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Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems最新文献

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Parental Mediation for Young Children’s Use of Educational Media: A Case Study with Computational Toys and Kits 父母对幼儿使用教育媒体的调解:以计算玩具和工具包为例
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445427
Junnan Yu, Andrea DeVore, Ricarose Roque
Parental mediation literature is mostly situated in the contexts of television, Internet use, video games, and mobile devices, while there is less understanding of how parents mediate their children’s engagement with educational-focused media. We examine parental involvement in young children’s use of a creation-oriented educational media, i.e., coding kits, from a mediation perspective through an interview study. We frame parents’ mediation practices along three dimensions: (1) creative mediation, where parents mediate to support children’s creating and learning with media; (2) preparative mediation, where parents explore and prepare media for children’s engagement; and (3) administrative mediation, where parents administer and regulate their children’s media use. Compared to the restrictive, active, and co-using mediation theory, our proposed framework highlights various supportive practices parents take to help their children learn and create with media. We further connect our findings to Joint Media Engagement and reflect on implications for parent involvement in children’s creation-oriented media design.
父母调解的文献大多是在电视、互联网使用、视频游戏和移动设备的背景下进行的,而对父母如何调解孩子与教育媒体的接触的了解较少。我们通过访谈研究,从中介的角度考察了父母参与幼儿使用以创造为导向的教育媒体,即编码工具包。我们从三个维度来构建父母的调解实践:(1)创造性调解,即父母通过媒介进行调解以支持儿童的创造和学习;(2)预见性调解,即家长探索和准备儿童参与的媒介;(3)行政调解,由父母管理和规范子女的媒体使用。与限制性、主动和共同使用的中介理论相比,我们提出的框架强调了父母采取的各种支持性实践,以帮助他们的孩子通过媒体学习和创造。我们进一步将我们的发现与联合媒体参与联系起来,并反思父母参与儿童创造导向媒体设计的含义。
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引用次数: 7
Touchscreen Typing As Optimal Supervisory Control 触摸屏打字作为最优监控
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445483
Jussi P. P. Jokinen, Aditya Acharya, M. Uzair, Xinhui Jiang, A. Oulasvirta
Traditionally, touchscreen typing has been studied in terms of motor performance. However, recent research has exposed a decisive role of visual attention being shared between the keyboard and the text area. Strategies for this are known to adapt to the task, design, and user. In this paper, we propose a unifying account of touchscreen typing, regarding it as optimal supervisory control. Under this theory, rules for controlling visuo-motor resources are learned via exploration in pursuit of maximal typing performance. The paper outlines the control problem and explains how visual and motor limitations affect it. We then present a model, implemented via reinforcement learning, that simulates co-ordination of eye and finger movements. Comparison with human data affirms that the model creates realistic finger- and eye-movement patterns and shows human-like adaptation. We demonstrate the model’s utility for interface development in evaluating touchscreen keyboard designs.
传统上,触摸屏打字是在运动性能方面进行研究的。然而,最近的研究表明,在键盘和文本区域之间共享视觉注意力的决定性作用。众所周知,这方面的策略可以适应任务、设计和用户。在本文中,我们提出了一个统一的触摸屏打字帐户,并将其视为最优监督控制。在这个理论下,控制视觉运动资源的规则是通过探索来学习的,以追求最大的打字性能。本文概述了控制问题,并解释了视觉和运动限制如何影响它。然后,我们提出了一个模型,通过强化学习实现,模拟眼睛和手指运动的协调。与人类数据的比较证实,该模型创造了逼真的手指和眼睛运动模式,并显示出类似人类的适应性。我们演示了该模型在评估触摸屏键盘设计时对界面开发的效用。
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引用次数: 26
Identity Claims that Underlie Ethical Awareness and Action 身份主张是道德意识和行为的基础
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445375
S. Chivukula, Aiza Hasib, Ziqing Li, Jingle Chen, Colin M. Gray
HCI and STS researchers have previously described the ethical complexity of practice, drawing together aspects of organizational complexity, design knowledge, and ethical frameworks. Building on this work, we investigate the identity claims and beliefs that impact practitioners’ ability to recognize and act upon ethical concerns in a range of technology-focused disciplines. In this paper, we report results from an interview study with 12 practitioners, identifying and describing their identity claims related to ethical awareness and action. We conducted a critically-focused thematic analysis to identify eight distinct claims representing roles relating to learning, educating, following policies, feeling a sense of responsibility, being a member of a profession, a translator, an activist, and deliberative. Based on our findings, we demonstrate how the claims foreground building competence in relation to ethical practice. We highlight the dynamic interplay among these claims and point towards implications for identity work in socio-technical contexts.
HCI和STS研究人员先前描述了实践的伦理复杂性,将组织复杂性、设计知识和伦理框架的各个方面结合在一起。在这项工作的基础上,我们调查了影响从业者在一系列以技术为中心的学科中识别和处理道德问题的能力的身份主张和信念。在本文中,我们报告了对12名从业人员的访谈研究结果,确定并描述了他们与道德意识和行动相关的身份主张。我们进行了一项以批判性为重点的专题分析,以确定八种不同的诉求,这些诉求代表了与学习、教育、遵循政策、感觉责任、成为专业人士、翻译、活动家和审议相关的角色。基于我们的发现,我们展示了这些主张如何前景建设能力与道德实践有关。我们强调这些主张之间的动态相互作用,并指出对社会技术背景下身份工作的影响。
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引用次数: 15
Physical Warm-up Games: Exploring the Potential of Play and Technology Design 物理热身游戏:探索游戏和技术设计的潜力
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445163
Elena Márquez Segura, Laia Turmo Vidal, Annika Wærn, Jared Duval, Luis Parrilla Bel, Ferran Altarriba Bertran
Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
热身游戏是跨领域的多种活动的普遍做法,但很少有学术研究可以找到它们在体育训练中的作用。在这里,我们研究了热身游戏的潜在目标和好处,并通过调查一系列热身游戏来探索技术融入的机会:在线,来自体育教师策划、描述和使用的在线热身游戏的调查;而在现场,作为技术支持的马戏团培训课程的一部分,正在进行的设计研究工作。此外,在后者的背景下,我们进行了探索性的设计干预,用可穿戴技术增加了一系列热身游戏。我们的研究揭示了热身游戏的主要目标和好处,热身游戏可以大致分为让参与者在身体上、社交上和精神上做好准备。我们还展示了开放式技术如何支持这些目标,并讨论了在热身赛中使用技术的更广泛机会。
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引用次数: 9
Collecting and Characterizing Natural Language Utterances for Specifying Data Visualizations 收集和描述用于指定数据可视化的自然语言话语
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445400
Arjun Srinivasan, Nikhila Nyapathy, Bongshin Lee, S. Drucker, J. Stasko
Natural language interfaces (NLIs) for data visualization are becoming increasingly popular both in academic research and in commercial software. Yet, there is a lack of empirical understanding of how people specify visualizations through natural language. We conducted an online study (N = 102), showing participants a series of visualizations and asking them to provide utterances they would pose to generate the displayed charts. From the responses, we curated a dataset of 893 utterances and characterized the utterances according to (1) their phrasing (e.g., commands, queries, questions) and (2) the information they contained (e.g., chart types, data aggregations). To help guide future research and development, we contribute this utterance dataset and discuss its applications toward the creation and benchmarking of NLIs for visualization.
用于数据可视化的自然语言接口(nli)在学术研究和商业软件中越来越受欢迎。然而,对于人们如何通过自然语言指定可视化,缺乏经验上的理解。我们进行了一项在线研究(N = 102),向参与者展示了一系列可视化图像,并要求他们提供他们会摆出的话语来生成显示的图表。从这些回复中,我们整理了一个包含893个话语的数据集,并根据(1)它们的措辞(例如,命令、查询、问题)和(2)它们包含的信息(例如,图表类型、数据聚合)来描述这些话语。为了帮助指导未来的研究和发展,我们提供了这个话语数据集,并讨论了它在可视化nli的创建和基准测试中的应用。
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引用次数: 37
GuideCopter - A Precise Drone-Based Haptic Guidance Interface for Blind or Visually Impaired People GuideCopter -一个精确的基于无人机的盲人或视障人士触觉引导界面
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445676
Felix Huppert, Gerold Hoelzl, M. Kranz
Drone assisted navigation aids for supporting walking activities of visually impaired have been established in related work but fine-point object grasping tasks and the object localization in unknown environments still presents an open and complex challenge. We present a drone-based interface that provides fine-grain haptic feedback and thus physically guides them in hand-object localization tasks in unknown surroundings. Our research is built around community groups of blind or visually impaired (BVI) people, which provide in-depth insights during the development process and serve later as study participants. A pilot study infers users’ sensibility to applied guiding stimuli forces and the different human-drone tether interfacing possibilities. In a comparative follow-up study, we show that our drone-based approach achieves greater accuracy compared to a current audio-based hand guiding system and delivers overall a more intuitive and relatable fine-point guiding experience.
无人机辅助导航辅助视障行走活动的相关工作已经建立,但未知环境下的精细点物体抓取任务和物体定位仍然是一个开放而复杂的挑战。我们提出了一个基于无人机的界面,提供细粒度的触觉反馈,从而在未知环境中物理引导他们进行手-物体定位任务。我们的研究是围绕盲人或视障人士(BVI)社区群体进行的,他们在开发过程中提供了深入的见解,并在之后作为研究参与者。一项初步研究推断了用户对应用的引导刺激力和不同的人-无人机系绳接口可能性的敏感性。在一项比较后续研究中,我们表明,与目前基于音频的手动导航系统相比,我们基于无人机的方法实现了更高的精度,并且总体上提供了更直观和相关的精细点导航体验。
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引用次数: 16
What Happens After Death? Using a Design Workbook to Understand User Expectations for Preparing their Data 死后会发生什么?使用设计工作簿了解用户对准备数据的期望
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445359
Janet X. Chen, F. Vitale, Joanna McGrenere
Digital data has become a key part of everyday life: people manage increasingly large and disparate collections of photos, documents, media, etc. But what happens after death? How can users select and prepare what data to leave behind before their eventual death? To explore how to support users, we first ran an ideation workshop to generate design ideas; then, we created a design workbook with 12 speculative concepts that explore diverging approaches and perspectives. We elicited reactions to the concepts from 20 participants (18-81, varied occupations). We found that participants anticipated different types of motivation at different life stages, wished for tools to feel personal and intimate, and preferred individual control on their post-death self-representation. They also found comprehensive data replicas creepy and saw smart assistants as potential aides for suggesting meaningful data. Based on the results, we discuss key directions for designing more personalized and respectful death-preparation tools.
数字数据已经成为日常生活的重要组成部分:人们管理越来越多的、不同的照片、文档、媒体等集合。但死后会发生什么呢?用户如何选择和准备在最终死亡之前留下哪些数据?为了探索如何支持用户,我们首先举办了一个创意研讨会,以产生设计想法;然后,我们创建了一个设计工作簿,其中包含12个投机概念,探索不同的方法和观点。我们让20名参与者(18-81岁,不同职业)对这些概念做出反应。我们发现,参与者在不同的人生阶段期待不同类型的动机,希望工具能让他们感觉个人和亲密,并且更喜欢个人控制他们死后的自我表现。他们还发现全面的数据副本令人毛骨悚然,并将智能助手视为提供有意义数据的潜在助手。在此基础上,我们讨论了设计更加个性化和尊重的死亡准备工具的关键方向。
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引用次数: 17
BodyStylus: Freehand On-Body Design and Fabrication of Epidermal Interfaces 身体触笔:徒手在身体上设计和制造表皮界面
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445475
Narjes Pourjafarian, Marion Koelle, Bruno Fruchard, Sahar Mavali, Konstantin Klamka, Daniel Groeger, P. Strohmeier, Jürgen Steimle
In traditional body-art, designs are adjusted to the body as they are applied, enabling creative improvisation and exploration. Conventional design and fabrication methods of epidermal interfaces, however, separate these steps. With BodyStylus we present the first computer-assisted approach for on-body design and fabrication of epidermal interfaces. Inspired by traditional techniques, we propose a hand-held tool that augments freehand inking with digital support: projected in-situ guidance assists creating valid on-body circuits and aesthetic ornaments that align with the human bodyscape, while pro-active switching between inking and non-inking creates error preventing constraints. We contribute BodyStylus’s design rationale and interaction concept along with an interactive prototype that uses self-sintering conductive ink. Results of two focus group explorations showed that guidance was more appreciated by artists, while constraints appeared more useful to engineers, and that working on the body inspired critical reflection on the relationship between bodyscape, interaction, and designs.
在传统的身体艺术中,设计在应用时根据身体进行调整,从而实现创造性的即兴创作和探索。然而,传统的表皮界面设计和制造方法将这些步骤分开。通过BodyStylus,我们提出了第一个计算机辅助的人体表皮界面设计和制造方法。受传统技术的启发,我们提出了一种手持式工具,可以通过数字支持来增强徒手墨水:投影的原位引导有助于创建有效的身体电路和与人体景观一致的美学装饰,同时在墨水和非墨水之间进行主动切换可以防止错误的限制。我们贡献了BodyStylus的设计原理和交互概念,以及一个使用自烧结导电墨水的交互原型。两个焦点小组的探索结果表明,艺术家更喜欢指导,而工程师更喜欢约束,在身体上工作激发了对身体景观、互动和设计之间关系的批判性反思。
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引用次数: 23
Neuromancer Workshop: Towards Designing Experiential Entanglement with Science Fiction 神经漫游者工作坊:设计与科幻小说的体验纠葛
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445273
Bowen Kong, Rung-Huei Liang, MengChi Liu, Shu-Hsiang Chang, Hsiu-Chen Tseng, Chian-Huei Ju
The use of design fiction to speculate an imaginative and critical future has increasingly been recognized in the design research community. Instead of focusing on speculation with a critical position, this paper reports an experiential approach to entangling everyday experiences in the process of speculating. As science fiction has successfully provided fictional-world-building as entanglement material for speculation, we held a workshop to conduct an entanglement experiment of personal photographs with cyberpunk literature, Neuromancer. We built a card deck consisting of 206 quotes from the novel and invited 15 participants to shuffle, draw, and re-compose sentences that best matched their personal photographs. Purposefully selected everyday anchors and sci-fi features in the quotes allowed us to investigate the moment when an everyday photograph encountered a fictional world. We describe the phenomena of imagination and entanglement, explain experiential entanglement, propose a conceptual model for entangled status, and present interpretations and implications in HCI.
在设计研究界,使用设计小说来推测一个富有想象力和批判性的未来已经越来越得到认可。本文不以批判的立场关注投机,而是以经验的方式将日常经验纠缠在投机过程中。由于科幻小说成功地提供了虚构世界的构建作为推测的纠缠材料,我们举办了一个工作坊,将个人照片与赛博朋克文学《神经漫游者》进行了纠缠实验。我们制作了一副由小说中的206句名言组成的扑克牌,并邀请15名参与者洗牌、画画和重新组合最符合他们个人照片的句子。有目的地在引用中选择日常主播和科幻特征,让我们调查日常照片遇到虚构世界的那一刻。我们描述了想象和纠缠的现象,解释了经验纠缠,提出了纠缠状态的概念模型,并提出了对HCI的解释和启示。
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引用次数: 2
MorpheesPlug: A Toolkit for Prototyping Shape-Changing Interfaces MorpheesPlug:一个用于原型形状改变接口的工具包
Pub Date : 2021-05-06 DOI: 10.1145/3411764.3445786
Hyunyoung Kim, Aluna Everitt, Carlos E. Tejada, Men-Lin Zhong, Daniel Ashbrook
Toolkits for shape-changing interfaces (SCIs) enable designers and researchers to easily explore the broad design space of SCIs. However, despite their utility, existing approaches are often limited in the number of shape-change features they can express. This paper introduces MorpheesPlug , a toolkit for creating SCIs that covers seven of the eleven shape-change features identified in the literature. MorpheesPlug is comprised of (1) a set of six standardized widgets that express the shape-change features with user-definable parameters; (2) software for 3D-modeling the widgets to create 3D-printable pneumatic SCIs; and (3) a hardware platform to control the widgets. To evaluate MorpheesPlug we carried out ten open-ended interviews with novice and expert designers who were asked to design a SCI using our software. Participants highlighted the ease of use and expressivity of the MorpheesPlug.
形状变化接口(SCIs)的工具包使设计人员和研究人员能够轻松地探索SCIs的广阔设计空间。然而,尽管它们很实用,但现有的方法通常在它们可以表达的形状变化特征的数量上受到限制。本文介绍了MorpheesPlug,这是一个用于创建sci的工具包,涵盖了文献中确定的11种形状变化特征中的7种。MorpheesPlug由(1)一组六个标准化的小部件组成,这些小部件使用用户可定义的参数来表达形状变化特性;(2)用于对部件进行3d建模的软件,以创建可3d打印的气动sci;(3)控制小部件的硬件平台。为了评估MorpheesPlug,我们对新手和专家设计师进行了10次开放式访谈,他们被要求使用我们的软件设计SCI。与会者强调了MorpheesPlug的易用性和表现力。
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引用次数: 19
期刊
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
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