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Session details: Head-worn displays 会议细节:头戴式显示器
B. Bailey
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引用次数: 0
Session details: Gesture-based interaction 会话细节:基于手势的交互
Jörg Müller
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引用次数: 0
Session details: Interactive surfaces and pervasive displays 会议细节:交互式表面和普遍显示
A. Quigley
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引用次数: 0
Finder highlights: field evaluation and design of an augmented file browser Finder亮点:现场评估和增强文件浏览器的设计
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557014
Stephen Fitchett, A. Cockburn, C. Gutwin
Navigating to files through a hierarchy is often a slow, laborious, and repetitive task. Recent lab studies showed that file browser interface augmentations, such as Icon Highlights and Search Directed Navigation, have the potential to reduce file retrieval times. However, for this potential to be realised in actual systems, further study is necessary to address two important issues. First, there are important design and implementation challenges in advancing the research prototypes previously evaluated into complete interactive systems that can be used for real work. Second, it is unknown how real users would employ these systems while engaged in actual work; would the potential performance improvements suggested by the earlier lab studies be realised? We therefore describe the design, implementation, and longitudinal field study evaluation of Finder Highlights, a file browser plugin for the OS X 'Finder' that adds support for Icon Highlights and Search Directed Navigation. Study results confirm that the augmentations are effective in reducing real-world file retrieval times, with retrieval times 13% faster when using Finder Highlights compared to the standard tool (10.6 s versus 12.2 s), while also emphasising important differences between lab and field studies. In summary, the paper strongly suggests that large-scale deployment of interface augmentations to file browsers, particularly Icon Highlights, will have a marked effect in improving users' real-world file retrieval.
通过层次结构导航到文件通常是一项缓慢、费力且重复的任务。最近的实验室研究表明,文件浏览器界面的增强,如图标高亮和搜索定向导航,有可能减少文件检索时间。然而,为了在实际系统中实现这种潜力,有必要进一步研究以解决两个重要问题。首先,在将先前评估的研究原型推进到可用于实际工作的完整交互系统中,存在重要的设计和实现挑战。其次,我们不知道真正的用户在从事实际工作时会如何使用这些系统;早期实验室研究提出的潜在性能改进能否实现?因此,我们描述了Finder Highlights的设计、实现和纵向实地研究评估,Finder Highlights是OS X“Finder”的文件浏览器插件,增加了对图标突出显示和搜索定向导航的支持。研究结果证实,增强功能在减少现实世界的文件检索时间方面是有效的,与使用标准工具相比,使用Finder Highlights的检索时间要快13%(10.6秒vs 12.2秒),同时也强调了实验室研究和现场研究之间的重要差异。总之,本文强烈建议大规模部署文件浏览器的界面增强功能,特别是Icon Highlights,将对改善用户在现实世界中的文件检索产生显著影响。
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引用次数: 17
Staccato social support in mobile health applications 移动医疗应用中的断奏式社会支持
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557297
Phil Adams, E. Baumer, Geri Gay
Social support plays an important role in health systems. While significant work has explored the role of social support in CMC environments, less analysis has considered social support in mobile health systems. This paper describes socially supportive messages in VERA, a mobile application for sharing health decisions and behaviors. The short and bursty interactions in social awareness streams [36] afford a particular style of social support, for which we offer the label staccato social support. Results indicate that, in comparison to previous work, staccato social support is characterized by a greater prevalence of esteem support, which builds respect and confidence. We further note the presence of 'following up', a positive behavior that contributes to supportive interactions, likely via social pressure and accountability [7,38]. These findings suggest design recommendations to developers of mobile social support systems and contribute to understanding technologically mediated social support for health.
社会支持在卫生系统中发挥重要作用。虽然有大量的工作探索了社会支持在CMC环境中的作用,但很少有分析考虑了流动卫生系统中的社会支持。本文描述了VERA,一个共享健康决策和行为的移动应用程序中的社会支持信息。社会意识流中的短暂而突然的互动[36]提供了一种特定类型的社会支持,我们将其称为断奏社会支持。结果表明,与以前的研究相比,断奏社会支持的特点是更普遍的尊重支持,这建立了尊重和信心。我们进一步注意到“跟进”的存在,这是一种积极的行为,可能通过社会压力和责任来促进支持性互动[7,38]。这些发现为移动社会支持系统的开发者提供了设计建议,并有助于理解技术介导的健康社会支持。
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引用次数: 28
Addressing the subtleties in dementia care: pre-study & evaluation of a GPS monitoring system 解决痴呆护理的微妙之处:GPS监测系统的预研究和评估
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557307
Lin Wan, Claudia Müller, V. Wulf, D. Randall
In this work we present a user-centered development process for a GPS-based monitoring system to be used in dementia care. Our research covers a full design process including a qualitative-empirical pre-study, the prototyping process and the investigation of long-term appropriation processes of the stable prototypes in three different practice environments. Specifically, we deal with the problem of 'wandering' by persons suffering from late-phase dementia. Although GPS tracking is not a novel technological objective, the usage of those systems in dementia care remains very low. The paper therefore takes a socio-technical stance on development and appropriation of GPS technology in dementia care and assesses the practical and ideological issues surrounding care to understand why. We additionally provide design research in two different settings, familial and institutional care, and report on the design of a GPS-based tracking system reflecting these considerations. What comes to the fore is the need for ICT to reflect complex organizational, ideological and practical issues that form part of a moral universe where sensitivity is crucial.
在这项工作中,我们提出了一个以用户为中心的开发过程,用于基于gps的监测系统的痴呆症护理。我们的研究涵盖了一个完整的设计过程,包括定性-实证预研究、原型设计过程和在三种不同的实践环境中对稳定原型的长期占用过程的调查。具体来说,我们处理患有晚期痴呆症的人的“流浪”问题。虽然GPS跟踪并不是一个新颖的技术目标,但这些系统在痴呆症护理中的使用率仍然很低。因此,本文采取了社会技术立场的发展和占用GPS技术在痴呆症护理和评估周围护理的实际和意识形态问题,以了解为什么。我们还提供了两种不同环境的设计研究,家庭和机构护理,并报告了基于gps的跟踪系统的设计,反映了这些考虑。最重要的是,信息和通信技术需要反映复杂的组织、意识形态和实际问题,这些问题构成了道德世界的一部分,而敏感是至关重要的。
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引用次数: 49
Expressive touch: studying tapping force on tabletops 表现力触摸:学习敲击桌面的力度
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557019
E. Pedersen, K. Hornbæk
This paper investigates users' ability to perform force-sensitive tapping and explores its potential as an input modality in touch-based systems. We study force-sensitive tapping using Expressive Touch, a tabletop interface that infers tapping force from the sound waves created by the users' finger upon impact. The first part of the paper describes the implementation details of Expressive Touch and shows how existing tabletop interfaces can be augmented to reliably detect tapping force across the entire surface. The second part of the paper reports on the results of three studies of force-sensitive tapping. First, we use a classic psychophysic task to gain insights into participants' perception of tapping force (Study 1). Results show that although participants tap with different absolute tapping forces, they have a similar perception of relative tapping force. Second, we investigate participants' ability to control tapping force (Study 2) and find that users can produce two force levels with 99% accuracy. For six levels of force, accuracy drops to 58%. Third, we investigate the usability of force tapping by studying participants' reactions to seven force-sensitive touch applications (Study 3).
本文研究了用户执行力敏敲击的能力,并探讨了其作为基于触摸系统的输入方式的潜力。我们使用Expressive Touch研究力敏敲击,这是一种桌面界面,可以从用户手指撞击时产生的声波中推断出敲击力。论文的第一部分描述了表现力触摸的实现细节,并展示了如何增强现有的桌面界面,以可靠地检测整个表面的敲击力。论文的第二部分报告了力敏敲击的三个研究结果。首先,我们使用经典的心理物理任务来了解被试对轻叩力的感知(研究1)。结果表明,尽管被试的绝对轻叩力不同,但他们对相对轻叩力的感知是相似的。其次,我们调查了参与者控制敲击力的能力(研究2),发现用户可以以99%的准确率产生两个力水平。对于六个级别的力量,准确率下降到58%。第三,我们通过研究参与者对7种力敏触摸应用程序的反应来研究力触点的可用性(研究3)。
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引用次数: 25
Towards automatic experimentation of educational knowledge 走向教育知识的自动实验
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557392
Yun-En Liu, Travis Mandel, E. Brunskill, Zoran Popovic
We present a general automatic experimentation and hypothesis generation framework that utilizes a large set of users to explore the effects of different parts of an intervention parameter space on any objective function. We also incorporate importance sampling, allowing us to run these automatic experiments even if we cannot give out the exact intervention distributions that we want. To show the utility of this framework, we present an implementation in the domain of fractions and numberlines, using an online educational game as the source of players. Our system is able to automatically explore the parameter space and generate hypotheses about what types of numberlines lead to maximal short-term transfer; testing on a separate dataset shows the most promising hypotheses are valid. We briefly discuss our results in the context of the wider educational literature, showing that one of our results is not explained by current research on multiple fraction representations, thus proving our ability to generate potentially interesting hypotheses to test.
我们提出了一个通用的自动实验和假设生成框架,该框架利用大量用户来探索干预参数空间的不同部分对任何目标函数的影响。我们还结合了重要性抽样,允许我们运行这些自动实验,即使我们不能给出我们想要的确切的干预分布。为了展示该框架的实用性,我们在分数和数字线领域提出了一个实现,使用在线教育游戏作为玩家的来源。我们的系统能够自动探索参数空间,并产生关于哪种类型的数字线导致最大的短期转移的假设;在一个单独的数据集上的测试表明,最有希望的假设是有效的。我们在更广泛的教育文献背景下简要讨论了我们的结果,表明我们的一个结果不能用当前对多分数表示的研究来解释,从而证明我们有能力产生潜在的有趣的假设来测试。
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引用次数: 20
Visual recognition in museum guide apps: do visitors want it? 博物馆导览应用中的视觉识别功能:游客需要吗?
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557270
Leonard Wein
In this paper, visual recognition (VisRec) is evaluated as a method to access background information on artworks in mobile museum guide applications (apps) by means of a field experiment. While museums and previous research have explored technical aspects, it is unclear whether visitors actually want to use VisRec. A prototype featuring VisRec, QR codes and number codes was developed and assessed with a usability study in two museums (N=89). The prototype confirms the efficacy of the recently introduced ORB-algorithm for VisRec. Compared to previous literature, the results highlight the context-dependency of perceived usability and variability in the importance of usability factors. The results reveal a clear preference for VisRec among participants (53%); only 14% preferred QR codes. Ease of use, enjoyability and distance are identified as the main factors. This provides strong evidence to further explore the potential of VisRec to improve visitors' museum experiences.
本文通过现场实验,对视觉识别(VisRec)作为一种获取移动博物馆导览应用中艺术品背景信息的方法进行了评估。虽然博物馆和之前的研究已经探索了技术方面,但尚不清楚游客是否真的想使用VisRec。在两个博物馆(N=89)中开发了一个具有VisRec、QR码和数字码的原型,并通过可用性研究进行了评估。该原型验证了最近引入的用于VisRec的orb算法的有效性。与以往的文献相比,研究结果强调了感知可用性和可变性在可用性因素重要性方面的上下文依赖性。结果显示,参与者对VisRec有明显的偏好(53%);只有14%的人喜欢QR码。易用性、可享受性和距离被确定为主要因素。这为进一步探索VisRec改善游客博物馆体验的潜力提供了强有力的证据。
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引用次数: 30
Novice use of a predictive human performance modeling tool to produce UI recommendations 新手使用预测性人类性能建模工具来生成UI建议
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2556972
Kyung Wha Hong, R. Amant
This note describes two studies of the use of a performance modeling tool, CogTool, for making recommendations to improve a user interface. The first study replicates findings by Bonnie John [7]: the rates at which novice modelers made correct recommendations (88.1%) and supported them (68.2%) are close to the values in John's study (91.7% and 75.1%, respectively). A follow-on study of novice modelers on the same task without CogTool produced sig-nificantly lower values. CogTool improves the UI design recommendations made by novices.
本文描述了使用性能建模工具CogTool的两项研究,以提出改进用户界面的建议。第一项研究重复了Bonnie John[7]的发现:新手建模者提出正确建议(88.1%)和支持建议(68.2%)的比率接近John的研究值(分别为91.7%和75.1%)。在没有CogTool的情况下,对同样任务的新手建模者进行的后续研究产生了明显较低的值。CogTool改进了新手提出的UI设计建议。
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引用次数: 2
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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