Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.
{"title":"Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay","authors":"Chaklam Silpasuwanchai, Xiangshi Ren","doi":"10.1145/2556288.2557107","DOIUrl":"https://doi.org/10.1145/2556288.2557107","url":null,"abstract":"Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78221579","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Medication taking is a self-regulatory process that requires individuals to self-monitor their medication taking behaviors, but this can be difficult because medication taking is such a mundane, unremarkable behavior. Ubiquitous sensing systems have the potential to sense everyday behaviors and provide the objective feedback necessary for self-regulation of medication taking. We describe an unobtrusive sensing system consisting of a sensor-augmented pillbox and an ambient display that provides near real-time visual feedback about how well medications are being taken. In contrast to other systems that focus on reminding before medication taking, our approach uses feedback after medication taking to allow the individual to develop their own routines through self-regulation. We evaluated this system in the homes of older adults in a 10-month deployment. Feedback helped improve the consistency of medication-taking behaviors as well as increased ratings of self-efficacy. However, the improved performance did not persist after the feedback display was removed, because individuals had integrated the feedback display into their routines to support their self-awareness, identify mistakes, guide the timing of medication taking, and provide a sense of security that they are taking their medications well. Finally, we reflect on design considerations for feedback systems to support the process of self-regulation of everyday behaviors.
{"title":"Real-time feedback for improving medication taking","authors":"Matthew L. Lee, A. Dey","doi":"10.1145/2556288.2557210","DOIUrl":"https://doi.org/10.1145/2556288.2557210","url":null,"abstract":"Medication taking is a self-regulatory process that requires individuals to self-monitor their medication taking behaviors, but this can be difficult because medication taking is such a mundane, unremarkable behavior. Ubiquitous sensing systems have the potential to sense everyday behaviors and provide the objective feedback necessary for self-regulation of medication taking. We describe an unobtrusive sensing system consisting of a sensor-augmented pillbox and an ambient display that provides near real-time visual feedback about how well medications are being taken. In contrast to other systems that focus on reminding before medication taking, our approach uses feedback after medication taking to allow the individual to develop their own routines through self-regulation. We evaluated this system in the homes of older adults in a 10-month deployment. Feedback helped improve the consistency of medication-taking behaviors as well as increased ratings of self-efficacy. However, the improved performance did not persist after the feedback display was removed, because individuals had integrated the feedback display into their routines to support their self-awareness, identify mistakes, guide the timing of medication taking, and provide a sense of security that they are taking their medications well. Finally, we reflect on design considerations for feedback systems to support the process of self-regulation of everyday behaviors.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75117219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Governments and other organisations often rely on data collected by household surveys and censuses to identify areas in most need of regeneration and development projects. However, due to the high cost associated with the data collection process, many developing countries conduct such surveys very infrequently and include only a rather small sample of the population, thus failing to accurately capture the current socio-economic status of the country's population. In this paper, we address this problem by means of a methodology that relies on an alternative source of data from which to derive up to date poverty indicators, at a very fine level of spatio-temporal granularity. Taking two developing countries as examples, we show how to analyse the aggregated call detail records of mobile phone subscribers and extract features that are strongly correlated with poverty indexes currently derived from census data.
{"title":"Poverty on the cheap: estimating poverty maps using aggregated mobile communication networks","authors":"Chris Smith-Clarke, A. Mashhadi, L. Capra","doi":"10.1145/2556288.2557358","DOIUrl":"https://doi.org/10.1145/2556288.2557358","url":null,"abstract":"Governments and other organisations often rely on data collected by household surveys and censuses to identify areas in most need of regeneration and development projects. However, due to the high cost associated with the data collection process, many developing countries conduct such surveys very infrequently and include only a rather small sample of the population, thus failing to accurately capture the current socio-economic status of the country's population. In this paper, we address this problem by means of a methodology that relies on an alternative source of data from which to derive up to date poverty indicators, at a very fine level of spatio-temporal granularity. Taking two developing countries as examples, we show how to analyse the aggregated call detail records of mobile phone subscribers and extract features that are strongly correlated with poverty indexes currently derived from census data.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75433403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This work reports on the design and evaluation of culturally appropriate technology for older adults. Our design context was Cognitive Testing on a Computer (C-TOC): a self-administered computerized test under development, intended to screen older adults for cognitive impairments. Using theory triangulation of cultural attitudes toward uncertainty, we designed two interfaces (one minimal and one rich) for one C-TOC subtest and hypothesized they would be culturally appropriate for older adult Caucasians and East Asians respectively. We ran an experiment with 36 participants to investigate cultural differences in performance, preference and anxiety. We found that Caucasians preferred the interface with minimal elements (i.e. those essential for the primary task) or had no preference. By contrast, East Asians preferred the rich interface augmented with security and learning support and felt less anxious with it than the minimal.
{"title":"Interface design for older adults with varying cultural attitudes toward uncertainty","authors":"Shathel Haddad, Joanna McGrenere, C. Jacova","doi":"10.1145/2556288.2557124","DOIUrl":"https://doi.org/10.1145/2556288.2557124","url":null,"abstract":"This work reports on the design and evaluation of culturally appropriate technology for older adults. Our design context was Cognitive Testing on a Computer (C-TOC): a self-administered computerized test under development, intended to screen older adults for cognitive impairments. Using theory triangulation of cultural attitudes toward uncertainty, we designed two interfaces (one minimal and one rich) for one C-TOC subtest and hypothesized they would be culturally appropriate for older adult Caucasians and East Asians respectively. We ran an experiment with 36 participants to investigate cultural differences in performance, preference and anxiety. We found that Caucasians preferred the interface with minimal elements (i.e. those essential for the primary task) or had no preference. By contrast, East Asians preferred the rich interface augmented with security and learning support and felt less anxious with it than the minimal.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77848891","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper reports on a qualitative study of 38 low-income individuals living in the North East of England. The participants' experiences of money, banking and the role digital technology plays in their financial practices were identified through semi-structured interviews in people's homes and group workshops. A grounded theory analysis of these data characterises how technology both helped and hindered participants to keep close control of their finances. These findings suggest design opportunities for future digital banking technologies that extend the already sophisticated practices of individuals managing a low income, focusing on: delaying, prioritising, planning, watching, and hiding monetary transactions.
{"title":"Pay or delay: the role of technology when managing a low income","authors":"John Vines, Paul Dunphy, A. Monk","doi":"10.1145/2556288.2556961","DOIUrl":"https://doi.org/10.1145/2556288.2556961","url":null,"abstract":"This paper reports on a qualitative study of 38 low-income individuals living in the North East of England. The participants' experiences of money, banking and the role digital technology plays in their financial practices were identified through semi-structured interviews in people's homes and group workshops. A grounded theory analysis of these data characterises how technology both helped and hindered participants to keep close control of their finances. These findings suggest design opportunities for future digital banking technologies that extend the already sophisticated practices of individuals managing a low income, focusing on: delaying, prioritising, planning, watching, and hiding monetary transactions.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78009570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games that use procedural content generation (PCG) do so in a wide variety of ways and for different reasons. One of the most common reasons cited by PCG system creators and game designers is improving replayability by providing a means for automatically creating near-infinite amounts of content, the player can come back and replay the game and refine her strategies over a long period. However, this notion of replayability is both overly broad and incomplete as a motivation. This paper contributes an analytical framework and associated common vocabulary for understanding the role of PCG in games from a design standpoint, with an aim of unpacking some of the broad justifications for PCG use in games, and bringing together technical concerns in designing PCG systems with design concerns related to creating engaging playable experiences.
{"title":"Understanding procedural content generation: a design-centric analysis of the role of PCG in games","authors":"Gillian Smith","doi":"10.1145/2556288.2557341","DOIUrl":"https://doi.org/10.1145/2556288.2557341","url":null,"abstract":"Games that use procedural content generation (PCG) do so in a wide variety of ways and for different reasons. One of the most common reasons cited by PCG system creators and game designers is improving replayability by providing a means for automatically creating near-infinite amounts of content, the player can come back and replay the game and refine her strategies over a long period. However, this notion of replayability is both overly broad and incomplete as a motivation. This paper contributes an analytical framework and associated common vocabulary for understanding the role of PCG in games from a design standpoint, with an aim of unpacking some of the broad justifications for PCG use in games, and bringing together technical concerns in designing PCG systems with design concerns related to creating engaging playable experiences.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78327336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jenny Waycott, H. Davis, F. Vetere, A. Morgans, A. Gruner, E. Ozanne, L. Kulik
In this paper we examine the use of a novel social technology to support the provision of formal aged care services to clients who live in their own homes. Social technologies offer enormous potential for enhancing aged care, but research on their use in aged care has largely focused on institutional or informal care settings, rather than formal care in the home. Meanwhile, technologies for aging in place typically focus on monitoring and security, rather than psychosocial support. We conducted a field study in which aged care managers used a photo and message-sharing tool to communicate with clients living in their own homes. Our findings demonstrate that visual and social forms of communication are valuable for supporting psychosocial care-giving, but there are barriers to effectively adopting new communication tools in this setting. Time constraints inhibited care managers' use of the technology, which was also influenced by their efforts to carefully maintain boundaries between their personal and professional lives.
{"title":"Captioned photographs in psychosocial aged care: relationship building and boundary work","authors":"Jenny Waycott, H. Davis, F. Vetere, A. Morgans, A. Gruner, E. Ozanne, L. Kulik","doi":"10.1145/2556288.2557290","DOIUrl":"https://doi.org/10.1145/2556288.2557290","url":null,"abstract":"In this paper we examine the use of a novel social technology to support the provision of formal aged care services to clients who live in their own homes. Social technologies offer enormous potential for enhancing aged care, but research on their use in aged care has largely focused on institutional or informal care settings, rather than formal care in the home. Meanwhile, technologies for aging in place typically focus on monitoring and security, rather than psychosocial support. We conducted a field study in which aged care managers used a photo and message-sharing tool to communicate with clients living in their own homes. Our findings demonstrate that visual and social forms of communication are valuable for supporting psychosocial care-giving, but there are barriers to effectively adopting new communication tools in this setting. Time constraints inhibited care managers' use of the technology, which was also influenced by their efforts to carefully maintain boundaries between their personal and professional lives.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74798936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Novel mobile displays and devices","authors":"C. Forlines","doi":"10.1145/3250974","DOIUrl":"https://doi.org/10.1145/3250974","url":null,"abstract":"","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73097126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The average person can skillfully manipulate a plethora of tools, from hammers to tweezers. However, despite this remarkable dexterity, gestures on today's touch devices are simplistic, relying primarily on the chording of fingers: one-finger pan, two-finger pinch, four-finger swipe and similar. We propose that touch gesture design be inspired by the manipulation of physical tools from the real world. In this way, we can leverage user familiarity and fluency with such tools to build a rich set of gestures for touch interaction. With only a few minutes of training on a proof-of-concept system, users were able to summon a variety of virtual tools by replicating their corresponding real-world grasps.
{"title":"TouchTools: leveraging familiarity and skill with physical tools to augment touch interaction","authors":"Chris Harrison, R. Xiao, Julia Schwarz, S. Hudson","doi":"10.1145/2556288.2557012","DOIUrl":"https://doi.org/10.1145/2556288.2557012","url":null,"abstract":"The average person can skillfully manipulate a plethora of tools, from hammers to tweezers. However, despite this remarkable dexterity, gestures on today's touch devices are simplistic, relying primarily on the chording of fingers: one-finger pan, two-finger pinch, four-finger swipe and similar. We propose that touch gesture design be inspired by the manipulation of physical tools from the real world. In this way, we can leverage user familiarity and fluency with such tools to build a rich set of gestures for touch interaction. With only a few minutes of training on a proof-of-concept system, users were able to summon a variety of virtual tools by replicating their corresponding real-world grasps.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74368161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aneesha Singh, Annina Klapper, Jinni Jia, A. Fidalgo, A. Tajadura-Jiménez, N. Kanakam, N. Bianchi-Berthouze, A. Williams
Physical activity is important for improving quality of life in people with chronic pain. However, actual or anticipated pain exacerbation, and lack of confidence when doing physical activity, make it difficult to maintain and build towards long-term activity goals. Research guiding the design of interactive technology to motivate and support physical activity in people with chronic pain is lacking. We conducted studies with: (1) people with chronic pain, to understand how they maintained and increased physical activity in daily life and what factors deterred them; and (2) pain-specialist physiotherapists, to understand how they supported people with chronic pain. Building on this understanding, we investigated the use of auditory feedback to address some of the psychological barriers and needs identified and to increase self-efficacy, motivation and confidence in physical activity. We conclude by discussing further design opportunities based on the overall findings.
{"title":"Motivating people with chronic pain to do physical activity: opportunities for technology design","authors":"Aneesha Singh, Annina Klapper, Jinni Jia, A. Fidalgo, A. Tajadura-Jiménez, N. Kanakam, N. Bianchi-Berthouze, A. Williams","doi":"10.1145/2556288.2557268","DOIUrl":"https://doi.org/10.1145/2556288.2557268","url":null,"abstract":"Physical activity is important for improving quality of life in people with chronic pain. However, actual or anticipated pain exacerbation, and lack of confidence when doing physical activity, make it difficult to maintain and build towards long-term activity goals. Research guiding the design of interactive technology to motivate and support physical activity in people with chronic pain is lacking. We conducted studies with: (1) people with chronic pain, to understand how they maintained and increased physical activity in daily life and what factors deterred them; and (2) pain-specialist physiotherapists, to understand how they supported people with chronic pain. Building on this understanding, we investigated the use of auditory feedback to address some of the psychological barriers and needs identified and to increase self-efficacy, motivation and confidence in physical activity. We conclude by discussing further design opportunities based on the overall findings.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72703058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}