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Food messaging: using edible medium for social messaging 食物信息:使用可食用的媒介进行社交信息
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557026
Jun Wei, Xiaojuan Ma, Shengdong Zhao
Food is more than just a means of survival; it is also a form of communication. In this paper, we investigate the potential of food as a social message carrier (a.k.a., food messaging). To investigate how people accept, use, and perceive food messaging, we conducted exploratory interviews, a field study, and follow-up interviews over four weeks in a large information technology (IT) company. We collected 904 messages sent by 343 users. Our results suggest strong acceptance of food messaging as an alternative message channel. Further analysis implies that food messaging embodies characteristics of both text messaging and gifting. It is preferred in close relationships for its evocation of positive emotions. As the first field study on edible social messaging, our empirical findings provide valuable insights into the uniqueness of food as a message carrier and its capabilities to promote greater social bonding.
食物不仅仅是一种生存手段;它也是一种交流方式。在本文中,我们研究了食品作为社会信息载体(又名食品信息)的潜力。为了调查人们如何接受、使用和感知食品信息,我们在一家大型信息技术(IT)公司进行了为期四周的探索性访谈、实地研究和后续访谈。我们收集了343名用户发送的904条消息。我们的研究结果表明,人们强烈接受食品信息作为另一种信息渠道。进一步分析表明,食品短信同时体现了短信和送礼的特点。它在亲密关系中更受欢迎,因为它能唤起积极的情绪。作为对可食用社交信息的首次实地研究,我们的实证研究结果为食物作为信息载体的独特性及其促进更大社会联系的能力提供了有价值的见解。
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引用次数: 36
Gaze gestures and haptic feedback in mobile devices 移动设备中的凝视手势和触觉反馈
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557040
J. Kangas, Deepak Akkil, Jussi Rantala, Poika Isokoski, P. Majaranta, R. Raisamo
Anticipating the emergence of gaze tracking capable mobile devices, we are investigating the use of gaze as an input modality in handheld mobile devices. We conducted a study of combining gaze gestures with vibrotactile feedback. Gaze gestures were used as an input method in a mobile device and vibrotactile feedback as a new alternative way to give confirmation of interaction events. Our results show that vibrotactile feedback significantly improved the use of gaze gestures. The tasks were completed faster and rated easier and more comfortable when vibrotactile feedback was provided.
展望具有注视追踪功能的移动设备的出现,我们正在研究在手持移动设备中使用注视作为一种输入方式。我们进行了一项将凝视手势与振动触觉反馈相结合的研究。凝视手势被用作移动设备的输入法,振动触觉反馈作为一种新的替代方式来确认交互事件。我们的研究结果表明,振动触觉反馈显著改善了凝视手势的使用。当提供振动触觉反馈时,任务完成得更快,更容易,更舒适。
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引用次数: 66
Traffigram: distortion for clarification via isochronal cartography 交通图:通过等时制图澄清的失真
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557224
S. Hong, Yea-Seul Kim, Jong-Chul Yoon, Cecilia R. Aragon
Most geographic maps visually represent physical distance; however, travel time can in some cases be more important than distance because it directly indicates availability. The technique of creating maps from temporal data is known as isochronal cartography, and is a form of distortion for clarification. In an isochronal map, congestion expands areas, while ideal travel conditions make the map shrink in comparison to the actual distance scale of a traditional map. Although there have been many applications of this technique, detailed user studies of its efficacy remain scarce, and there are conflicting views on its practical value. To attempt to settle this issue, we utilized a user-centered design process to determine which features of isochronal cartography might be most usable in practice. We developed an interactive cartographic visualization system, Traffigram, that features a novel combination of efficient isochronal map algorithms and an interface designed to give map users a quick and seamless experience while preserving geospatial integrity and aesthetics. We validated our design choices with multiple usability studies. We present our results and discuss implications for design.
大多数地理地图直观地表示物理距离;然而,在某些情况下,旅行时间可能比距离更重要,因为它直接表明可用性。从时间数据创建地图的技术被称为等时制图,是一种为了澄清而扭曲的形式。在等时地图中,拥堵扩大了区域,而理想的旅行条件使地图与传统地图的实际距离比例尺相比缩小了。虽然该技术有很多应用,但对其功效的详细用户研究仍然很少,对其实用价值的看法也存在矛盾。为了解决这个问题,我们利用了一个以用户为中心的设计过程来确定等时制图的哪些功能在实践中最有用。我们开发了一个交互式地图可视化系统Traffigram,它的特点是将高效的等时地图算法和一个旨在为地图用户提供快速无缝体验的界面结合起来,同时保持地理空间的完整性和美观性。我们通过多次可用性研究来验证我们的设计选择。我们提出了我们的结果,并讨论了对设计的影响。
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引用次数: 20
Quantifying visual preferences around the world 量化世界各地的视觉偏好
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557052
Katharina Reinecke, Krzysztof Z Gajos
Website aesthetics have been recognized as an influential moderator of people's behavior and perception. However, what users perceive as "good design" is subject to individual preferences, questioning the feasibility of universal design guidelines. To better understand how people's visual preferences differ, we collected 2.4 million ratings of the visual appeal of websites from nearly 40 thousand participants of diverse backgrounds. We address several gaps in the knowledge about design preferences of previously understudied groups. Among other findings, our results show that the level of colorfulness and visual complexity at which visual appeal is highest strongly varies: Females, for example, liked colorful websites more than males. A high education level generally lowers this preference for colorfulness. Russians preferred a lower visual complexity, and Macedonians liked highly colorful designs more than any other country in our dataset. We contribute a computational model and estimates of peak appeal that can be used to support rapid evaluations of website design prototypes for specific target groups.
网站美学被认为是影响人们行为和感知的重要因素。然而,用户所认为的“好设计”取决于个人偏好,质疑通用设计指南的可行性。为了更好地了解人们的视觉偏好是如何不同的,我们收集了近4万名不同背景的参与者对网站视觉吸引力的240万次评分。我们解决了以前未充分研究群体的设计偏好知识中的几个空白。在其他发现中,我们的结果表明,视觉吸引力最高的色彩和视觉复杂性水平差异很大:例如,女性比男性更喜欢色彩丰富的网站。较高的教育水平通常会降低这种对色彩的偏好。俄罗斯人喜欢较低的视觉复杂性,马其顿人比我们数据集中的任何其他国家都更喜欢色彩鲜艳的设计。我们提供了一个计算模型和峰值吸引力的估计,可用于支持针对特定目标群体的网站设计原型的快速评估。
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引用次数: 132
Session details: Image and animation authoring 会议细节:图像和动画创作
T. Moscovich
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引用次数: 0
Twitch crowdsourcing: crowd contributions in short bursts of time Twitch众包:在短时间内进行众包
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2556996
Rajan Vaish, Keith Wyngarden, Jingshu Chen, Brandon Cheung, Michael S. Bernstein
To lower the threshold to participation in crowdsourcing, we present twitch crowdsourcing: crowdsourcing via quick contributions that can be completed in one or two seconds. We introduce Twitch, a mobile phone application that asks users to make a micro-contribution each time they unlock their phone. Twitch takes advantage of the common habit of turning to the mobile phone in spare moments. Twitch crowdsourcing activities span goals such as authoring a census of local human activity, rating stock photos, and extracting structured data from Wikipedia pages. We report a field deployment of Twitch where 82 users made 11,240 crowdsourcing contributions as they used their phone in the course of everyday life. The median Twitch activity took just 1.6 seconds, incurring no statistically distinguishable costs to unlock speed or cognitive load compared to a standard slide-to-unlock interface.
为了降低参与众包的门槛,我们提出了twitch众包:通过快速贡献的众包,可以在一到两秒钟内完成。我们将介绍Twitch,这是一款手机应用程序,它要求用户在每次解锁手机时做出微小贡献。Twitch利用了人们在空闲时间玩手机的普遍习惯。Twitch众包活动的目标包括编写当地人类活动的普查,对库存照片进行评级,以及从维基百科页面提取结构化数据。我们报告了Twitch的现场部署,其中82名用户在日常生活中使用手机时做出了11,240项众包贡献。Twitch活动的平均时间仅为1.6秒,与标准滑动解锁界面相比,在解锁速度或认知负荷方面没有统计学差异。
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引用次数: 110
An implicit author verification system for text messages based on gesture typing biometrics 基于手势输入生物识别技术的短信隐式作者验证系统
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557346
U. Burgbacher, K. Hinrichs
Gesture typing is a popular text input method used on smartphones. Gesture keyboards are based on word gestures that subsequently trace all letters of a word on a virtual keyboard. Instead of tapping a word key by key, the user enters a word gesture with a single continuous stroke. In this paper, we introduce an implicit user verification approach for short text messages that are entered with a gesture keyboard. We utilize the way people interact with gesture keyboards to extract behavioral biometric features. We propose a proof-of-concept classification framework that learns the gesture typing behavior of a person and is able to decide whether a gestured message was written by the legitimate user or an imposter. Data collected from gesture keyboard users in a user study is used to assess the performance of the classification framework, demonstrating that the technique has considerable promise.
手势输入是智能手机上常用的一种文本输入法。手势键盘基于单词手势,随后在虚拟键盘上跟踪单词的所有字母。用户不需要一个键一个键地敲击一个单词,而是用一个连续的笔触输入一个单词手势。在本文中,我们介绍了一种隐式用户验证方法,用于使用手势键盘输入的短文本消息。我们利用人们与手势键盘交互的方式来提取行为生物特征。我们提出了一个概念验证分类框架,该框架可以学习一个人的手势输入行为,并能够确定手势消息是由合法用户还是冒名顶替者编写的。在用户研究中从手势键盘用户收集的数据用于评估分类框架的性能,表明该技术具有相当大的前景。
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引用次数: 49
Movement-based game guidelines 基于移动的游戏指南
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557163
F. Mueller, K. Isbister
Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. We present a set of guidelines for movement-based game design that has emerged from our research-based game development practice. These guidelines have been examined and refined by 14 movement-based game design experts with experience in the academic, independent and commercial game development domains. We contextualize the guidelines using current findings about movement-based game and interaction design, taken from both published research papers and game design venues. Our primary contribution is a body of generative intermediate-level knowledge in the design research tradition that is readily accessible and actionable for the design of future movement-based games.
基于动作的数字游戏正变得越来越受欢迎,但关于如何设计这些游戏的综合指导却非常有限。我们提出了一套基于移动的游戏设计指南,这些指南来自于我们基于研究的游戏开发实践。这些指导方针是由14位具有学术、独立和商业游戏开发经验的基于动作的游戏设计专家研究和完善的。我们使用基于动作的游戏和交互设计的最新发现(来自已发表的研究论文和游戏设计场所)将这些指导方针置于背景中。我们的主要贡献是设计研究传统中的生成中级知识体系,这些知识对于未来基于移动的游戏的设计很容易获得和操作。
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引用次数: 150
Taking part: role-play in the design of therapeutic systems 参与:在治疗系统的设计中扮演角色
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2557103
M. Matthews, Geri Gay, Gavin Doherty
Gaining an understanding of user needs is a central component of HCI design approaches such as user-centred design and participatory design. In some settings, such as mental health care, access to end-users is often constrained. This is a particular difficulty given that the experience of those with mental illness can be difficult for researchers to understand, and is further complicated by its associated stigma. In addition, the therapeutic setting is outside the common experience of most people and protected from outside intrusion. Although role-play has been used in varied ways in HCI, rarely has it been defined with sufficient clarity to enable others to deploy it in a nuanced manner. We argue that role-play is particularly suited for use in mental healthcare settings and, when used judiciously, can address some of the difficulties associated with working in this setting. This paper details a range of role-play formats appropriated from therapeutic role-play, drawing upon the HCI and mental health literature, therapist input and our experience of using role-play for a number of purposes at different stages of the development process. We consider how and why role-play can be used to generate empathy, gain understanding of therapy, provide feedback on designs before clinical use and help train therapists in using technology in the treatment room.
了解用户需求是HCI设计方法的核心组成部分,例如以用户为中心的设计和参与式设计。在某些情况下,例如精神卫生保健,接触最终用户的机会往往受到限制。这是一个特别的困难,因为研究人员很难理解精神疾病患者的经历,而且与之相关的耻辱使其进一步复杂化。此外,治疗环境是在大多数人的共同经验之外,并保护免受外界入侵。尽管角色扮演在HCI中以各种方式使用,但很少有足够清晰的定义,使其他人能够以微妙的方式部署它。我们认为,角色扮演特别适合在精神卫生保健环境中使用,如果使用得当,可以解决在这种环境中工作的一些困难。本文详细介绍了一系列来自治疗性角色扮演的角色扮演形式,借鉴了HCI和心理健康文献、治疗师的意见以及我们在发展过程的不同阶段将角色扮演用于多种目的的经验。我们考虑角色扮演如何以及为什么可以用来产生同理心,获得对治疗的理解,在临床使用之前提供对设计的反馈,并帮助培训治疗师在治疗室使用技术。
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引用次数: 37
Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames 在运动游戏中平衡体能对玩家表现、经验和自尊的影响
Pub Date : 2014-04-26 DOI: 10.1145/2556288.2556963
K. Gerling, Matthew K. Miller, R. Mandryk, M. Birk, Jan David Smeddinck
Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.
游戏平衡可以帮助不同技能水平的玩家一起玩多人游戏;然而,关于平衡方法如何影响表现、体验和自尊,特别是当玩家力量的差异是由给定的能力而不是后天的技能造成时,我们所知甚少。我们在一款舞蹈游戏中探索了三种平衡方法,并发现商业游戏中常用的显性平衡方法会降低自尊和亲缘感,而隐性平衡则会在不影响游戏结果的情况下提高自尊并减少分数差异。我们将我们的结果应用到第二项研究中,其中一名球员有行动障碍并使用轮椅。通过为不同身体能力的人制作基于动作的游戏,并使行动障碍的人能够与健全的同龄人竞争,我们展示了如何通过有趣的游戏提供授权体验,这些游戏有可能增加身体活动和自尊。
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引用次数: 120
期刊
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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