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Improving Attractiveness of Public Transportation with Interactive Experiences 以互动体验提升公共交通的吸引力
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987677
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.
新的互动体验可以改变人们体验和感知公共交通的方式,从而提高公共交通的吸引力。本次研讨会的主题是公共交通中的互动体验。主要关注的是公共交通出行服务的新互动体验。我们邀请实践者和研究人员为公共交通中的HCI提出设计理念、设计和评估方法、新的交互技术或未来的研究课题。这些主题涉及单个交通工具类型(公共汽车、电动公共汽车、火车、有轨电车)或整个公共交通链的服务。研讨会将形成公共交通互动体验的研究议程。
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引用次数: 2
Informing Design for Reflection: an Overview of Current Everyday Practices 为反思告知设计:当前日常实践的概述
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971494
Ine Mols, E. V. D. Hoven, Berry Eggen
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.
人们对HCI越来越感兴趣,在设计中支持用户的反射。在本文中,我们特别关注日常生活的反思,涵盖并连接了一个人生活中的广泛话题,而不是专注于一个非常具体的方面。尽管许多系统旨在支持反思,但很少有系统是基于对人们目前如何将反思融入日常生活的概述。在本文中,我们的目标是通过结合定性和定量问题的日常生活反思实践问卷来弥补这一差距。研究结果为以不同方式进行反思的广泛人群提供了见解。我们的目标是通过四个考虑因素来告知设计:反刍、时机、主动性和社会背景。
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引用次数: 28
HeatDial: Beyond User Scheduling in Eco-Interaction HeatDial:超越生态交互中的用户调度
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971525
Rikke Hagensby Jensen, J. Kjeldskov, M. Skov
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.
在可持续的HCI中,有一个有趣的发展,从被动反馈显示到更具交互性的系统,允许用户根据生态反馈和生态预测来安排最佳时间的能源使用。在这篇论文中,我们扩展了先前关于生态互动中能源使用的用户调度的工作,并研究了家庭热泵控制。我们的方法是为用户提供一个界面,在这个界面上,他们可以为家庭设置温度边界,并交互式地评估不同设置对预测能源成本的影响。基于这个输入,能源使用的调度由一个监测温度和电价的自动化系统完成。我们对5个家庭的HeatDial原型进行了为期6个月的定性研究。主要发现是,HeatDial支持用户识别并采取行动降低成本,但自动化也对用户参与度产生影响,并强调需要更多关于系统打算如何行动的反馈。
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引用次数: 26
HCI and Sensitive Life Experiences HCI和敏感的生活体验
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987673
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.
HCI研究已经确定了一些生活事件和生活转变,这些事件和转变使个人处于脆弱状态,例如性别转变,家庭虐待,浪漫关系破裂,丧亲之痛,甚至种族灭绝。尽管这些生活事件在人类的一生中有所不同,但将它们视为一组“敏感的生活经历”,并探索我们作为研究人员如何处理这些经历的异同,对于更好地理解它们可能是非常宝贵的。在本次研讨会中,我们的目标是确定当前社会计算系统设计的机会和障碍,这些系统在敏感的生活事件和过渡时期为人们提供支持。参与者将参与以探索自己和他人的研究方法和结果之间的异同为中心的活动,并在围绕在这些敏感背景下开展研究的讨论中借鉴自己的经验。
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引用次数: 19
It Feels Like I'm Managing Myself: HIV+ People Tracking Their Personal Health Information 感觉就像我在管理自己:艾滋病毒感染者跟踪他们的个人健康信息
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971542
Adrian Bussone, S. Stumpf, G. Buchanan
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.
全球有近3700万人感染艾滋病毒,最近的医学进展已将艾滋病毒转化为一种慢性病,如果得到控制。《个人健康信息学》之前的研究已经调查了人们如何通过跟踪和反思他们的健康信息来自我管理其他慢性疾病,如糖尿病,但对于人们如何处理像艾滋病毒这样复杂和社会污名化的疾病却知之甚少。更好地了解他们的特殊需求可能会导致开发更合适的工具来自我管理他们的状况。本文介绍了个人健康信息学的迭代过程模型。然后,我们描述了一项涉及HIV+成人的实证研究的结果,旨在了解他们在这个过程模型的每个阶段的问题、关注点和行动。我们为个人信息学工具的设计和开放的研究方向提供了启示,这些方向可以导致艾滋病毒感染者更好的自我管理。
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引用次数: 29
Living Room on the Move: Autonomous Vehicles and Social Experiences 移动的客厅:自动驾驶汽车和社会体验
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2987669
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.
开发自动驾驶汽车技术复杂,目前的研究主要集中在技术改进和操作安全方面。随着自动化水平的提高,驾驶员的角色将发生变化;从控制车辆的每一个动作变成操作员/乘客。对于这种新环境将如何影响与车相处以及车内的社交体验,我们知之甚少。本次工作坊主要关注三种不同的社会体验和社交,即;其他道路使用者与自动驾驶汽车之间的关系,自动驾驶汽车内发生的社会活动,最后是汽车与操作员之间的关系。研讨会旨在探讨与这些社会经验相关的自动驾驶汽车可能的实践、研究和设计方向。以人为本的设计方法是研讨会的核心,其中包括有趣的实地考察和创意会议。
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引用次数: 11
Itinerarium: Co-designing A Tangible Journey Through History 行程:共同设计一个有形的历史之旅
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996474
P. Marti, Michele Tittarelli, I. Iacono
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.
本文介绍了《旅行记》的共同设计过程,这是一款旨在通过互动游戏让小学生学习历史的教育游戏。该研究推动了在不同环境(考古实验室、Fab实验室和小学)中阐述的协同设计方法,旨在将当地的实践和知识融入创造性产出中。设计案例表明,跨能力、协作团队、鼓舞人心的设计环境和协作制作是支撑参与者知识和技能的精髓。然而,为了充分参与设计过程,参与者必须参与设计的特定阶段:领域专家在早期设计阶段和测试阶段是基础,而孩子在中间阶段(当原型可用时)是有效的合作设计师。设计师的基本角色是将具有美学品质的想法具体化,并推动共同创造的过程。
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引用次数: 2
Smart Connected Sensations: Co-Creating Smart Connected Applications through Distributed Serendipity 智能连接感觉:通过分布式机缘巧合共同创建智能连接应用程序
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2996723
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.
这个演示展示了Loaded Dice,这是两个基于Arduino无线连接的3d打印立方体,其中一个由传感器组成,另一个由执行器组成。它是一个支持协同设计活动的交互式工具。本次演示重点展示了会议期间正在进行的应用程序,参与者可以通过在不同的房间里掷骰子来探索智能连接设备的设计空间,探索智能连接感觉的偶然品质。
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引用次数: 2
Towards a Design Space for Liquid User Interfaces 面向液态用户界面的设计空间
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971537
Jonna Häkkilä, Ashley Colley
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.
在本文中,我们提出了一个液体UI的用户界面(UI)设计框架。我们将其定义为使用液体(例如水)作为媒介交互或显示信息的材料的ui。液体ui代表了一种新型的有形界面,它强调了实验和美学方面。该框架定义了设计特性,包括与液体的接触程度、液体运动、液体的物理特性和密封机构。
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引用次数: 9
It's a Pain in the... Wild?: Struggling to Create Conditions for Emerging Practices in an Urban Computing Project 这是痛苦的…野生的吗?努力为城市计算项目中的新兴实践创造条件
Pub Date : 2016-10-23 DOI: 10.1145/2971485.2971534
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.
城市计算项目是一项复杂的工作,需要许多涉众的参与。这些项目的长期目标可以看作是为当地实践提供积极的成果。然而,这是一个巨大的挑战。根据UBI-Oulu项目的轨迹,我们确定了各种利益相关者和抽象的力量,这些力量塑造了项目及其结果。这一轨迹在很大程度上被描述为对竞争力量的反应。我们的贡献是一个框架,用于理解和管理“野外”城市计算项目的复杂性。框架根据对项目目标的贡献,2)相互依赖,以及3)可预见性的水平对隐含因素进行分类。使用这个框架可以帮助减轻野外的痛苦。
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引用次数: 7
期刊
Proceedings of the 9th Nordic Conference on Human-Computer Interaction
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