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Protibadi
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557376
Syed Hassan Ahmed, Steven J. Jackson, Nova Ahmed, H. Ferdous, Md. Rashidujjaman Rifat, A. Rizvi, Shamir Ahmed, Rifat Sabbir Mansur
Public sexual harassment has emerged as a large and growing concern in urban Bangladesh, with deep and damaging implications for gender security, justice, and rights of public participation. In this paper we describe an integrated program of ethnographic and design work meant to understand and address such problems. For one year we conducted surveys, interviews, and focus groups around sexual harassment with women at three different universities in Dhaka. Based on this input, we developed "Protibadi", a web and mobile phone based application designed to report, map, and share women's stories around sexual harassment in public places. In August 2013 the system launched, user studies were conducted, and public responses were monitored to gauge reactions, strengths, and limits of the system. This paper describes the findings of our ethnographic and design-based work, and suggests lessons relevant to other HCI efforts to understand and design around difficult and culturally sensitive problems.
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引用次数: 5
LinearDragger: a Linear Selector for One-finger Target Acquisition LinearDragger:一个用于单指目标获取的线性选择器
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557096
Oscar Kin-Chung Au, Xiaojun Su, Rynson W. H. Lau
Touch input is increasingly popular nowadays, especially for mobile devices such as smartphones and tablet computers. However, the human finger has considerably large fingertip size and finger input is imprecise. As such, acquiring small targets on a touch screen is still a challenging task. In this paper, we present the LinearDragger, a new and integrated one-finger target acquisition technique for small and clustered targets. The proposed method has three advantages. First, it allows users to select targets in dense clustered groups easily with a single touch-drag-release operation. Second, it maps the 2D selection problem into a more precise 1D selection problem, which is independent of the target distribution. Third, it avoids finger occlusion and does not create visual distraction. As a result, it is particularly suitable for applications with dense targets and rich visual elements. Results of our controlled experiments show that when selecting small targets, LinearDragger takes about 70% and 30% less selection time than target acquisition without using any techniques and with the state-of-the-art target acquisition technique that involves a single touch operation, respectively, while maintaining a reasonable error rate.
如今,触控输入越来越受欢迎,尤其是在智能手机和平板电脑等移动设备上。然而,人类的手指有相当大的指尖尺寸,手指输入是不精确的。因此,在触摸屏上获取小目标仍然是一项具有挑战性的任务。本文提出了一种新型的单指目标采集技术——线性拖拽器(LinearDragger)。该方法具有三个优点。首先,它允许用户在密集的集群组中轻松地选择目标,只需一次触摸-拖动-释放操作。其次,它将二维选择问题映射为与目标分布无关的更精确的一维选择问题。第三,避免手指遮挡,不会造成视觉干扰。因此,它特别适合目标密集、视觉元素丰富的应用。我们的对照实验结果表明,在选择小目标时,线性dragger的选择时间分别比不使用任何技术和使用最先进的单次触摸操作的目标获取技术减少了70%和30%,同时保持了合理的错误率。
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引用次数: 8
The implicit fan cursor: a velocity dependent area cursor 隐式扇形游标:一个依赖于速度的面积游标
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557095
Xiaojun Su, Oscar Kin-Chung Au, Rynson W. H. Lau
We present the Implicit Fan Cursor (IFC) - a novel target pointing technique using a cursor with a fan-shape activation area. The IFC couples the cursor's activation area with its velocity, i.e., the speed and direction of the mouse motion, behaving like a 2D spotlight cursor at low speed and a circular area cursor at high speed. Thus, it enables the user to precisely acquire distant targets at low speed and easily acquire nearest targets at high speed, without explicit mode switching. This technique minimizes cursor movement, while taking into consideration of the precision of cursor movement at different speeds. It also ensures that only one target is captured at any time. The results of our controlled experiments show that the IFC outperforms the point cursor and the area cursor techniques, particularly in terms of cursor moving distance, and that its performance can be accurately modeled using the Fitts' law.
我们提出了隐式扇形光标(IFC) -一种新的目标指向技术,使用具有扇形激活区域的光标。IFC将光标的激活区域与其速度(即鼠标运动的速度和方向)耦合在一起,表现为低速时的2D聚光灯光标和高速时的圆形区域光标。因此,它使用户能够在低速下精确地获取远距离目标,在高速下容易地获取近处目标,而不需要显式的模式切换。这种技术最大限度地减少了光标的移动,同时考虑了光标在不同速度下移动的精度。它还确保在任何时候只捕获一个目标。我们的对照实验结果表明,IFC优于点光标和区域光标技术,特别是在光标移动距离方面,并且其性能可以使用Fitts定律精确建模。
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引用次数: 25
Evaluating the effectiveness of physical shape-change for in-pocket mobile device notifications 评估口袋移动设备通知的物理形状变化的有效性
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557164
P. Dimitriadis, Jason Alexander
Audio and vibrotactile output are the standard mechanisms mobile devices use to attract their owner's attention. Yet in busy and noisy environments, or when the user is physically active, these channels sometimes fail. Recent work has explored the use of physical shape-change as an additional method for conveying notifications when the device is in-hand or viewable. However, we do not yet understand the effectiveness of physical shape-change as a method for communicating in-pocket notifications. This paper presents three robustly implemented, mobile-device sized shape-changing devices, and two user studies to evaluate their effectiveness at conveying notifications. The studies reveal that (1) different types and configurations of shape-change convey different levels of urgency and; (2) fast pulsing shape-changing notifications are missed less often and recognised more quickly than the standard slower vibration pulse rates of a mobile device.
音频和振动触觉输出是移动设备用来吸引用户注意力的标准机制。然而,在繁忙和嘈杂的环境中,或者当用户身体活动时,这些信道有时会失效。最近的研究探索了将物理形状变化作为一种额外的方法,当设备在手或可见时,可以传递通知。然而,我们还不了解物理形状变化作为一种沟通口袋通知的方法的有效性。本文提出了三个健壮实现的移动设备大小的形状变化设备,以及两个用户研究来评估它们在传递通知方面的有效性。研究表明:(1)不同类型和形态的形状变化传达了不同程度的紧迫性和紧迫性;(2)与移动设备的标准较慢振动脉冲率相比,快速脉冲形状变化通知的遗漏率更低,识别速度更快。
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引用次数: 25
Causing commotion with a shape-changing bench: experiencing shape-changing interfaces in use 使用变形工作台引起骚动:在使用中体验变形界面
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557360
E. Grönvall, Sofie Kinch, M. G. Petersen, Majken Kirkegaard Rasmussen
In this paper we describe results from testing coMotion, a shape-changing bench, in three different contexts: a concert hall foyer, an airport departure hall and a shopping mall. We have gathered insights from more than 120 people, with regard to how users experience and make sense of the bench's shape changing capability. The paper applies McCarthy and Wright's six different sense making processes (anticipating, connecting, interpreting, reflecting, appropriating and recounting) as an instrument to analyse people's experience with shape-changing furniture in the wild. The paper also introduces exploring as a seventh sense making process. Based on this analysis, the paper points to three relevant aspects when designing shape-changing artefacts for the wild, namely: 1) Affordance of shape-changing interfaces, 2) Transitions between background and foreground and 3) Interpreting physically dynamic objects.
在本文中,我们描述了在三种不同的环境中测试coMotion的结果,这是一种形状变化的长凳:音乐厅门厅,机场出发大厅和购物中心。我们从120多人那里收集了关于用户如何体验和理解长凳形状变化能力的见解。本文采用麦卡锡和赖特的六种不同的意义制造过程(预测、连接、解释、反映、占有和叙述)作为工具来分析人们在野外使用变形家具的经验。本文还介绍了作为第七感形成过程的探索。在此基础上,本文提出了野外变形人工制品设计的三个相关方面,即:1)变形界面的可视性;2)背景与前景之间的过渡;3)物理动态对象的解释。
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引用次数: 71
Session details: Accessibility 会话详细信息:
Hironobu Takagi
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引用次数: 0
Designing information savvy societies: an introduction to assessability 设计信息精明的社会:可评估性介绍
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557072
Andrea Forte, Nazanin Andalibi, Thomas H. Park, Heather Willever-Farr
This paper provides first steps toward an empirically grounded design vocabulary for assessable design as an HCI response to the global need for better information literacy skills. We present a framework for synthesizing literatures called the Interdisciplinary Literacy Framework and use it to highlight gaps in our understanding of information literacy that HCI as a field is particularly well suited to fill. We report on two studies that lay a foundation for developing guidelines for assessable information system design. The first is a study of Wikipedians', librarians', and laypersons' information assessment practices from which we derive two important features of assessable designs: information provenance and stewardship. The second is an experimental study in which we operationalize these concepts in designs and test them using Amazon Mechanical Turk (MTurk).
本文为可评估设计提供了基于经验的设计词汇表的第一步,作为HCI响应全球对更好的信息素养技能的需求。我们提出了一个综合文献的框架,称为跨学科素养框架,并用它来突出我们对信息素养的理解中的空白,这些空白是HCI作为一个领域特别适合填补的。我们报告了两项研究,为制定可评估信息系统设计指南奠定了基础。首先是对维基人、图书管理员和外行的信息评估实践的研究,从中我们得出了可评估设计的两个重要特征:信息来源和管理。第二个是实验研究,我们在设计中操作这些概念,并使用Amazon Mechanical Turk (MTurk)进行测试。
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引用次数: 17
Help beacons: design and evaluation of an ad-hoc lightweight s.o.s. system for smartphones 帮助信标:智能手机专用轻量级sos系统的设计与评估
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557002
A. Al-Akkad, Leonardo Ramirez, A. Boden, D. Randall, Andreas Zimmermann
We present the design and evaluation of a lightweight mobile S.O.S. system that facilitates ad-hoc communication between first responders and victims in emergency situations. Our approach leverages established protocols and standards in unforeseen ways to provide a platform supporting the creation of short-lived communication links. The system comprises two mobile applications: one victim application that allows the broadcasting of distress signals by a novel use of Wi-Fi SSIDs; and a responder application that allows first responders to discover and trace the people broadcasting the signals. The main difference of our system with other platforms enabling communication in crisis situations is that our system is independent from existing network infrastructure and runs on off-the-shelf, commercially available smartphones. We describe the results of our evaluation process in the context of both a design evaluation during a real-world emergency response exercise and of two user workshops in preparation for an upcoming large-scale exercise.
我们提出了一种轻量级移动sos系统的设计和评估,该系统可以在紧急情况下促进急救人员和受害者之间的临时通信。我们的方法以不可预见的方式利用已建立的协议和标准来提供一个支持创建短时间通信链接的平台。该系统包括两个移动应用程序:一个受害者应用程序允许通过新颖的Wi-Fi ssid广播遇险信号;还有一个响应者应用程序,可以让第一响应者发现并追踪广播信号的人。我们的系统与其他能够在危机情况下进行通信的平台的主要区别在于,我们的系统独立于现有的网络基础设施,并运行在现成的商用智能手机上。我们在现实世界应急演习期间的设计评估和为即将到来的大规模演习做准备的两个用户讲习班的背景下描述了我们的评估过程的结果。
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引用次数: 38
Automatic generation of semantic icon encodings for visualizations 自动生成用于可视化的语义图标编码
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557408
V. Setlur, J. Mackinlay
Authors use icon encodings to indicate the semantics of categorical information in visualizations. The default icon libraries found in visualization tools often do not match the semantics of the data. Users often manually search for or create icons that are more semantically meaningful. This process can hinder the flow of visual analysis, especially when the amount of data is large, leading to a suboptimal user experience. We propose a technique for automatically generating semantically relevant icon encodings for categorical dimensions of data points. The algorithm employs natural language processing in order to find relevant imagery from the Internet. We evaluate our approach on Mechanical Turk by generating large libraries of icons using Tableau Public workbooks that represent real analytical effort by people out in the world. Our results show that the automatic algorithm does nearly as well as the manually created icons, and particularly has higher user satisfaction for larger cardinalities of data.
作者使用图标编码来表示可视化中分类信息的语义。可视化工具中的默认图标库通常与数据的语义不匹配。用户经常手动搜索或创建更有语义意义的图标。这个过程可能会阻碍可视化分析的流程,特别是当数据量很大时,从而导致次优的用户体验。我们提出了一种为数据点的分类维度自动生成语义相关的图标编码的技术。该算法采用自然语言处理从网络中寻找相关图像。我们通过使用Tableau Public工作簿生成大型图标库来评估我们在Mechanical Turk上的方法,这些工作簿代表了世界上人们真正的分析工作。我们的结果表明,自动算法几乎和手动创建的图标一样好,特别是对于更大的数据基数有更高的用户满意度。
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引用次数: 27
Structuring the space: a study on enriching node-link diagrams with visual references 构建空间:用视觉参考丰富节点链接图的研究
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557112
Basak Alper, N. Riche, Tobias Höllerer
Exploring large visualizations that do not fit in the screen raises orientation and navigation challenges. Structuring the space with additional visual references such as grids or contour lines provide spatial landmarks that may help viewers form a mental model of the space. However, previous studies report mixed results regarding their utility. While some evidence showed that grid and other visual embellishments improve memorability, experiments with contour lines suggest otherwise. In this work, we describe an evaluation framework to capture the impact of introducing visual references in node-link diagrams. We present the results of three controlled experiments that deepen our understanding on enriching large visualization spaces with visual structures. In particular, we provide the first tangible evidence that contour lines have significant benefits when navigating large node-link diagrams.
探索不适合屏幕的大型可视化会带来方向和导航方面的挑战。用网格或等高线等额外的视觉参考来构建空间,可以提供空间地标,帮助观众形成空间的心理模型。然而,先前的研究报告了关于它们的效用的混合结果。虽然一些证据表明网格和其他视觉装饰可以提高记忆力,但对等高线的实验却表明并非如此。在这项工作中,我们描述了一个评估框架,以捕捉在节点链接图中引入可视化引用的影响。我们提出了三个对照实验的结果,加深了我们对用视觉结构丰富大型可视化空间的理解。特别是,我们提供了第一个切实的证据,证明等高线在导航大型节点链接图时具有显著的好处。
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引用次数: 14
期刊
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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