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(Re-)Framing Menopause Experiences for HCI and Design (重新)构建HCI和设计的更年期经验
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300345
Jeffrey Bardzell, Shaowen Bardzell, Amanda Lazar, N. Su
Informed by considerations from medicine and wellness research, experience design, investigations of new and emerging technologies, and sociopolitical critique, HCI researchers have demonstrated that women's health is a complex and rich topic. Turning these research outputs into productive interventions, however, is difficult. We argue that design is well positioned to address such a challenge thanks to its methodological traditions of problem setting and framing situated in synthetic (rather than analytic) knowledge production. In this paper, we focus on designing for experiences of menopause. Building on our prior empirical work on menopause and our commitment to pursue design informed by women's lived experience, we iteratively generated dozens of design frames and accompanying design crits. We document the unfolding of our design reasoning, showing how good-seeming insights nonetheless often lead to bad designs, while working progressively towards stronger insights and design constructs. The latter we offer as a contribution to researchers and practitioners who work at the intersections of women's health and design.
根据医学和健康研究、体验设计、新兴技术调查和社会政治批评的考虑,HCI研究人员已经证明,妇女健康是一个复杂而丰富的话题。然而,将这些研究成果转化为富有成效的干预措施是困难的。我们认为设计能够很好地应对这样的挑战,这要归功于它的问题设置和框架的方法论传统,它位于综合(而不是分析)知识生产中。在本文中,我们的重点是设计更年期的经验。基于我们之前关于更年期的经验工作,以及我们对追求基于女性生活经验的设计的承诺,我们迭代地生成了数十个设计框架和相应的设计评论。我们记录了我们的设计推理的展开,展示了看似好的见解如何经常导致糟糕的设计,同时逐步朝着更强的见解和设计结构努力。后者,我们提供作为一个贡献的研究人员和从业人员谁在妇女健康和设计的交叉点工作。
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引用次数: 40
Guideline-Based Evaluation of Web Readability 基于指南的Web可读性评估
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300738
Aliaksei Miniukovich, M. Scaltritti, Simone Sulpizio, A. D. Angeli
Effortless reading remains an issue for many Web users, despite a large number of readability guidelines available to designers. This paper presents a study of manual and automatic use of 39 readability guidelines in webpage evaluation. The study collected the ground-truth readability for a set of 50 webpages using eye-tracking with average and dyslexic readers (n = 79). It then matched the ground truth against human-based (n = 35) and automatic evaluations. The results validated 22 guidelines as being connected to readability. The comparison between human-based and automatic results also revealed a complex framework: algorithms were better or as good as human experts at evaluating webpages on specific guidelines - particularly those about low-level features of webpage legibility and text formatting. However, multiple guidelines still required a human judgment related to understanding and interpreting webpage content. These results contribute a guideline categorization laying the ground for future design evaluation methods.
尽管设计师有大量的可读性指导方针,但对于许多Web用户来说,轻松阅读仍然是一个问题。本文对网页评价中39条可读性准则的手动和自动使用进行了研究。这项研究收集了一组50个网页的基本可读性,使用眼动追踪技术对普通读者和有阅读障碍的读者进行了调查(n = 79)。然后,它将事实与基于人类(n = 35)和自动评估相匹配。结果证实了22条准则与可读性有关。人工和自动结果之间的比较也揭示了一个复杂的框架:算法在评估特定指导方针下的网页方面比人类专家更好,或者和人类专家一样好——尤其是那些关于网页易读性和文本格式的低级特征。然而,多种指导方针仍然需要人类对网页内容的理解和解释进行判断。这些结果有助于指导分类,为未来的设计评估方法奠定基础。
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引用次数: 27
Visualizing Uncertainty and Alternatives in Event Sequence Predictions 事件序列预测中的不确定性和可选性可视化
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300803
Shunan Guo, F. Du, Sana Malik, Eunyee Koh, Sungchul Kim, Zhicheng Liu, Donghyun Kim, H. Zha, Nan Cao
Data analysts apply machine learning and statistical methods to timestamped event sequences to tackle various problems but face unique challenges when interpreting the results. Especially in event sequence prediction, it is difficult to convey uncertainty and possible alternative paths or outcomes. In this work, informed by interviews with five machine learning practitioners, we iteratively designed a novel visualization for exploring event sequence predictions of multiple records where users are able to review the most probable predictions and possible alternatives alongside uncertainty information. Through a controlled study with 18 participants, we found that users are more confident in making decisions when alternative predictions are displayed and they consider the alternatives more when deciding between two options with similar top predictions.
数据分析师将机器学习和统计方法应用于时间戳事件序列来解决各种问题,但在解释结果时面临独特的挑战。特别是在事件序列预测中,很难传达不确定性和可能的替代路径或结果。在这项工作中,通过对五位机器学习从业者的采访,我们迭代地设计了一种新颖的可视化方法,用于探索多个记录的事件序列预测,用户可以在其中查看最可能的预测和可能的替代方案以及不确定性信息。通过一项有18名参与者的对照研究,我们发现,当显示替代预测时,用户在做出决策时更有信心,当在两个具有相似顶级预测的选项之间做出决定时,他们会更多地考虑替代方案。
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引用次数: 37
Evaluating Expert Curation in a Baby Milestone Tracking App 评估专家策展在婴儿里程碑跟踪应用程序
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300783
Ayelet Ben-Sasson, Eli Ben-Sasson, Kayla Jacobs, Elisheva Rotman Argaman, Eden Saig
Early childhood developmental screening is critical for timely detection and intervention. babyTRACKS (Formerly Baby CROINC, CROwd INtelligence Curation.) is a free, live, interactive developmental tracking mobile app with over 3,000 children's diaries. Parents write or select short milestone texts, like "began taking first steps," to record their babies' developmental achievements, and receive crowd-based percentiles to evaluate development and catch potential delays. Currently, an expert-based Curated Crowd Intelligence (CCI) process manually groups incoming novel parent-authored milestone texts according to their similarity to existing milestones in the database (for example, starting to walk), or determining that the milestone represents a new developmental concept not seen before in another child's diary. CCI cannot scale well, however, and babyTRACKS is mature enough, with a rich enough database of existing milestone texts, to now consider machine learning tools to replace or assist the human curators. Three new studies explore (1) the usefulness of automation, by analyzing the human cost of CCI and how the work is currently broken down; (2) the validity of automation, by testing the inter-rater reliability of curators; and (3) the value of automation, by appraising the "real world" clinical value of milestones when assessing child development. We conclude that automation can indeed be appropriate and helpful for a large percentage, though not all, of CCI work. We further establish realistic upper bounds for algorithm performance; confirm that the babyTRACKS milestones dataset is valid for training and testing purposes; and verify that it represents clinically meaningful developmental information.
儿童早期发育筛查对于及时发现和干预至关重要。babyTRACKS(原Baby CROINC, CROwd INtelligence Curation.)是一个免费,实时,互动的发展跟踪移动应用程序,拥有超过3000个儿童日记。父母写或选择简短的里程碑文本,比如“开始迈出第一步”,来记录他们孩子的发展成就,并获得基于人群的百分位数,以评估发展并发现潜在的延迟。目前,一个基于专家的策划群体智能(CCI)流程,根据与数据库中现有里程碑(例如,开始走路)的相似性,手动将即将到来的父母撰写的新里程碑文本分组,或者确定该里程碑代表了一个新的发展概念,在其他孩子的日记中从未见过。然而,CCI不能很好地扩展,babyTRACKS已经足够成熟,拥有足够丰富的现有里程碑文本数据库,现在可以考虑使用机器学习工具来取代或协助人类管理员。三项新研究探索了(1)自动化的有用性,通过分析CCI的人力成本和当前工作的分解方式;(2)自动化的效度,通过对策展人间信度的测试;(3)自动化的价值,通过评估“现实世界”里程碑在评估儿童发展时的临床价值。我们得出的结论是,自动化对于很大一部分(尽管不是全部)CCI工作确实是合适的和有帮助的。我们进一步建立了算法性能的现实上界;确认babyTRACKS里程碑数据集对于训练和测试目的是有效的;并验证它代表临床有意义的发展信息。
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引用次数: 5
HistoryTracker
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300293
Jorge Piazentin Ono, Arvi Gjoka, J. Salamon, Carlos Dietrich, Cláudio T. Silva
The sport data tracking systems available today are based on specialized hardware (high-definition cameras, speed radars, RFID) to detect and track targets on the field. While effective, implementing and maintaining these systems pose a number of challenges, including high cost and need for close human monitoring. On the other hand, the sports analytics community has been exploring human computation and crowdsourcing in order to produce tracking data that is trustworthy, cheaper and more accessible. However, state-of-the-art methods require a large number of users to perform the annotation, or put too much burden into a single user. We propose HistoryTracker, a methodology that facilitates the creation of tracking data for baseball games by warm-starting the annotation process using a vast collection of historical data. We show that HistoryTracker helps users to produce tracking data in a fast and reliable way.
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引用次数: 14
Exploring the Plurality of Black Women's Gameplay Experiences 探究黑人女性游戏体验的多样性
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300369
Yolanda A. Rankin, Na-eun Han
Few gender-focused studies of video games explore the gameplay experiences of women of color, and those that do tend to only emphasize negative phenomena (i.e., racial or gender discrimination). In this paper, we conduct an exploratory case study attending to the motivations and gaming practices of Black college women. Questionnaire responses and focus group discussion illuminate the plurality of gameplay experiences for this specific population of Black college women. Sixty-five percent of this population enjoy the ubiquity of mobile games with casual and puzzle games being the most popular genres. However, academic responsibilities and competing recreational interests inhibit frequent gameplay. Consequently, this population of Black college women represent two types of casual gamers who report positive gameplay experiences, providing insights into creating a more inclusive gaming subculture.
很少有关于电子游戏的性别研究探索有色人种女性的游戏体验,而那些研究往往只强调消极现象(如种族或性别歧视)。在本文中,我们进行了一个探索性的案例研究,关注黑人女大学生的动机和游戏实践。问卷调查和焦点小组讨论揭示了黑人大学女性这一特定群体的多种游戏体验。65%的人喜欢无处不在的手机游戏,其中休闲和益智游戏是最受欢迎的类型。然而,学术责任和相互竞争的娱乐兴趣抑制了频繁的游戏。因此,黑人大学女生群体代表了两种休闲玩家类型,她们都有积极的游戏体验,这为创造更具包容性的游戏亚文化提供了见解。
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引用次数: 17
Understanding the Shared Experience of Runners and Spectators in Long-Distance Running Events 了解长跑比赛中跑者与观众的共同体验
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300691
Tao Bi, N. Bianchi-Berthouze, Aneesha Singh, Enrico Costanza
Increasingly popular, long-distance running events (LDRE) attract not just runners but an exponentially increasing number of spectators. Due to the long duration and broad geographic spread of such events, interactions between them are limited to brief moments when runners (R) pass by their supporting spectators (S). Current technology is limited in its potential for supporting interactions and mainly measures and displays basic running information to spectators who passively consume it. In this paper, we conducted qualitative studies for an in-depth understanding of the R&S' shared experience during LDRE and how technology can enrich this experience. We propose a two-layer DyPECS framework, highlighting the rich dynamics of the R&S multi-faceted running journey and of their micro-encounters. DyPECS is enriched by the findings from our in depth qualitative studies. We finally present design implications for the multi-facet co-experience of R&S during LDRE.
越来越受欢迎的长跑赛事(LDRE)不仅吸引了跑步者,也吸引了数量呈指数增长的观众。由于此类赛事的持续时间长,地理分布广,它们之间的互动仅限于跑步者(R)经过支持他们的观众(S)时的短暂时刻。目前的技术在支持互动方面的潜力有限,主要是测量和显示基本的跑步信息给被动消费的观众。在本文中,我们进行了定性研究,以深入了解R&S在LDRE中的共享经验以及技术如何丰富这种经验。我们提出了一个两层的DyPECS框架,突出R&S多方面的跑步之旅和他们的微观相遇的丰富动态。我们深入的定性研究结果丰富了DyPECS。最后,我们提出了在LDRE期间R&S的多方面共同体验的设计含义。
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引用次数: 13
A-line: 4D Printing Morphing Linear Composite Structures A-line: 4D打印变形线性复合结构
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300656
Guanyun Wang, Ye Tao, Ozguc Bertug Capunaman, Humphrey Yang, Lining Yao
This paper presents A-line, a 4D printing system for designing and fabricating morphing three-dimensional shapes out of simple linear elements. In addition to the commonly known benefit of 4D printing to save printing time, printing materials, and packaging space, A-line also takes advantage of the unique properties of thin lines, including their suitability for compliant mechanisms and ability to travel through narrow spaces and self-deploy or self-lock on site. A-line integrates a method of bending angle control in up to eight directions for one printed line segment, using a single type of thermoplastic material. A software platform to support the design, simulation and tool path generation is developed to support the design and manufacturing of various A-line structures. Finally, the design space of A-line is explored through four application areas, including line sculpting, compliant mechanisms, self-deploying, and self-locking structures.
本文介绍了一种4D打印系统a -line,用于设计和制造由简单线性元素组成的变形三维形状。除了众所周知的4D打印节省打印时间、打印材料和包装空间的好处外,A-line还利用了细线的独特特性,包括它们适合于合规机制,能够穿过狭窄的空间,并在现场自部署或自锁定。a -line集成了一种方法,弯曲角度控制在多达八个方向的一个印刷线段,使用单一类型的热塑性材料。开发了一个支持设计、仿真和刀具轨迹生成的软件平台,以支持各种A线结构的设计和制造。最后,通过线条雕刻、柔顺机构、自展开和自锁定结构四个应用领域探索a线的设计空间。
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引用次数: 72
Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements 探索虚拟现实中的交互保真度:对象操纵和全身运动
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300644
Katja Rogers, J. Funke, Julian Frommel, Sven Stamm, M. Weber
High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this context. We conducted a lab study comparing high and low IF for object manipulation tasks in a VR game. In a second study, we investigated players' experiences of IF for whole-body movements in a VR game that allowed players to crawl underneath virtual boulders and "dangle'' along monkey bars. Our findings show that high IF is preferred for object manipulation, but for whole-body movements, moderate IF can suffice, as there is a trade-off with usability and social factors. We provide guidelines for the development of VR games based on our results.
据说,虚拟现实(VR)中高度的交互保真度(IF)可以改善用户体验和沉浸感,但也有证据表明,低IF也能提供类似的体验。VR游戏现在越来越流行,但我们仍然不能完全理解现实性和抽象性之间的权衡。我们进行了一项实验室研究,比较了VR游戏中物体操作任务的高中频和低中频。在第二项研究中,我们调查了玩家在VR游戏中全身运动的IF体验,该游戏允许玩家在虚拟巨石下爬行并在猴杠上“摇摆”。我们的研究结果表明,对于物体操作,高IF是首选,但对于全身运动,适度的IF就足够了,因为存在可用性和社会因素之间的权衡。我们根据我们的研究结果为VR游戏的开发提供指导。
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引用次数: 43
The Effect of Field-of-View Restriction on Sex Bias in VR Sickness and Spatial Navigation Performance 视场限制对VR疾病性别偏见和空间导航性能的影响
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300584
Majed Al Zayer, I. Adhanom, P. MacNeilage, Eelke Folmer
Recent studies show that women are more susceptible to visually-induced VR sickness, which might explain the low adoption rate of VR technology among women. Reducing field-of-view (FOV) during locomotion is already a widely used strategy to reduce VR sickness as it blocks peripheral optical flow perception and mitigates visual/vestibular conflict. Prior studies show that men are more adept at 3D spatial navigation than women, though this sex bias can be minimized by providing women with a larger FOV. Our study provides insight into the relationship between sex and FOV restriction with respect to VR sickness and spatial navigation performance which seem to conflict. We find the use of an FOV restrictor to be effective in mitigating VR sickness in both sexes while we did not find a negative effect of FOV restriction on spatial navigation performance.
最近的研究表明,女性更容易受到视觉诱导的虚拟现实疾病的影响,这可能解释了女性对虚拟现实技术的采用率较低。在运动过程中减少视场(FOV)已经被广泛应用于减少VR疾病的策略,因为它阻断了周围光流感知并减轻了视觉/前庭冲突。先前的研究表明,男性比女性更擅长3D空间导航,尽管这种性别偏见可以通过为女性提供更大的视场来最小化。我们的研究深入了解了性别和FOV限制之间的关系,以及VR疾病和空间导航性能之间的关系,这似乎是相互冲突的。我们发现使用视场限制器可以有效地减轻男女的VR疾病,但我们没有发现视场限制对空间导航性能的负面影响。
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引用次数: 55
期刊
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
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