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.
{"title":"Posing and Acting as Input for Personalizing Furniture","authors":"Bokyung Lee, Minjoo Cho, Joonhee Min, D. Saakes","doi":"10.1145/2971485.2971487","DOIUrl":"https://doi.org/10.1145/2971485.2971487","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"23 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":"127856955","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 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。
{"title":"Towards a Sustainable Crowdsourced Sound Heritage Archive by Public Participation: The Soundsslike Project","authors":"P. Yelmi, H. Kuscu, A. Yantaç","doi":"10.1145/2971485.2971492","DOIUrl":"https://doi.org/10.1145/2971485.2971492","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"103 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":"121126491","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}
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.
{"title":"Involving End-Users in Game Based Ideation: A Case Study in Hospital Logistics","authors":"Jonathan Huyghe, M. Nouwen, Jeroen Vanattenhoven","doi":"10.1145/2971485.2971488","DOIUrl":"https://doi.org/10.1145/2971485.2971488","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"4 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":"124548626","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}
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.
{"title":"Stakeholder Involvement in Agile Software Development","authors":"M. Lárusdóttir, Å. Cajander, Peggy Gregory, G. Cockton, D. Salah, Kati Kuusinen, Gerolf Nauwerck","doi":"10.1145/2971485.2987678","DOIUrl":"https://doi.org/10.1145/2971485.2987678","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"60 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":"124558738","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}
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.
{"title":"Chasing Digital Shadows: Exploring Future Hybrid Cities through Anthropological Design Fiction","authors":"Johanna Ylipulli, Jenny Kangasvuo, Toni Alatalo, T. Ojala","doi":"10.1145/2971485.2993923","DOIUrl":"https://doi.org/10.1145/2971485.2993923","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"103 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":"122449435","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 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.
{"title":"Adaptive Play: A Prototype of a Responsive Children's Videogame for Greater Inclusivity","authors":"Rhianne Jones","doi":"10.1145/2971485.2996738","DOIUrl":"https://doi.org/10.1145/2971485.2996738","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"10 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":"124252048","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}
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.
{"title":"Enabling Information Access in Virtual Learning Environment: The Case of Data Science Minor","authors":"Ilya Musabirov, Paul Okopny, Stanislav Pozdniakov","doi":"10.1145/2971485.2996754","DOIUrl":"https://doi.org/10.1145/2971485.2996754","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"9 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":"115324125","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}
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.
{"title":"Fashionable Services for Wearables: Inventing and Investigating a New Design Path for Smart Watches","authors":"O. Juhlin, Yanqing Zhang, Jinyi Wang, Anders-Petter Andersson","doi":"10.1145/2971485.2971505","DOIUrl":"https://doi.org/10.1145/2971485.2971505","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"7 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":"132519946","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 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.
{"title":"How Ideas make it through to Designs: Process and Practice","authors":"J. Read, Dan Fitton, G. Sim, M. Horton","doi":"10.1145/2971485.2971560","DOIUrl":"https://doi.org/10.1145/2971485.2971560","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"15 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":"132349237","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}
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.
{"title":"Mediated Reality Mirror: Towards a Study with Autistic Users","authors":"Doga Çorlu, Beste Ozdeslik, A. Yantaç, M. Fjeld","doi":"10.1145/2971485.2996743","DOIUrl":"https://doi.org/10.1145/2971485.2996743","url":null,"abstract":"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.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"40 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":"126898966","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}