡献想法。四名调查人员系统地检查了来自青少年的五十项设计,使用六种不同的视角——两种涉及设计技术的目的(水合作用和再利用),两种涉及其可取性(美学和酷),两种涉及产品概念(商业和创新)。研究人员用这些透镜来聚焦他们的检查。每个人都根据他们从青少年设计中看到的提出了一个候选解决方案。由此产生的概念与青少年的想法进行对比,这些想法激发了他们的灵感,并注意到这些想法是何时出现的,以及出现的频率。这个分析揭示了三种不同的想法类型,核心,附加和新颖,每一种都需要不同的处理方法才能实现。
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引用次数: 32
Mediated Reality Mirror: Towards a Study with Autistic Users 中介现实镜:对自闭症用户的研究
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996743
Doga Çorlu, Beste Ozdeslik, A. Yantaç, M. Fjeld
Open offices, despite their tangible advantages, are challenging for autistic individuals due to continuous visual and social interruptions. In order to filter out these distractions and enhance autistics' attention and communication with their coworkers, here we introduce the mediated reality mirror (MRM) concept deriving from the inspiring developments in diminished and augmented reality. We conducted two bodystorming workshops and interviews with 14 non-autistic participants in order to inform the design process of MRM and our future studies with autistics which is a one shot opportunity. In this paper we present the outcomes of the workshops and the interviews as well as their contributions to our future studies with autistic users of MRM.
开放式办公室尽管有明显的优势,但由于持续的视觉和社交干扰,对自闭症患者来说是一个挑战。为了过滤掉这些干扰,提高自闭症患者的注意力和与同事的沟通,我们在这里介绍中介现实镜像(MRM)的概念,它源于增强现实和增强现实的鼓舞人心的发展。我们进行了两次身体风暴研讨会,并采访了14名非自闭症参与者,以了解MRM的设计过程和我们未来的自闭症研究,这是一次难得的机会。在本文中,我们介绍了研讨会和访谈的结果,以及它们对我们未来对MRM自闭症使用者的研究的贡献。
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引用次数: 0
期刊
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
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