Henrike Lode, Giuseppe E. Franchi, Niels G. Frederiksen
In this document, the authors present the concept of the design experiment Machineers, a game that is intended to serve as an example of a good educational game by combining a set of game design principles with beneficial learning approaches.
{"title":"Machineers: playfully introducing programming to children","authors":"Henrike Lode, Giuseppe E. Franchi, Niels G. Frederiksen","doi":"10.1145/2468356.2479483","DOIUrl":"https://doi.org/10.1145/2468356.2479483","url":null,"abstract":"In this document, the authors present the concept of the design experiment Machineers, a game that is intended to serve as an example of a good educational game by combining a set of game design principles with beneficial learning approaches.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133738473","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}
Jan-Niklas Antons, S. Arndt, Julia Seebode, R. Schleicher, S. Möller
To acknowledge information received by a mobile device, a number of feedback modalities are available for which human information processing is still not completely understood. This paper focuses on how different feedback modalities are perceived by users introducing a test method that is new in this field of research. The evaluation is done via standard self-assessment and by analyzing brain activity [electroencephalogram (EEG)]. We conducted an experiment with unimodal and multi-modal feedback combinations, and compared behavioral user data to EEG data. We could show that EEG is a feasible method for quantifying conscious processing of feedback in different modalities as it correlates highly with subjective ratings. EEG can thus be considered an additional tool for assessing the effectiveness of feedback, revealing conscious and potential non-conscious information processing.
{"title":"Did you notice?: neuronal processing of multimodal mobile phone feedback","authors":"Jan-Niklas Antons, S. Arndt, Julia Seebode, R. Schleicher, S. Möller","doi":"10.1145/2468356.2468414","DOIUrl":"https://doi.org/10.1145/2468356.2468414","url":null,"abstract":"To acknowledge information received by a mobile device, a number of feedback modalities are available for which human information processing is still not completely understood. This paper focuses on how different feedback modalities are perceived by users introducing a test method that is new in this field of research. The evaluation is done via standard self-assessment and by analyzing brain activity [electroencephalogram (EEG)]. We conducted an experiment with unimodal and multi-modal feedback combinations, and compared behavioral user data to EEG data. We could show that EEG is a feasible method for quantifying conscious processing of feedback in different modalities as it correlates highly with subjective ratings. EEG can thus be considered an additional tool for assessing the effectiveness of feedback, revealing conscious and potential non-conscious information processing.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115752053","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}
Given the proliferation of new mobile devices and different technologies, it is becoming increasingly difficult to develop for mobile settings. To gain a better understanding of the engineering problem and how developers currently work, we conducted a 14-week experiment with four developers. Using a diary study, we analysed commonalities and differences between various native mobile and web-based approaches including the different kinds of tasks and the effort expended on them. We discuss implications for design and describe our current work towards better supporting multi-platform development based on our findings.
{"title":"Informing the design of new mobile development methods and tools","authors":"Michael Nebeling, Christoph Zimmerli, M. Norrie","doi":"10.1145/2468356.2468407","DOIUrl":"https://doi.org/10.1145/2468356.2468407","url":null,"abstract":"Given the proliferation of new mobile devices and different technologies, it is becoming increasingly difficult to develop for mobile settings. To gain a better understanding of the engineering problem and how developers currently work, we conducted a 14-week experiment with four developers. Using a diary study, we analysed commonalities and differences between various native mobile and web-based approaches including the different kinds of tasks and the effort expended on them. We discuss implications for design and describe our current work towards better supporting multi-platform development based on our findings.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114448976","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}
Cagdas Toprak, Joshua Platt, Hsin Yang Ho, F. Mueller
Exertion games, digital games involving physical effort, are becoming more popular. Although some exertion games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without the need to sense body contact. Through reflecting on our design and analyzing observations of play, we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display can have on body contact. Our results aid game designers in creating engaging exertion games by guiding them when considering body contact, ultimately helping players benefit more from engaging exertion games.
{"title":"Bubble popper: body contact in digital games","authors":"Cagdas Toprak, Joshua Platt, Hsin Yang Ho, F. Mueller","doi":"10.1145/2468356.2479630","DOIUrl":"https://doi.org/10.1145/2468356.2479630","url":null,"abstract":"Exertion games, digital games involving physical effort, are becoming more popular. Although some exertion games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without the need to sense body contact. Through reflecting on our design and analyzing observations of play, we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display can have on body contact. Our results aid game designers in creating engaging exertion games by guiding them when considering body contact, ultimately helping players benefit more from engaging exertion games.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"213 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114573599","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}
Marianna Obrist, D. Wurhofer, Alina Krischkowsky, E. Karapanos, David Wilfinger, Nicole Perterer, M. Tscheligi
Commuting can be perceived as both 'relaxing' and 'stressful'. An important cause for stress is getting stuck in traffic, which can especially when unexpected quickly turn commuting into a negative experience, often associated with frustration and the feeling of wasting time. Congestion experiences do not need to be frustrating and annoying. In our research, we aim to generate design solutions for turning the negative experiences into positive ones. We foster the experiential perspective on road congestions, and go beyond current automotive HCI research, which mainly focuses on safety, functionality, and usability. In this paper, we present our work-in progress on characterizing congestion experiences and needs, explored in a design workshop outlining future design directions for supporting positive experiences.
{"title":"Experiential perspectives on road congestions","authors":"Marianna Obrist, D. Wurhofer, Alina Krischkowsky, E. Karapanos, David Wilfinger, Nicole Perterer, M. Tscheligi","doi":"10.1145/2468356.2468451","DOIUrl":"https://doi.org/10.1145/2468356.2468451","url":null,"abstract":"Commuting can be perceived as both 'relaxing' and 'stressful'. An important cause for stress is getting stuck in traffic, which can especially when unexpected quickly turn commuting into a negative experience, often associated with frustration and the feeling of wasting time. Congestion experiences do not need to be frustrating and annoying. In our research, we aim to generate design solutions for turning the negative experiences into positive ones. We foster the experiential perspective on road congestions, and go beyond current automotive HCI research, which mainly focuses on safety, functionality, and usability. In this paper, we present our work-in progress on characterizing congestion experiences and needs, explored in a design workshop outlining future design directions for supporting positive experiences.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114865013","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}
We present results of an exploratory study employing a Wizard of Oz mockup of a new gesture-based access control system we are constructing for our lab's entryway. Among user interactions witnessed, we have identified several behaviors of interest to security researchers and HCI researchers alike. We discuss our security system design approach as an extrapolation of two identified trends, demonstrating the potential for the felt experience of pleasurable and playful systems to help solve difficult interaction problems. We also show the great value of prototyping a mockup to reveal designers' assumptions about human interactions with new technology use cases.
{"title":"Open sesame: re-envisioning the design of a gesture-based access control system","authors":"M. Karlesky, Edward F. Melcer, K. Isbister","doi":"10.1145/2468356.2468565","DOIUrl":"https://doi.org/10.1145/2468356.2468565","url":null,"abstract":"We present results of an exploratory study employing a Wizard of Oz mockup of a new gesture-based access control system we are constructing for our lab's entryway. Among user interactions witnessed, we have identified several behaviors of interest to security researchers and HCI researchers alike. We discuss our security system design approach as an extrapolation of two identified trends, demonstrating the potential for the felt experience of pleasurable and playful systems to help solve difficult interaction problems. We also show the great value of prototyping a mockup to reveal designers' assumptions about human interactions with new technology use cases.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117150039","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}
As support for mathematics accessibility has, historically, been limited, it has served as a barrier for students with impaired vision in learning that fundamental subject. In response to that need, my focus on enhancing mathematics accessibility has emphasized the practice of providing more attention in facilitating "Doing the math" and not just working on the rendering level. My efforts are particularly focused on enabling students with visual disabilities to confront the challenges they face in algebra, and to learn and utilize algebraic skills; i.e., manipulation on the level of basic building blocks of entire expressions, working on complex expressions simplifications and evaluation, and solving algebraic equations.
{"title":"Math manipulation for students with impaired vision","authors":"Nancy Alajarmeh","doi":"10.1145/2468356.2468698","DOIUrl":"https://doi.org/10.1145/2468356.2468698","url":null,"abstract":"As support for mathematics accessibility has, historically, been limited, it has served as a barrier for students with impaired vision in learning that fundamental subject. In response to that need, my focus on enhancing mathematics accessibility has emphasized the practice of providing more attention in facilitating \"Doing the math\" and not just working on the rendering level. My efforts are particularly focused on enabling students with visual disabilities to confront the challenges they face in algebra, and to learn and utilize algebraic skills; i.e., manipulation on the level of basic building blocks of entire expressions, working on complex expressions simplifications and evaluation, and solving algebraic equations.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116037350","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}
In this video we show TouchViz, a software system for visualizing multivariate data that harnesses the physical, embodied nature of tablet computers and physical models such as gravity and force to allow users to explore data along many dimensions at once. Data are represented as actual physical objects that can be manipulated through user touches, tilts, and finger gestures. TouchViz provides an open sandbox for user interaction, supplying an array of force-based tools for structuring and manipulating data made physical. These tools promote curiosity, play, and exploration, leading users to trends and actionable findings encoded in data. By closely mimicking real-world force, gravity, and momentum, TouchViz allows users to explore many dimensions at once through multitouch interactions.
{"title":"TouchViz: (multi)touching multivariate data","authors":"Jeffrey M. Rzeszotarski, A. Kittur","doi":"10.1145/2468356.2479552","DOIUrl":"https://doi.org/10.1145/2468356.2479552","url":null,"abstract":"In this video we show TouchViz, a software system for visualizing multivariate data that harnesses the physical, embodied nature of tablet computers and physical models such as gravity and force to allow users to explore data along many dimensions at once. Data are represented as actual physical objects that can be manipulated through user touches, tilts, and finger gestures. TouchViz provides an open sandbox for user interaction, supplying an array of force-based tools for structuring and manipulating data made physical. These tools promote curiosity, play, and exploration, leading users to trends and actionable findings encoded in data. By closely mimicking real-world force, gravity, and momentum, TouchViz allows users to explore many dimensions at once through multitouch interactions.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123550443","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}
Learning English through playing is expected to help with the effort of seeking new possibilities, from understanding that play is fundamental to the development of a child's capacity to learn. This extended abstract describes the function and system of a second-language learning toy while referring to some educational points to be considered in second-language education. We present iSpy, an interactive language-learning toy for preschool children. Along with the features and values that could be offered by iSpy, concerns and their reflection on the design of iSpy are introduced. Design of iSpy also includes building a collaborating system, consisting of the: toy itself, database, and application to a smart device. iSpy utilizes the living environment as a language learning resource. It is achieved by providing rich audio contents related to the surrounding objects based on the RFID tag mapping information. Tag reading histories are stored and processed to provide constant updates and feedback for parents. The system as a whole is expected to provide a new scenario for the learning toy in terms of creating a sustainable structure.
{"title":"iSpy: RFID-driven language learning toy integrating living environment","authors":"Suhwa Lee, Y. Doh","doi":"10.1145/2468356.2468479","DOIUrl":"https://doi.org/10.1145/2468356.2468479","url":null,"abstract":"Learning English through playing is expected to help with the effort of seeking new possibilities, from understanding that play is fundamental to the development of a child's capacity to learn. This extended abstract describes the function and system of a second-language learning toy while referring to some educational points to be considered in second-language education. We present iSpy, an interactive language-learning toy for preschool children. Along with the features and values that could be offered by iSpy, concerns and their reflection on the design of iSpy are introduced. Design of iSpy also includes building a collaborating system, consisting of the: toy itself, database, and application to a smart device. iSpy utilizes the living environment as a language learning resource. It is achieved by providing rich audio contents related to the surrounding objects based on the RFID tag mapping information. Tag reading histories are stored and processed to provide constant updates and feedback for parents. The system as a whole is expected to provide a new scenario for the learning toy in terms of creating a sustainable structure.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116800118","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}
Fabrice Matulic, M. Norrie, Ihab Al Kabary, H. Schuldt
We present an ongoing effort to design and implement a prototype system for pen and touch-operated digital workdesks supporting the activity of document creation. Our application exploits asymmetric bimanual gestures to perform common document editing operations including element manipulations, text input, clipart retrieval and insertion in a mostly direct way. For many of our gestures, we rely on pen-mode switching actions triggered by postures of the non-dominant hand, which allows us to provide a largely widget-free yet efficient user interface.
{"title":"Gesture-supported document creation on pen and touch tabletops","authors":"Fabrice Matulic, M. Norrie, Ihab Al Kabary, H. Schuldt","doi":"10.1145/2468356.2468569","DOIUrl":"https://doi.org/10.1145/2468356.2468569","url":null,"abstract":"We present an ongoing effort to design and implement a prototype system for pen and touch-operated digital workdesks supporting the activity of document creation. Our application exploits asymmetric bimanual gestures to perform common document editing operations including element manipulations, text input, clipart retrieval and insertion in a mostly direct way. For many of our gestures, we rely on pen-mode switching actions triggered by postures of the non-dominant hand, which allows us to provide a largely widget-free yet efficient user interface.","PeriodicalId":228717,"journal":{"name":"CHI '13 Extended Abstracts on Human Factors in Computing Systems","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124025881","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}