Kaisa Väänänen, Jarno Ojala, Elina Hildén, M. Karlsson, Pontus Wallgren, M. Turunen
New interactive experiences can change the way people experience and perceive public transportation and hence improve its attractiveness. This workshop addresses such interactive experiences in public transportation. The main focus is on new interactive experiences with travel services in public transportation. We invite both practitioners and researchers to propose design concepts, design and evaluation methods, novel interactive technologies or future research issues for the HCI in public transportation. The topics address services for individual transportation vehicle types (buses, electric buses, trains, trams), or for the whole public transportation chain. The workshop will form a research agenda for interactive experiences in public transportation.
{"title":"Improving Attractiveness of Public Transportation with Interactive Experiences","authors":"Kaisa Väänänen, Jarno Ojala, Elina Hildén, M. Karlsson, Pontus Wallgren, M. Turunen","doi":"10.1145/2971485.2987677","DOIUrl":"https://doi.org/10.1145/2971485.2987677","url":null,"abstract":"New interactive experiences can change the way people experience and perceive public transportation and hence improve its attractiveness. This workshop addresses such interactive experiences in public transportation. The main focus is on new interactive experiences with travel services in public transportation. We invite both practitioners and researchers to propose design concepts, design and evaluation methods, novel interactive technologies or future research issues for the HCI in public transportation. The topics address services for individual transportation vehicle types (buses, electric buses, trains, trams), or for the whole public transportation chain. The workshop will form a research agenda for interactive experiences in public transportation.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"3 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":"126665980","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}
There is an increasing interest in HCI in designing to support reflection in users. In this paper, we specifically focus on everyday life reflection, covering and connecting a broad range of topics from someone's life rather than focusing on a very specific aspect. Although many systems aim to support reflection, few are based on an overview of how people currently integrate reflection in everyday life. In this paper, we aim to contribute to this gap through a questionnaire on everyday life reflection practices combining both qualitative and quantitative questions. Findings provide insights in the broad range of people that engage with reflection in different ways. We aim to inform design through four considerations: rumination, timing, initiative and social context.
{"title":"Informing Design for Reflection: an Overview of Current Everyday Practices","authors":"Ine Mols, E. V. D. Hoven, Berry Eggen","doi":"10.1145/2971485.2971494","DOIUrl":"https://doi.org/10.1145/2971485.2971494","url":null,"abstract":"There is an increasing interest in HCI in designing to support reflection in users. In this paper, we specifically focus on everyday life reflection, covering and connecting a broad range of topics from someone's life rather than focusing on a very specific aspect. Although many systems aim to support reflection, few are based on an overview of how people currently integrate reflection in everyday life. In this paper, we aim to contribute to this gap through a questionnaire on everyday life reflection practices combining both qualitative and quantitative questions. Findings provide insights in the broad range of people that engage with reflection in different ways. We aim to inform design through four considerations: rumination, timing, initiative and social context.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"107 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":"115538021","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}
There has been an interesting development within sustainable HCI, from passive feedback-displays towards more interactive systems that allow users to schedule their energy usage for optimal times based on eco-feedback and eco-forecasting. In this paper, we extend previous work on user scheduling of energy usage in eco-interaction with a study of heat pump control in domestic households. Aiming at using electricity when it is either cheap or green, our approach is to provide users with an interface where they can set temperature boundaries for the home, and interactively evaluate the impact of different settings on predicted energy cost. Based on this input, the scheduling of energy use is done by an automated system monitoring temperatures and electricity prices. We conducted a qualitative study of the HeatDial prototype with 5 families over 6 months. Key findings were that HeatDial supported users identifying and acting on opportunities for reducing costs, but that automation also had an impact on user engagement and highlighted a need for more feedback on how the system intended to act.
{"title":"HeatDial: Beyond User Scheduling in Eco-Interaction","authors":"Rikke Hagensby Jensen, J. Kjeldskov, M. Skov","doi":"10.1145/2971485.2971525","DOIUrl":"https://doi.org/10.1145/2971485.2971525","url":null,"abstract":"There has been an interesting development within sustainable HCI, from passive feedback-displays towards more interactive systems that allow users to schedule their energy usage for optimal times based on eco-feedback and eco-forecasting. In this paper, we extend previous work on user scheduling of energy usage in eco-interaction with a study of heat pump control in domestic households. Aiming at using electricity when it is either cheap or green, our approach is to provide users with an interface where they can set temperature boundaries for the home, and interactively evaluate the impact of different settings on predicted energy cost. Based on this input, the scheduling of energy use is done by an automated system monitoring temperatures and electricity prices. We conducted a qualitative study of the HeatDial prototype with 5 families over 6 months. Key findings were that HeatDial supported users identifying and acting on opportunities for reducing costs, but that automation also had an impact on user engagement and highlighted a need for more feedback on how the system intended to act.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"173 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":"115284978","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}
D. Herron, Nazanin Andalibi, Oliver L. Haimson, Wendy Moncur, E. V. D. Hoven
HCI research has identified a number of life events and life transitions which see individuals in a vulnerable state, such as gender transition, domestic abuse, romantic relationship dissolution, bereavement, and even genocide. Although these life events differ across the human lifespan, considering them as a group of 'sensitive life experiences', and exploring the similarities and differences in how we approach those experiences as researchers could be invaluable in generating a better understanding of them. In this workshop, we aim to identify current opportunities for, and barriers to, the design of social computing systems that support people during sensitive life events and transitions. Participants will take part in activities centred around exploring the similarities and differences between their own and others' research methods and results, drawing on their own experiences in discussions around carrying out research in these sensitive contexts.
{"title":"HCI and Sensitive Life Experiences","authors":"D. Herron, Nazanin Andalibi, Oliver L. Haimson, Wendy Moncur, E. V. D. Hoven","doi":"10.1145/2971485.2987673","DOIUrl":"https://doi.org/10.1145/2971485.2987673","url":null,"abstract":"HCI research has identified a number of life events and life transitions which see individuals in a vulnerable state, such as gender transition, domestic abuse, romantic relationship dissolution, bereavement, and even genocide. Although these life events differ across the human lifespan, considering them as a group of 'sensitive life experiences', and exploring the similarities and differences in how we approach those experiences as researchers could be invaluable in generating a better understanding of them. In this workshop, we aim to identify current opportunities for, and barriers to, the design of social computing systems that support people during sensitive life events and transitions. Participants will take part in activities centred around exploring the similarities and differences between their own and others' research methods and results, drawing on their own experiences in discussions around carrying out research in these sensitive contexts.","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":"123373683","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}
Nearly 37 million people live with HIV globally and recent advances in medicine have transformed HIV to a chronic disease, if managed. Previous research in Personal Health Informatics has investigated how people self-manage other chronic conditions, such as diabetes, by tracking and reflecting on their health information but there is little knowledge of how people do so for complex and socially stigmatized diseases like HIV. A better understanding of their specialized needs could lead to the development of more appropriate tools to self-manage their condition. Our paper introduces an iterative process model of Personal Health Informatics. We then describe the results of an empirical study involving HIV+ adults aimed at understanding their issues, concerns and actions in each of the stages of this process model. We provide implications for the design of personal informatics tools and open research directions that can lead to better self-management for people living with HIV.
{"title":"It Feels Like I'm Managing Myself: HIV+ People Tracking Their Personal Health Information","authors":"Adrian Bussone, S. Stumpf, G. Buchanan","doi":"10.1145/2971485.2971542","DOIUrl":"https://doi.org/10.1145/2971485.2971542","url":null,"abstract":"Nearly 37 million people live with HIV globally and recent advances in medicine have transformed HIV to a chronic disease, if managed. Previous research in Personal Health Informatics has investigated how people self-manage other chronic conditions, such as diabetes, by tracking and reflecting on their health information but there is little knowledge of how people do so for complex and socially stigmatized diseases like HIV. A better understanding of their specialized needs could lead to the development of more appropriate tools to self-manage their condition. Our paper introduces an iterative process model of Personal Health Informatics. We then describe the results of an empirical study involving HIV+ adults aimed at understanding their issues, concerns and actions in each of the stages of this process model. We provide implications for the design of personal informatics tools and open research directions that can lead to better self-management for people living with HIV.","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":"125561255","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}
I. Pettersson, Annie Rydström, Helena Strömberg, Lena Hylving, Jonas Andersson, M. Klingegård, M. Karlsson
Developing autonomous vehicles is technically complex and up to now research has focused on technical improvement and operative safety. As the level of automation increases the role of the driver will change; from controlling every movement of the vehicle into becoming an operator/passenger. Little is known about how this new context will affect the social experiences with and within the vehicle. This workshop focuses on three different kinds of social experience and socializing, namely; between other road users and the autonomous car, the social activities taking place within the autonomous car, and lastly the relationship between the car and the operator. The workshop aims at exploring possible practices, research and design directions of autonomous vehicles in relation to these social experiences. A human-centered design approach is the core of the workshop, with playful field excursions and ideation sessions.
{"title":"Living Room on the Move: Autonomous Vehicles and Social Experiences","authors":"I. Pettersson, Annie Rydström, Helena Strömberg, Lena Hylving, Jonas Andersson, M. Klingegård, M. Karlsson","doi":"10.1145/2971485.2987669","DOIUrl":"https://doi.org/10.1145/2971485.2987669","url":null,"abstract":"Developing autonomous vehicles is technically complex and up to now research has focused on technical improvement and operative safety. As the level of automation increases the role of the driver will change; from controlling every movement of the vehicle into becoming an operator/passenger. Little is known about how this new context will affect the social experiences with and within the vehicle. This workshop focuses on three different kinds of social experience and socializing, namely; between other road users and the autonomous car, the social activities taking place within the autonomous car, and lastly the relationship between the car and the operator. The workshop aims at exploring possible practices, research and design directions of autonomous vehicles in relation to these social experiences. A human-centered design approach is the core of the workshop, with playful field excursions and ideation sessions.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"45 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":"124508815","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 presents the co-design process of Itinerarium, an educational game designed to engage children of primary school in learning history through interactive play. The research drives forward a co-design methodology articulated in different settings (an archaeology lab, a Fab Lab and a primary school), with the aim to embed the local practices and knowledge into creative outputs. The design case shows that cross-competence, collaborative teamwork, inspiring design contexts and collaborative making are quintessential to scaffold participants' knowledge and skills. However, in order to fully contribute to the design process, participants have to be involved at specific stages of design: domain experts are fundamental in an early design stage and during testing, whilst children are effective co-designers during middle stages when prototypes are available. Designers have the fundamental role of materialising ideas with aesthetic qualities and drive the co-creation process.
{"title":"Itinerarium: Co-designing A Tangible Journey Through History","authors":"P. Marti, Michele Tittarelli, I. Iacono","doi":"10.1145/2971485.2996474","DOIUrl":"https://doi.org/10.1145/2971485.2996474","url":null,"abstract":"This paper presents the co-design process of Itinerarium, an educational game designed to engage children of primary school in learning history through interactive play. The research drives forward a co-design methodology articulated in different settings (an archaeology lab, a Fab Lab and a primary school), with the aim to embed the local practices and knowledge into creative outputs. The design case shows that cross-competence, collaborative teamwork, inspiring design contexts and collaborative making are quintessential to scaffold participants' knowledge and skills. However, in order to fully contribute to the design process, participants have to be involved at specific stages of design: domain experts are fundamental in an early design stage and during testing, whilst children are effective co-designers during middle stages when prototypes are available. Designers have the fundamental role of materialising ideas with aesthetic qualities and drive the co-creation process.","PeriodicalId":190768,"journal":{"name":"Proceedings of the 9th Nordic Conference on Human-Computer Interaction","volume":"179 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":"125821662","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}
Kevin Lefeuvre, Arne Berger, Albrecht Kurze, Sören Totzauer, Michael Storz, A. Bischof
This demo presents Loaded Dice, two wirelessly connected Arduino based, 3D-printed cubes consisting of sensors in one die and actuators in the other. It is an interactive tool to support co-design activities. This demo focuses on a work-in-progress application during the conference for participants to explore the design space of smart connected devices by rolling the dice in different rooms for exploring serendipitous qualities of smart connected sensations.
{"title":"Smart Connected Sensations: Co-Creating Smart Connected Applications through Distributed Serendipity","authors":"Kevin Lefeuvre, Arne Berger, Albrecht Kurze, Sören Totzauer, Michael Storz, A. Bischof","doi":"10.1145/2971485.2996723","DOIUrl":"https://doi.org/10.1145/2971485.2996723","url":null,"abstract":"This demo presents Loaded Dice, two wirelessly connected Arduino based, 3D-printed cubes consisting of sensors in one die and actuators in the other. It is an interactive tool to support co-design activities. This demo focuses on a work-in-progress application during the conference for participants to explore the design space of smart connected devices by rolling the dice in different rooms for exploring serendipitous qualities of smart connected sensations.","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":"125862901","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 a framework for the user interface (UI) design of liquid UIs. These we define as UIs which utilize liquid, e.g. water, as a material for mediating the interaction or displaying information. Liquid UIs represent a novel type of tangible interface, which emphasizes experiental and aesthetic aspects. The framework defines design properties including the degree of contact with the liquid, liquid movement, the physical properties of the liquid and the containment mechanism.
{"title":"Towards a Design Space for Liquid User Interfaces","authors":"Jonna Häkkilä, Ashley Colley","doi":"10.1145/2971485.2971537","DOIUrl":"https://doi.org/10.1145/2971485.2971537","url":null,"abstract":"In this paper, we present a framework for the user interface (UI) design of liquid UIs. These we define as UIs which utilize liquid, e.g. water, as a material for mediating the interaction or displaying information. Liquid UIs represent a novel type of tangible interface, which emphasizes experiental and aesthetic aspects. The framework defines design properties including the degree of contact with the liquid, liquid movement, the physical properties of the liquid and the containment mechanism.","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":"128479787","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}
Leena Ventä-Olkkonen, Arto Lanamäki, N. Iivari, K. Kuutti
Urban computing projects are complex endeavors that require the involvement of many stakeholders. A long-term goal of such projects can be seen as providing positive outcomes on local practices. This is, however, a huge challenge. Drawing on the trajectory of the UBI-Oulu project, we identified a variety of stakeholders and abstract forces that shaped the project and its outcomes. The trajectory was largely characterized as reactions to the contesting forces. Our contribution was a framework for making sense, and managing the complexity, of "in-the-wild" urban computing projects. The framework categorized the implicating factors according to their level of 1) contribution to project goals, 2) interdependence, and 3) foreseeability. The use of the framework could help to relieve the pain in the wild.
{"title":"It's a Pain in the... Wild?: Struggling to Create Conditions for Emerging Practices in an Urban Computing Project","authors":"Leena Ventä-Olkkonen, Arto Lanamäki, N. Iivari, K. Kuutti","doi":"10.1145/2971485.2971534","DOIUrl":"https://doi.org/10.1145/2971485.2971534","url":null,"abstract":"Urban computing projects are complex endeavors that require the involvement of many stakeholders. A long-term goal of such projects can be seen as providing positive outcomes on local practices. This is, however, a huge challenge. Drawing on the trajectory of the UBI-Oulu project, we identified a variety of stakeholders and abstract forces that shaped the project and its outcomes. The trajectory was largely characterized as reactions to the contesting forces. Our contribution was a framework for making sense, and managing the complexity, of \"in-the-wild\" urban computing projects. The framework categorized the implicating factors according to their level of 1) contribution to project goals, 2) interdependence, and 3) foreseeability. The use of the framework could help to relieve the pain in the wild.","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":"128506106","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}