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Sail with Columbus: Navigation through Tangible and Interactive Storytelling 与哥伦布一起航行:通过有形和互动故事的导航
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464741
Luca Ciotoli, Mortaza Alinam, Ilaria Torre
“Sail with Columbus” is an interactive and tangible storytelling project designed for a Nautical Museum. Its goal is to communicate to the museum visitors how the medieval men sailed in the past. We aim to reach this goal thanks to the interaction between participants and several augmented objects. Communicating a complex cultural practice, such as the art of navigation in the past, is a new challenge in the Tangible Narratives field. This raised requirements and research issues that the project tried to address. In this paper we present the conceptual design, the project mock-up and its preliminary evaluation.
“与哥伦布一起航行”是一个为航海博物馆设计的互动和有形的故事项目。它的目的是向博物馆的参观者讲述中世纪的人们是如何航海的。我们的目标是通过参与者和几个增强对象之间的互动来实现这一目标。传达复杂的文化实践,如过去的航海艺术,是有形叙事领域的新挑战。这就提出了项目试图解决的需求和研究问题。在本文中,我们提出了概念设计,项目模型和初步评估。
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引用次数: 2
What is it like to be a UX designer in Italy? An initial analysis of job advertisements to improve training and education in HCI 在意大利做一名用户体验设计师是什么感觉?对招聘广告的初步分析,以改善人力资源管理方面的培训和教育
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464714
Ana Dalila Butiurca, M. Zancanaro
This paper analyzes the Italian job market of UX designers through a qualitative analysis of 100 randomly selected job announcements. We employed a deep qualitative analysis for extrapolating the dimensions that characterize the professional figure of a UX designer. Our analysis reveals as the UX designer is considered a technical figure closer but often distinct from the professional figure of the front-end software developer. Although software development competence is still required in some cases, in several others, the core aspects of User-Centred Design seem to be correctly understood, and the required competencies and skills denote a relatively high UX maturity. On the other hand, the request for more straightforward web design is still high, and the UX designer’s role often overlaps (or it is confused) with the role of the graphical designer. Furthermore, the Italian companies seem not yet ready to catch the strategic role that UX can play in aligning with business and marketing areas. Although our main objective for this study was to assess and align academic training for UX designers, we believe that it might also be the basis to better advocate the UX design profession to companies.
本文通过对随机抽取的100份招聘公告进行定性分析,分析了意大利UX设计师的就业市场。我们采用了深入的定性分析来推断UX设计师的专业特征。我们的分析表明,用户体验设计师被认为是一个技术人物,与前端软件开发人员的专业人物更接近,但往往截然不同。虽然在某些情况下仍然需要软件开发能力,但在其他一些情况下,以用户为中心的设计的核心方面似乎得到了正确的理解,所需的能力和技能表明了相对较高的用户体验成熟度。另一方面,对更直接的网页设计的要求仍然很高,用户体验设计师的角色经常与图形设计师的角色重叠(或混淆)。此外,意大利公司似乎还没有准备好抓住用户体验在商业和营销领域所扮演的战略角色。虽然我们这项研究的主要目的是评估和调整UX设计师的学术培训,但我们相信它也可能是更好地向公司倡导UX设计专业的基础。
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引用次数: 1
The End of Serendipity: Will Artificial Intelligence Remove Chance and Choice in Everyday Life? 偶然性的终结:人工智能会消除日常生活中的机会和选择吗?
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464763
A. Schmidt
Software defines our everyday experiences! Communication in families as well as in the workplace is largely software mediated. The choices we make, from the news articles we read to the movies we watch and the people we date, are to a large extent software supported. Personalized news portals, navigation systems, social media platforms, shopping portals, music streaming services, and dating apps are only some examples of systems that affect what we experience, think, and do. Improvements in human computer interaction have led to a wide universal adoption of these systems in many areas. Artificial intelligence, learning about the users and their preferences, and striving for simplification in interaction, reduces the need to make active decisions and thereby removes chance and choice. Will this lead to highly optimized systems – that apparently work great for the user, but at the same time end the element of randomness and serendipity in our lives? Simplified content creating, recommender systems and augmented reality are drivers for this. Can interactive human centered artificial intelligence help to keep the user in control or is this just an illusion?
软件定义了我们的日常体验!家庭和工作场所的沟通在很大程度上是由软件介导的。我们所做的选择,从我们阅读的新闻文章到我们观看的电影和我们约会的人,在很大程度上都是由软件支持的。个性化新闻门户、导航系统、社交媒体平台、购物门户、音乐流媒体服务和约会应用程序只是影响我们体验、思考和行为的系统的一些例子。人机交互的改进导致了这些系统在许多领域的广泛普遍采用。人工智能,了解用户和他们的偏好,并努力简化交互,减少了做出主动决策的需要,从而消除了机会和选择。这是否会导致高度优化的系统——显然对用户来说很好,但同时也会结束我们生活中的随机性和偶然性元素?简化的内容创建、推荐系统和增强现实是推动这一趋势的因素。以人为本的交互式人工智能能否帮助用户保持控制,或者这只是一种错觉?
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引用次数: 3
Challenges for Recommender Systems Evaluation 推荐系统评估的挑战
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464733
F. Ricci, David Massimo, A. D. Angeli
Many businesses and web portals adopt Recommender Systems (RSs) to help their users to tame information overload and make better choices. Despite the fact that RSs should support user decision making, academic researchers, when evaluating the effectiveness of a RS, largely adopt offline rather than live user studies methods. We discuss the relationships between these evaluation methods by considering a tourism RS case study. We then suggest future directions to be taken by HCI and RS research to better assess the user’s value of RSs.
许多企业和门户网站采用推荐系统(RSs)来帮助用户控制信息过载,做出更好的选择。尽管RSs应该支持用户决策,但学术研究者在评估RSs的有效性时,大多采用离线而不是实时用户研究方法。本文以旅游RS为例,讨论了这些评价方法之间的关系。然后,我们提出了未来HCI和RS研究的方向,以更好地评估用户对RSs的价值。
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引用次数: 3
Virtual Assistants for Personalizing IoT Ecosystems: Challenges and Opportunities 个性化物联网生态系统的虚拟助手:挑战与机遇
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464699
B. R. Barricelli, D. Fogli
End-user development (EUD) is widely used today for the personalization of the most diffused commercial virtual assistants (VAs), both for the configuration of VA-controlled smart environments and the definition of automatic behaviours. However, EUD is not yet exploited to its potential. In this paper, we present the results of a long-time use of VAs in our homes: we compare the most known VAs and discuss a set of challenges that we identified and that can guide the future directions of Human-Computer Interaction research in this field.
终端用户开发(EUD)目前被广泛用于最广泛的商业虚拟助理(VAs)的个性化,用于配置va控制的智能环境和定义自动行为。然而,EUD尚未发挥其潜力。在本文中,我们展示了在我们的家庭中长期使用VAs的结果:我们比较了最知名的VAs,并讨论了我们发现的一系列挑战,这些挑战可以指导该领域人机交互研究的未来方向。
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引用次数: 4
A System to Support Children in Speech Therapies at Home 支持儿童在家接受语言治疗的系统
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464745
Giuseppe Desolda, R. Lanzilotti, A. Piccinno, Veronica Rossano
Voice disorders occur when voice quality, pitch, and volume differ or are inadequate for an individual's age, gender, cultural background, or geographic location. These are due to inherent internal and/or external factors, such as vocal cord damage, brain damage, muscle weakness, or vocal cord paralysis that often damage the vocal folds. Commonly the age range of the patients is 4-6 years old. To overcome these problems, speech therapy is needed, which consists of a set of exercises aiming to stimulate the child's language. A personalized treatment for each patient should be defined in accordance with the patient's specific problems. Since speech exercises, even if they usually are proposed as games, are often boring for the children and their caregivers, this research proposed the system Pronuntia, which supports all the actors involved in the speech therapy. The automatic acquisition and correction of the speech exercises through the system allows real-time feedback to patients and therapists. Moreover, some AI techniques have been implemented to help therapists in tuning the automatic recognition level of the patient's speech according to the disease severity. A user test involving 5 speech therapists and 5 caregivers has been carried out to evaluate the usability of the system.
当语音质量、音高和音量不同或不适合个人的年龄、性别、文化背景或地理位置时,就会出现语音障碍。这些是由于固有的内部和/或外部因素,如声带损伤,脑损伤,肌肉无力,或声带麻痹,经常损害声带。通常患者的年龄范围为4-6岁。为了克服这些问题,需要语言治疗,包括一系列旨在刺激孩子语言的练习。应根据患者的具体问题确定每位患者的个性化治疗方案。由于语言练习,即使他们通常被提议为游戏,对孩子和他们的照顾者来说往往是无聊的,本研究提出了Pronuntia系统,它支持所有参与语言治疗的参与者。通过系统自动获取和纠正语音练习,可以实时反馈给患者和治疗师。此外,一些人工智能技术已经实施,以帮助治疗师根据疾病的严重程度调整患者语音的自动识别水平。对5名语言治疗师和5名护理人员进行了用户测试,以评估该系统的可用性。
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引用次数: 2
Engaging Children in Remotely Ideating and Programming Smart Things 让孩子们远程构思和编程智能的东西
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464728
Maria Angela Pellegrino, Eftychia Roumelioti, M. D'Angelo, R. Gennari
Recent research tried involving different end-users in the design of smart things, such as smart watches that sense high temperature, process it, and react by vibrating. Designing new smart things is a lengthy process, which requires exploring what smart things are made of, ideating them, as well as programming them. Engaging children across an entire design process is thereby demanding, e.g., it requires sustained attention and logical reasoning. Engaging children in design at a distance is even more complicated, e.g., there are no reference models. This paper reports on the design of an online workshop, which aimed at engaging children across the entire design process of smart things, of increasing complexity, and at a distance. Children were different for age and gender. An engagement questionnaire was administered to understand whether children were engaged in smart-thing design at a distance. This paper offers a descriptive statistical analysis of the results of the questionnaire, which are discussed to distil lessons for future engaging smart-thing design workshops at a distance.
最近的研究试图让不同的终端用户参与智能产品的设计,比如能感知高温、处理高温并通过振动做出反应的智能手表。设计新的智能产品是一个漫长的过程,需要探索智能产品的构成、构思和编程。因此,让孩子们参与整个设计过程是很有要求的,例如,它需要持续的注意力和逻辑推理。让孩子在远处参与设计就更加复杂了,例如,没有参考模型。这篇论文报告了一个在线工作坊的设计,旨在吸引孩子们参与智能事物的整个设计过程,增加复杂性,并在远处。孩子们的年龄和性别各不相同。通过参与问卷来了解儿童是否参与远距离智能设计。本文对调查问卷的结果进行了描述性统计分析,并对其进行了讨论,以提炼出未来远程参与智能事物设计研讨会的经验教训。
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引用次数: 3
Comparing Persona Analytics and Social Media Analytics for a User-Centric Task Using Eye-Tracking and Think-Aloud 比较人物角色分析和社会媒体分析的用户为中心的任务使用眼动跟踪和思考出声
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464734
Joni O. Salminen, Sercan Sengün, Soon-Gyo Jung, B. Jansen
We compare a data-driven persona system and an analytics system for efficiency and effectiveness for a user identification task. Findings from the 34-participant experiment show that the data-driven persona system affords faster task completion, is easier for users to engage with, and provides better user identification accuracy. Eye-tracking data indicates that the participants focus most of their attention on the persona content while focusing more on navigation features when using the analytics system. The combined results provide empirical support for the use of data-driven personas for a user identification task, which we surmise to be a result of the persona system following a user-centered design paradigm instead of an information-centered paradigm. That analytics system afforded capabilities and insights that the persona system did not suggest that the triangulation of features may lead to a better overall user understanding.
我们比较了数据驱动的角色系统和分析系统在用户识别任务中的效率和有效性。34名参与者的实验结果表明,数据驱动的角色系统可以更快地完成任务,更容易让用户参与,并提供更好的用户识别准确性。眼动追踪数据表明,当使用分析系统时,参与者将大部分注意力集中在人物角色内容上,而更关注导航功能。综合结果为使用数据驱动的人物角色进行用户识别任务提供了经验支持,我们推测这是人物角色系统遵循以用户为中心的设计范式而不是以信息为中心的范式的结果。该分析系统提供了角色系统所没有的功能和见解,表明特征的三角化可能会导致更好的整体用户理解。
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引用次数: 1
The Use of Interactive Technologies for Education in Pandemic and Post-Pandemic Contexts: Design Implications 在大流行和大流行后背景下使用互动技术进行教育:设计含义
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464737
Duarte L. Sousa, Pedro F. Campos, Sónia Matos
This study investigates COVID-19's impact on the education system. It captures a multidimensional representation of teachers, students, and parents' use of information communication technologies (ICTs) to mitigate this disruption caused by school closures. The study analyzes the evolving influences on individual and collective behaviour amid the pandemic. The methods consisted of a 5-week longitudinal study that included a survey and multiple interviews with the three stakeholder groups. The qualitative and quantitative data yielded the analysis of ICTs usage before and during social confinement. Further to our analysis, we categorize and discuss our findings. We also interpret results to capture design implications and generate a new concept for design. To finalize, we identified students' learning loss and learning variability as pressing issues, despite the availability of technological mediums. We believe that a collaborative learning system could mitigate such a challenge. We believe that such a system could connect students to a teaching community and imbue a sense of togetherness within the context of distance education.
本研究调查了COVID-19对教育系统的影响。该报告从多方面反映了教师、学生和家长使用信息通信技术(ict)减轻学校关闭造成的干扰的情况。该研究分析了疫情对个人和集体行为的影响。研究方法包括一项为期5周的纵向研究,包括一项调查和对三个利益相关者群体的多次访谈。定性和定量数据分析了社会限制之前和期间的信息通信技术使用情况。在进一步的分析中,我们对我们的发现进行分类和讨论。我们还解释结果,以捕捉设计的含义,并产生一个新的设计概念。最后,我们确定了学生的学习损失和学习可变性是紧迫的问题,尽管有技术媒介的可用性。我们相信协作学习系统可以缓解这样的挑战。我们相信这样一个系统可以将学生连接到一个教学社区,并在远程教育的背景下灌输一种团结的感觉。
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引用次数: 4
Visual Analysis of Goal-Leading Phases in Soccer 足球进球领先阶段的视觉分析
Pub Date : 2021-07-11 DOI: 10.1145/3464385.3464740
P. Buono, Miguel Ceriani, M. Costabile, Paola Valdivia
This work focuses on the use of a specific type of visualization to analyze soccer matches and highlight individual players’ goal contributions. An analytic approach in team sports is nowadays considered crucial by both practitioners and other interested parties such as fans or betters. In soccer, the analysis of sequences of passes and shoots can help the analysts understanding some aspects of the performance of players and teams. We show how, through a compact representation of n-ary temporal relationship, users can get a comprehensive view of the evolution of the passes leading to a goal in several matches. The dataset considered in this work contains data from the first 26 weeks of the season 2019-2020 of the Italian major soccer league.
这项工作的重点是使用一种特定类型的可视化来分析足球比赛,并突出显示单个球员的进球贡献。如今,团队运动中的分析方法被实践者和其他感兴趣的团体(如球迷或更好的人)认为是至关重要的。在足球比赛中,对传球和射门序列的分析可以帮助分析人员了解球员和球队表现的某些方面。我们展示了如何通过n-ary时间关系的紧凑表示,用户可以获得几场比赛中导致进球的传球演变的全面视图。本研究中考虑的数据集包含意大利主要足球联赛2019-2020赛季前26周的数据。
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引用次数: 2
期刊
CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter
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