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Clench Interface: Novel Biting Input Techniques 握紧界面:新颖的咬合输入技术
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300505
Xuhai Xu, Chun Yu, A. Dey, Jennifer Mankoff
People eat every day and biting is one of the most fundamental and natural actions that they perform on a daily basis. Existing work has explored tooth click location and jaw movement as input techniques, however clenching has the potential to add control to this input channel. We propose clench interaction that leverages clenching as an actively controlled physiological signal that can facilitate interactions. We conducted a user study to investigate users' ability to control their clench force. We found that users can easily discriminate three force levels, and that they can quickly confirm actions by unclenching (quick release). We developed a design space for clench interaction based on the results and investigated the usability of the clench interface. Participants preferred the clench over baselines and indicated a willingness to use clench-based interactions. This novel technique can provide an additional input method in cases where users' eyes or hands are busy, augment immersive experiences such as virtual/augmented reality, and assist individuals with disabilities.
人们每天都在吃东西,咬是他们每天最基本、最自然的行为之一。现有的工作已经探索了牙齿点击位置和下颌运动作为输入技术,然而握紧有可能增加对这个输入通道的控制。我们提出握拳互动,利用握拳作为一个主动控制的生理信号,可以促进互动。我们进行了一项用户研究,调查用户控制握紧力的能力。我们发现用户可以很容易地区分三个力度级别,并且他们可以通过松开(快速释放)来快速确认动作。在此基础上,我们开发了一个握拳交互的设计空间,并对握拳界面的可用性进行了研究。参与者更喜欢握紧而不是基线,并表示愿意使用基于握紧的互动。这种新颖的技术可以在用户的眼睛或手很忙的情况下提供一种额外的输入法,增强虚拟/增强现实等沉浸式体验,并帮助残疾人。
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引用次数: 23
Investigating the Effect of Orientation and Visual Style on Touchscreen Slider Performance 研究方向和视觉风格对触摸屏滑块性能的影响
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300419
Ashley Colley, Sven Mayer, N. Henze
Sliders are one of the most fundamental components used in touchscreen user interfaces (UIs). When entering data using a slider, errors occur due e.g. to visual perception, resulting in inputs not matching what is intended by the user. However, it is unclear if the errors occur uniformly across the full range of the slider or if there are systematic offsets. We conducted a study to assess the errors occurring when entering values with horizontal and vertical sliders as well as two common visual styles. Our results reveal significant effects of slider orientation and style on the precision of the entered values. Furthermore, we identify systematic offsets that depend on the visual style and the target value. As the errors are partially systematic, they can be compensated to improve users' precision. Our findings provide UI designers with data to optimize user experiences in the wide variety of application areas where slider based touchscreen input is used.
滑块是触摸屏用户界面(ui)中使用的最基本组件之一。当使用滑块输入数据时,由于视觉感知等原因会出现错误,导致输入与用户的预期不匹配。然而,目前尚不清楚这些误差是否均匀地出现在滑块的整个范围内,或者是否存在系统偏移。我们进行了一项研究,以评估在使用水平和垂直滑动条以及两种常见的视觉样式输入值时发生的错误。我们的结果揭示了滑块方向和样式对输入值精度的显著影响。此外,我们确定了依赖于视觉风格和目标值的系统偏移。由于误差部分是系统性的,因此可以对误差进行补偿,以提高用户的精度。我们的研究结果为UI设计师提供了数据,以优化各种应用领域的用户体验,其中使用了基于滑块的触摸屏输入。
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引用次数: 6
Reading Face, Reading Health: Exploring Face Reading Technologies for Everyday Health 阅读面部,阅读健康:探索日常健康的面部阅读技术
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300435
X. Ding, Yanqi Jiang, Xiankang Qin, Yunan Chen, Wenqiang Zhang, Lizhe Qi
With the recent advancement in computer vision, Artificial Intelligence (AI), and mobile technologies, it has become technically feasible for computerized Face Reading Technologies (FRTs) to learn about one's health in everyday settings. However, how to design FRT-based applications for everyday health practices remains unexplored. This paper presents a design study with a technology probe called Faced, a mobile health checkup application based on the facial diagnosis method from Traditional Chinese Medicine (TCM). A field trial of Faced with 10 participants suggests potential usage modes and highlights a number of critical design issues in the use of FRTs for everyday health, including adaptability, practicality, sensitivity, and trustworthiness. We end by discussing design implications to address the unique challenges of fully integrating FRTs into everyday health practices.
随着计算机视觉、人工智能(AI)和移动技术的进步,计算机面部读取技术(FRTs)在日常环境中了解一个人的健康状况在技术上已经变得可行。然而,如何为日常卫生实践设计基于frt的应用程序仍未探索。本文提出了一种基于中医面部诊断方法的移动健康检查应用程序face的技术探针设计研究。面对10名参与者的现场试验提出了潜在的使用模式,并强调了在日常健康中使用frt的一些关键设计问题,包括适应性、实用性、敏感性和可靠性。最后,我们讨论了将frt完全纳入日常卫生实践的独特挑战的设计含义。
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引用次数: 13
Relations are more than Bytes: Re-thinking the Benefits of Smart Services through People and Things 关系不仅仅是字节:通过人和物重新思考智能服务的好处
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300538
C. Heath, Clara Crivellaro, Lizzie Coles-Kemp
Critical approaches to smart technologies have emerged in HCI that question the conditions necessary for smart technologies to benefit people. Smart services rely on a relation of trust and sense of security between people and technology requiring a more expansive definition of security. Using established design methods, we worked with two residents' groups to critically explore and rethink smart services in the home and city. From our data analysis, we derive insights about perceptions and understandings of trust, privacy and security of smart devices, and identify how technological security needs to work in concert with social and relational forms of security for smart services to be effective. We conclude with an orientation for HCI that focuses on designing services for and with smart people and things.
在HCI中出现了智能技术的关键方法,这些方法质疑智能技术造福人类的必要条件。智能服务依赖于人与技术之间的信任和安全感关系,需要更广泛的安全定义。利用现有的设计方法,我们与两个居民团体合作,批判性地探索和重新思考家庭和城市中的智能服务。从我们的数据分析中,我们获得了对智能设备的信任、隐私和安全的感知和理解的见解,并确定了技术安全需要如何与智能服务的社会和关系形式的安全协同工作,以使其有效。最后,我们提出了HCI的方向,即专注于为聪明的人和事物设计服务。
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引用次数: 9
A Badge, Not a Barrier: Designing for-and Throughout-Digital Badge Implementation 徽章,而不是障碍:设计并贯穿数字徽章的实现
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300920
Caroline Pitt, A. Bell, Edgar Onofre, K. Davis
We synthesize insights from a multi-year project involving the design and implementation of a digital badge system with youth co-designers at a science center. Using stakeholder interviews and surveys, participatory design session data, and user analytics, we identify the sociotechnical, sociocultural, and technical challenges of long-term badge implementation and propose several recommendations for the design and implementation of future badge systems. By identifying these challenges and providing recommendations that foreground stakeholder values and participation, we show how to support implementation throughout the entire design-to-implementation cycle.
我们综合了一个多年项目的见解,该项目涉及与科学中心的青年共同设计师设计和实施数字徽章系统。利用利益相关者访谈和调查、参与式设计会议数据和用户分析,我们确定了长期徽章实施的社会技术、社会文化和技术挑战,并为未来徽章系统的设计和实施提出了一些建议。通过识别这些挑战并提供突出涉众价值和参与的建议,我们展示了如何在整个从设计到实现的周期中支持实现。
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引用次数: 5
ElasticVR ElasticVR
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300450
Hsin-Ruey Tsai, J. Rekimoto, Bing-Yu Chen
Resistive force (e.g., due to object elasticity) and impact (e.g., due to recoil) are common effects in our daily life. However, resistive force continuously changes due to users' movements while impact instantly occurs when an event triggers it. These feedback are still not realistically provided by current VR haptic methods. In this paper, a wearable device, ElasticVR, which consists of an elastic band, servo motors and mechanical brakes, is proposed to provide the continuously-changing resistive force and instantly-occurring impact upon the user's hand to enhance VR realism. By changing two physical properties, length and extension distance, of the elastic band, ElasticVR provides multilevel resistive force with no delay and impact with little delay, respectively, for realistic and versatile VR applications. A force perception study was performed to observe users' force distinguishability of the resistive force and impact, and the prototype was built based on its results. A VR experience study further proves that the resistive force and impact from ElasticVR both outperform those from current approaches in realism. Applications using ElasticVR are also demonstrated.
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引用次数: 35
Programmable Donations: Exploring Escrow-Based Conditional Giving 可编程捐赠:探索基于托管的有条件捐赠
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300609
Chris Elsden, Ludwig Trotter, Mike Harding, N. Davies, Chris Speed, John Vines
This paper reports on a co-speculative interview study with charitable donors to explore the future of programmable, conditional and data-driven donations. Responding to the rapid emergence of blockchain-based and AI-supported financial technologies, we specifically examine the potential of automated, third-party 'escrows', where donations are held before they are released or returned based on specified rules and conditions. To explore this we conducted pilot workshops with 9 participants and an interview study in which 14 further participants were asked about their experiences of donating money, and invited to co-speculate on a service for programmable giving. The study elicited how data-driven conditionality and automation could be leveraged to create novel donor experiences, however also illustrated the inherent tensions and challenges involved in giving programmatically. Reflecting on these findings, our paper contributes implications both for the design of programmable aid platforms, and the design of escrow-based financial services in general.
本文报告了一项与慈善捐赠者共同推测的访谈研究,以探索可编程、有条件和数据驱动的捐赠的未来。为了应对基于区块链和人工智能支持的金融技术的快速出现,我们专门研究了自动化第三方“托管”的潜力,在第三方“托管”中,捐赠在根据指定的规则和条件释放或返还之前被持有。为了探索这一点,我们举办了有9名参与者的试点研讨会,并进行了一项访谈研究,其中另外14名参与者被问及他们的捐款经历,并被邀请共同推测一项可编程捐赠服务。这项研究揭示了如何利用数据驱动的条件和自动化来创造新的捐赠体验,但也说明了程序化捐赠所涉及的内在紧张和挑战。通过对这些发现的反思,我们的论文对可编程援助平台的设计以及基于托管的金融服务的总体设计都有启示。
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引用次数: 22
Face and Ecological Validity in Simulations: Lessons from Search-and-Rescue HRI 模拟中的面子与生态效度:来自搜救HRI的经验教训
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300681
Lorin Dole, Wendy Ju
In fields where in situ performance cannot be measured, ecological validity is difficult to estimate. Drawing on theory from social psychology and virtual reality, we argue that face validity can be a useful proxy for ecological validity. We provide illustrative examples of this relationship from work in search-and-rescue HRI, and conclude with some practical guidelines for the construction of immersive simulations in general.
在无法测量原位性能的领域,生态有效性很难估计。利用社会心理学和虚拟现实的理论,我们认为面孔效度可以作为生态效度的有用代理。我们从搜索和救援HRI工作中提供了这种关系的说导性例子,并总结了一些构建沉浸式模拟的实用指南。
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引用次数: 12
Abstract Machines: Overlaying Virtual Worlds on Physical Rides 机器:在物理游乐设施上叠加虚拟世界
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300811
P. Tennent, Joe Marshall, P. Brundell, Brendan Walker, S. Benford
Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders.
将虚拟世界叠加到现有的物理游乐设施上,并改变运动的感觉,可以带来新的刺激体验,但设计如何在物理游乐设施和虚拟世界之间映射运动是一项挑战。在本文中,我们提出了抽象机器的概念,这是一种新的中间设计知识形式,它在隐喻、机制和实现层面上传达运动映射。遵循以表演为主导的野外方法,我们报告了创建和游览VR游乐场的经验教训,这是一个在游乐场秋千上覆盖四个不同抽象机器和虚拟世界的游乐设施。我们将艺术家的基本原理与骑手报告的经验和对他们身体行为的分析进行比较,以揭示每个抽象机器的独特刺激。最后,我们从运动映射设计的启发式、虚拟世界设计的原则和向骑手传达体验等方面讨论了如何制作和使用抽象机器。
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引用次数: 5
Position Exchange Workshops: A Method to Design for Each Other in Families 职位交换工作坊:家庭中为彼此设计的方法
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300339
Diego Muñoz, Bernd Ploderer, M. Brereton
Existing methods for researching and designing to support relationships between parents and their adult children tend to lead to designs that respect the differences between them. We conducted 14 Position Exchange Workshops with parents and their adult children, where the child has left home in recent years, aiming to explicate and confront their positions in creative and supportive ways. We designed three co-design methods (Card Sort for Me & You, Would I Lie to You? and A Magic Machine for You) to support participants to explore, understand, empathize, and design for each other. The findings show that the methods facilitated understanding, renegotiating, and reimagining their current positions. We discuss how positions can help consider both perspectives in the design process. This paper seeks to contribute (1) how the notion of positions enables generating understandings of the relationship, and (2) a set of methods influenced by position exchange, empathy, and playful engagement that help explore human relationships.
现有的研究和设计方法支持父母和他们的成年子女之间的关系往往导致设计尊重他们之间的差异。我们与父母和他们的成年子女进行了14次立场交流研讨会,目的是以创造性和支持性的方式解释和面对他们的立场。我们设计了三种协同设计方法(我和你的卡片分类,我会对你撒谎吗?和你的神奇机器),以支持参与者探索、理解、同情和为彼此设计。研究结果表明,这些方法有助于理解、重新谈判和重新想象他们目前的立场。我们将讨论位置如何在设计过程中帮助考虑两个角度。本文试图提供(1)位置的概念如何能够产生对关系的理解,以及(2)一套受位置交换、同理心和游戏参与影响的方法,这些方法有助于探索人类关系。
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引用次数: 9
期刊
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
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