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Investigating How Online Help and Learning Resources Support Children's Use of 3D Design Software 调查在线帮助和学习资源如何支持儿童使用3D设计软件
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173831
Nathaniel Hudson, B. Lafreniere, Parmit K. Chilana, Tovi Grossman
3D design software is increasingly available to children through libraries, maker spaces, and for free on the web. This unprecedented availability has the potential to unleash children's creativity in cutting edge domains, but is limited by the steep learning curve of the software. Unfortunately, there is little past work studying the breakdowns faced by children in this domain-most past work has focused on adults in professional settings. In this paper, we present a study of online learning resources and help-seeking strategies available to children starting out with 3D design software. We find that children face a range of challenges when trying to learn 3D design independently-tutorials present instructions at a granularity that leads to overlooked and incorrectly-performed actions, and online help-seeking is largely ineffective due to challenges with query formulation and evaluating found information. Based on our findings, we recommend design directions for next-generation help and learning systems tailored to children.
通过图书馆、创客空间和网络,孩子们越来越多地可以免费使用3D设计软件。这种前所未有的可用性有可能在前沿领域释放孩子们的创造力,但受到软件陡峭的学习曲线的限制。不幸的是,过去很少有研究儿童在这一领域面临的崩溃的工作——大多数过去的工作都集中在专业环境下的成年人身上。在本文中,我们提出了一项在线学习资源和求助策略的研究,可供儿童开始使用3D设计软件。我们发现,孩子们在尝试独立学习3D设计时面临着一系列挑战——教程以粒度呈现指令,导致被忽视和错误执行的动作,由于查询公式和评估发现的信息的挑战,在线寻求帮助在很大程度上是无效的。基于我们的研究结果,我们推荐了为儿童量身定制的下一代帮助和学习系统的设计方向。
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引用次数: 17
Defining Through Expansion: Conducting Asynchronous Remote Communities (ARC) Research with Stigmatized Groups 通过扩展定义:与污名化群体进行异步远程社区(ARC)研究
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174131
J. F. Maestre, H. MacLeod, Ciabhan L. Connelly, Julie C. Dunbar, J. Beck, K. Siek, Patrick C. Shih
Researchers in HCI have typically relied on face to face (FtF) methods for recruitment and data collection in their research with people living with HIV, whereas social scientists have adopted computer-mediated approaches to address concerns about data validity and access to this stigmatized population. In this paper, we use the asynchronous remote community (ARC) research method to leverage HCI instruments in an online format. ARC successfully engaged people living with HIV in terms of participation and retention by providing a safe space to discuss their experiences. By expanding on past ARC studies, we contribute to an ongoing conversation about defining ARC and working towards increased data validity -- especially in stigmatized communities.
在艾滋病毒感染者的研究中,HCI的研究人员通常依赖于面对面(FtF)的方法来招募和收集数据,而社会科学家则采用计算机媒介的方法来解决数据有效性和对这一污名人群的访问问题。在本文中,我们使用异步远程社区(ARC)研究方法来利用在线格式的HCI工具。ARC通过提供一个安全的空间来讨论他们的经历,成功地吸引了艾滋病毒感染者的参与和保留。通过扩展过去的ARC研究,我们为正在进行的关于定义ARC的对话做出了贡献,并致力于提高数据的有效性——特别是在受歧视的社区。
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引用次数: 73
Collaborative Reflection: A Practice for Enriching Research Partnerships Spanning Culture, Discipline, and Time 协作反思:丰富跨文化、学科和时间的研究伙伴关系的实践
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173853
Daisy Yoo, Odeth Kantengwa, Nick Logler, Reverien Interayamahanga, Joseph Nkurunziza, Batya Friedman
All too often, research partnerships are project-driven and short-lived. Multi-lifespan design and other longer-term approaches offer alternative models. In this paper, we contribute one alternative model for cross-boundary research partnerships spanning longer timeframes and offer one best practice: collaborative reflection. Specifically, we provide an in-depth case study of a multi-lifespan design partnership (over nine years and ongoing) between a Rwandan NGO focused on peacebuilding and a US university research group focused on information design theory and method. First, we document our process for conducting a collaborative reflection that seeks balance among the contributors while navigating differences in culture, discipline, experience, and skills. Next, we reflect on five themes: (1) common ground: sensibilities and commitments; (2) trust; (3) research landscape: crossing nations and institutions; (4) research as a healing mechanism; and (5) multi-lifespan design partnership. We conclude with a discussion of overarching considerations for design researchers who engage in cross-boundary research partnership.
通常情况下,研究伙伴关系是项目驱动的,而且是短暂的。多寿命设计和其他长期方法提供了替代模型。在本文中,我们为跨界研究伙伴关系提供了一种替代模式,并提供了一种最佳实践:协作反思。具体来说,我们提供了一个深入的案例研究,涉及一个关注和平建设的卢旺达非政府组织和一个关注信息设计理论和方法的美国大学研究小组之间的多生命周期设计合作关系(超过9年并正在进行中)。首先,我们记录了我们进行协作反思的过程,该过程在处理文化、纪律、经验和技能差异的同时,寻求贡献者之间的平衡。接下来,我们思考五个主题:(1)共同点:敏感性和承诺;(2)信任;(3)跨国家、跨机构的研究格局;(4)作为治疗机制的研究;(5)多寿命设计伙伴关系。最后,我们讨论了从事跨界研究合作的设计研究人员的首要考虑因素。
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引用次数: 5
The SelfReflector: Design, IoT and the High Street 《自我反射器:设计、物联网和高街
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173997
Jayne Wallace, J. Rogers, M. Shorter, Pete G. Thomas, Martin Skelly, Richard Cook
We describe the design of SelfReflector an internet-connected mirror that uses online facial recognition to estimate your age and play music from when it thinks you were 14 years old. The mirror was created for a specific shop (SPeX PisTOls optical boutique), within a research through design project centered on the high street as a space of vital social, economic and environmental exchange that offers a myriad of psychosocial support for people beyond a place to purchase goods. We present in detail how the design emerged as our research interests developed related to IoT and how people use the high street to experiment with, and support sense of self. We discuss SelfReflector in relation to challenges for IoT, facial recognition and surveillance technologies, mirrorness and the values of a craft approach to designing technology centering on the nature of the bespoke and 'one-off'.
我们介绍了这款名为“自我反射器”的镜子的设计,这是一款连接互联网的镜子,它通过在线面部识别来估计你的年龄,并播放它认为你14岁时播放的音乐。这面镜子是为一家特定的商店(SPeX PisTOls光学精品店)创建的,在一个研究设计项目中,该项目以高街为中心,作为重要的社会、经济和环境交流空间,为人们提供无数的心理社会支持,而不仅仅是购买商品的地方。我们详细介绍了设计是如何随着我们与物联网相关的研究兴趣的发展而出现的,以及人们如何使用商业街来实验和支持自我意识。我们将讨论SelfReflector与物联网、面部识别和监控技术、镜像性以及围绕定制和“一次性”性质设计技术的工艺方法的价值相关的挑战。
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引用次数: 18
How to Design a Digital Storytelling Authoring Tool for Developing Pre-Reading and Pre-Writing Skills 如何设计一个数字故事创作工具来培养阅读和写作前的技能
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173969
Elisa Rubegni, M. Landoni
In the paper we describe an exploration into the design of an authoring tool to support the creation of multimedia stories. We explicitly targeted children with no reading or writing skills and their educators. Children in this age group often enjoy reading and creating stories together with adults and in so doing develop important pre-literacy skills. Literature suggests that when children play an active role in these activities, with a high level of engagement and interaction, there is a significant increase in their vocabulary acquisition and an improvement in their communication skills. Thus, we investigated these issues by conducting an explorative study in a pre-school class with fifteen children and three teachers. Here, we describe the emerging challenges and provide design directions for an authoring system to support the co-creation of stories for pre-literate children.
在本文中,我们描述了一个探索设计的创作工具,以支持多媒体故事的创作。我们明确针对没有读写能力的儿童和他们的教育工作者。这个年龄段的孩子通常喜欢和成年人一起阅读和创作故事,这样做可以培养重要的识字前技能。文献表明,当儿童在这些活动中发挥积极作用,高度参与和互动时,他们的词汇习得会显著增加,沟通技巧也会得到改善。因此,我们通过对一个有15名儿童和3名教师的学前班进行探索性研究来调查这些问题。在这里,我们描述了新出现的挑战,并提供了一个创作系统的设计方向,以支持为识字前的儿童共同创作故事。
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引用次数: 16
The Index of Pupillary Activity: Measuring Cognitive Load vis-à-vis Task Difficulty with Pupil Oscillation 瞳孔活动指数:测量认知负荷对-à-vis瞳孔振荡任务困难的影响
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173856
A. Duchowski, Krzysztof Krejtz, I. Krejtz, Cezary Biele, Anna Niedzielska, P. Kiefer, M. Raubal, I. Giannopoulos
A novel eye-tracked measure of the frequency of pupil diameter oscillation is proposed for capturing what is thought to be an indicator of cognitive load. The proposed metric, termed the Index of Pupillary Activity, is shown to discriminate task difficulty vis-a-vis cognitive load (if the implied causality can be assumed) in an experiment where participants performed easy and difficult mental arithmetic tasks while fixating a central target (a requirement for replication of prior work). The paper's contribution is twofold: full documentation is provided for the calculation of the proposed measurement which can be considered as an alternative to the existing proprietary Index of Cognitive Activity (ICA). Thus, it is possible for researchers to replicate the experiment and build their own software which implements this measurement. Second, several aspects of the ICA are approached in a more data-sensitive way with the goal of improving the measurement's performance.
提出了一种新颖的眼球跟踪测量瞳孔直径振荡频率的方法,以捕获被认为是认知负荷的指标。在一项实验中,参与者在注视中心目标(重复先前工作的要求)的同时执行简单和困难的心算任务,被称为瞳孔活动指数(Index of Pupillary Activity),该指标被证明可以区分任务难度与认知负荷(如果隐含因果关系可以假设)。该论文的贡献是双重的:提供了完整的文档来计算拟议的测量,可以被认为是现有专有的认知活动指数(ICA)的替代方案。因此,研究人员有可能复制实验并构建自己的软件来实现这种测量。其次,ICA的几个方面以一种对数据更敏感的方式进行处理,目的是提高测量的性能。
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引用次数: 140
Expressive Time Series Querying with Hand-Drawn Scale-Free Sketches 表达时间序列查询与手绘无比例草图
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173962
M. Mannino, A. Abouzeid
We present Qetch, a tool where users freely sketch patterns on a scale-less canvas to query time series data without specifying query length or amplitude. We study how humans sketch time series patterns --- humans preserve visually salient perceptual features but often non-uniformly scale and locally distort a pattern --- and we develop a novel matching algorithm that accounts for human sketching errors. Qetch enables the easy construction of complex and expressive queries with two key features: regular expressions over sketches and relative positioning of sketches to query multiple time-aligned series. Through user studies, we demonstrate the effectiveness of Qetch's different interaction features. We also demonstrate the effectiveness of Qetch's matching algorithm compared to popular algorithms on targeted, and exploratory query-by-sketch search tasks on a variety of data sets.
我们提出了Qetch,一个工具,用户可以在无比例画布上自由绘制模式来查询时间序列数据,而无需指定查询长度或幅度。我们研究人类如何绘制时间序列模式——人类保留视觉上显著的感知特征,但通常不均匀地缩放和局部扭曲模式——我们开发了一种新的匹配算法,可以解释人类绘制草图的错误。Qetch通过两个关键特性轻松构建复杂而富有表现力的查询:草图上的正则表达式和草图的相对定位,以查询多个时间对齐的序列。通过用户研究,我们证明了Qetch不同交互特性的有效性。我们还展示了Qetch匹配算法在各种数据集上的目标和探索性查询搜索任务上与流行算法相比的有效性。
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引用次数: 43
PokeRing: Notifications by Poking Around the Finger PokeRing:通过拨弄手指来获得通知
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174116
Seungwoo Je, Minkyeong Lee, Yoonji Kim, Liwei Chan, Xing-Dong Yang, Andrea Bianchi
Smart-rings are ideal for subtle and always-available haptic notifications due to their direct contact with the skin. Previous researchers have highlighted the feasibility of haptic technology in smart-rings and their promise in delivering noticeable stimulations by poking a limited set of planar locations on the finger. However, the full potential of poking as a mechanism to deliver richer and more expressive information on the finger is overlooked. With three studies and a total of 76 participants, we informed the design of PokeRing, a smart-ring capable of delivering information via stimulating eight different locations around the index finger's proximal phalanx. We report our evaluation of the performance of PokeRing in semi-realistic wearable conditions, (standing and walking), and its effective usage for information transfer with twenty-one spatio-temporal patterns designed by six interaction designers in a workshop. Finally, we present three applications that exploit PokeRing's notification usages.
由于与皮肤直接接触,智能戒指非常适合提供微妙且随时可用的触觉通知。先前的研究人员强调了触觉技术在智能戒指中的可行性,以及通过戳手指上有限的平面位置来提供明显刺激的前景。然而,戳手指作为一种传递更丰富、更具表现力信息的机制的全部潜力却被忽视了。通过三项研究,总共76名参与者,我们告知了PokeRing的设计,这是一种能够通过刺激食指近端指骨周围的八个不同位置来传递信息的智能戒指。我们报告了在半真实可穿戴条件下(站立和行走)PokeRing的性能评估,以及六位交互设计师在研讨会上设计的21种时空模式对信息传递的有效利用。最后,我们提出了三个利用PokeRing的通知用法的应用程序。
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引用次数: 33
Visual ODLs: Co-Designing Patient-Generated Observations of Daily Living to Support Data-Driven Conversations in Pediatric Care 可视化odl:共同设计患者产生的日常生活观察,以支持儿科护理中数据驱动的对话
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174050
Matthew K. Hong, Udaya Lakshmi, Thomas A. Olson, Lauren Wilcox
Teens with complex chronic illnesses have difficulty understanding and articulating symptoms such as pain and emotional distress. Yet, symptom communication plays a central role in clinical care and illness management. To understand how design can help overcome these challenges, we created a visual library of 72 sketched illustrations, informed by the Observations of Daily Living framework along with insights from 11 clinician interviews. We utilized our library with storyboarding techniques, free-form sketching, and interviews, in co-design sessions with 13 pairs of chronically-ill teens and their parents. We found that teens depicted symptoms as being interwoven with narratives of personal and social identity. Teens and parents were enthusiastic about collaboratively-generated, interactive storyboards as a tracking and communication mechanism, and suggested three ways in which they could aid in communication and coordination with informal and formal caregivers. In this paper, we detail these findings, to guide the design of tools for symptom-tracking and incorporation of patient-generated data into pediatric care.
患有复杂慢性疾病的青少年很难理解和表达疼痛和情绪困扰等症状。然而,症状交流在临床护理和疾病管理中起着核心作用。为了了解设计如何帮助克服这些挑战,我们创建了一个视觉库,其中包含72张草图插图,这些插图来自于对日常生活框架的观察,以及11位临床医生的访谈。在与13对患有慢性疾病的青少年及其父母的共同设计会议中,我们利用了我们的库中的故事板技术、自由形式的素描和访谈。我们发现,青少年将症状描述为与个人和社会身份的叙述交织在一起。青少年和家长们热衷于将协作生成的交互式故事板作为一种跟踪和沟通机制,并建议了三种方法来帮助他们与非正式和正式的照顾者进行沟通和协调。在本文中,我们详细介绍了这些发现,以指导设计用于症状跟踪和将患者生成的数据纳入儿科护理的工具。
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引用次数: 35
Crowdsourcing Treatments for Low Back Pain 众包治疗腰痛
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173850
S. Hosio, J. Karppinen, E. Takala, J. Takatalo, Jorge Gonçalves, N. V. Berkel, S. Konomi, V. Kostakos
Low back pain (LBP) is a globally common condition with no silver bullet solutions. Further, the lack of therapeutic consensus causes challenges in choosing suitable solutions to try. In this work, we crowdsourced knowledge bases on LBP treatments. The knowledge bases were used to rank and offer best-matching LBP treatments to end users. We collected two knowledge bases: one from clinical professionals and one from non-professionals. Our quantitative analysis revealed that non-professional end users perceived the best treatments by both groups as equally good. However, the worst treatments by non-professionals were clearly seen as inferior to the lowest ranking treatments by professionals. Certain treatments by professionals were also perceived significantly differently by non-professionals and professionals themselves. Professionals found our system handy for self-reflection and for educating new patients, while non-professionals appreciated the reliable decision support that also respected the non-professional opinion.
腰痛(LBP)是一种全球常见的疾病,没有银弹解决方案。此外,缺乏治疗共识导致在选择合适的解决方案进行尝试的挑战。在这项工作中,我们众包了关于LBP治疗的知识库。知识库用于对最终用户进行排序并提供最匹配的LBP治疗。我们收集了两个知识库:一个来自临床专业人员,一个来自非专业人员。我们的定量分析显示,非专业最终用户认为两组的最佳治疗方法同样好。然而,非专业人员提供的最差治疗显然不如专业人员提供的最差治疗。非专业人员和专业人员本身对专业人员的某些治疗也有显著不同的看法。专业人士发现我们的系统便于自我反思和教育新患者,而非专业人士则欣赏可靠的决策支持,同时也尊重非专业人士的意见。
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引用次数: 13
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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