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Work of the Future 未来的工作
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547707
M. Duckert, Eve E. Hoggan, L. Barkhuus, Pernille Bjørn, Nina Boulus-Rødje, S. Bødker, N. H. Møller, Irina Shklovski
Remote and hybrid work has received significant attention in the last years in both academic and industrial contexts, especially due to the COVID-19 pandemic and attendant lockdown. Some of the remaining challenges in current remote technologies include limited embodiment, hierarchy and agency issues, and significant technological limitations. In this workshop, we will, together with the participants, explore how to design socio-technical systems that connect people and artefacts during collaborative activities. The workshop will use provocations, artefacts, and group work to imagine the futures of work with a focus on hybrid work practices.
在过去几年中,远程和混合工作在学术和工业背景下都受到了极大的关注,特别是由于COVID-19大流行和随之而来的封锁。当前远程技术中仍然存在的一些挑战包括有限的体现、层次结构和代理问题以及重大的技术限制。在本次研讨会中,我们将与参与者一起探讨如何设计社会技术系统,在协作活动中连接人与人工制品。研讨会将使用挑衅、人工制品和小组工作来想象工作的未来,重点是混合工作实践。
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引用次数: 0
Democratizing Mobilities Design Tools Using VR - Extended Abstract 民主化移动设计工具使用VR -扩展抽象
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547713
Ivan David Tovar Siso, Kasper Amstrup Jensen, Stefan Norborg Eriksen, C. Madsen
In collaboration with Metroselskabet in Copenhagen, Denmark, this project is an exploration of how virtual reality can support urban designers in visualizing crowd flow in Nørreport Metro Station. The aim was to visualize the simulated effects of rearranging the placement of electronic ticket validators. Four elements form the core of the prototype. First, crowd simulation using Unity’s NavMesh system, with agents driven by behavior trees. Second, VR technology to support an immersive and interactive experience. Third, a virtual environment based on Nørreport Metro Station. Fourth, a logging system so that data could be extracted from the simulated crowd flow, enabling further analysis by users. The project was evaluated on five participants, consisting of an expert heuristic evaluation along with cybersickness and presence questionnaires. Results showed great promise, and through multiple iterations the project was considered to be sufficient as a design tool for urban metro design.
该项目与丹麦哥本哈根的Metroselskabet合作,探索虚拟现实如何支持城市设计师在Nørreport地铁站可视化人群流动。其目的是可视化重新安排电子票验证器位置的模拟效果。四个元素构成了原型的核心。首先,使用Unity的NavMesh系统进行人群模拟,由行为树驱动代理。第二,VR技术支持沉浸式互动体验。第三,基于Nørreport地铁站的虚拟环境。第四,日志系统,可以从模拟的人流中提取数据,供用户进一步分析。该项目对五名参与者进行了评估,包括专家启发式评估以及晕屏和存在问卷。结果显示出很大的希望,通过多次迭代,该项目被认为足以作为城市地铁设计的设计工具。
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引用次数: 0
Age Against the Machine: A Call for Designing Ethical AI for and with Children 年龄对抗机器:呼吁为儿童设计道德的人工智能
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547702
Sumita Sharma, Marianne Kinnula, N. Iivari, Leena Ventä-Olkkonen, Heidi Hartikainen, Eva Durall, Tonja Molin-Juustila, J. Okkonen, Sirkku Kotilainen, Nitin Sawhney, G. Eden, Charu Monga
Child-Computer Interaction (CCI) research is focused on cultivating, nurturing, and nudging children towards technology use and design. Recently, ethical aspects related to technology have come to the forefront, including the inherent limitations of technology, particularly related to Artificial intelligence (AI). Further, AI has a known diversity problem where age-inclusion can be sometimes forgotten. While various global and national policy frameworks on Children and AI are being developed, the approaches are child-centered but not child-led, restricting children from affecting their own digital futures. Further still, there is little discussion with children on the limitations, inherent biases, and lack of diversity in current design and development of AI. As AI evolves to mimic human-like cognition, emotions, conversations, and decision-making, its impact on children and their futures should be critically examined for, with, and by children. To this end, we invite NordiCHI conference participants and their children to critically examine the challenges towards AI, where all participants consider and reimagine alternative technology presents and futures. This workshop contributes to the ongoing work on Children and AI by including children as equal partners and empowering them to consider present and future challenges as experts of their own lives, with diverse interests, backgrounds, perspectives, and experiences.
儿童-计算机交互(CCI)研究的重点是培养、培养和推动儿童对技术的使用和设计。最近,与技术相关的伦理问题已经走到了最前沿,包括技术固有的局限性,特别是与人工智能(AI)相关的局限性。此外,人工智能有一个众所周知的多样性问题,有时可能会忘记年龄的包容性。虽然正在制定各种关于儿童和人工智能的全球和国家政策框架,但这些方法是以儿童为中心,而不是以儿童为主导,限制了儿童影响自己的数字未来。此外,很少有人与孩子们讨论当前人工智能设计和开发的局限性、固有偏见和缺乏多样性。随着人工智能进化到模仿人类的认知、情感、对话和决策,它对儿童及其未来的影响应该为儿童、与儿童一起以及由儿童来严格审查。为此,我们邀请NordiCHI会议的参与者和他们的孩子批判性地审视人工智能面临的挑战,所有参与者都在考虑和重新构想替代技术的现状和未来。本次研讨会将儿童视为平等的合作伙伴,使他们能够以不同的兴趣、背景、观点和经验,作为自己生活的专家来考虑当前和未来的挑战,从而为正在进行的儿童和人工智能工作做出贡献。
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引用次数: 0
Ethical Future Environments: Engaging refugees in Smart City participation 道德的未来环境:让难民参与智慧城市
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547704
Laura Scheepmaker, Tanja Aal, Kay Kender, S. Vallis, Konstantin Aal, Nancy Smith, M. Melenhorst, Anouk van Twist, M. Veenstra, Doug Schuler, Claudia Müller, V. Wulf, Anne Weibert
Aiming to improve quality of life for their citizens, cities and environments regions are becoming increasingly smarter. Smart City research and practice has put emphasis on the importance of citizen-centric processes, collaborating with citizens and other stakeholders, as well as public values in Smart City projects. Nevertheless, cities and governmental organizations continue to adopt technology-push approaches, marginalized citizens such as refugees are often excluded in (urban) digitalization and decision-making processes. Despite their different and valuable perspectives, collaborating with marginalized citizens is not common practice, as it often requires a different approach than traditional citizen participation techniques. During this workshop, we will discuss with Smart City practitioners and refugees how we could broaden participation to include citizens who are still excluded, using a visual card-based game to discuss topics in the Smart City context that are relevant to participants. The expected outcomes of this workshop are an understanding of opportunities for involving marginalized citizens (in this workshop: refugees) in Smart City projects, different perspectives of stakeholders involved, and the setting up of a learning and caring community in which different stakeholders can share their insights and practices.
为了提高市民的生活质量,城市和环境变得越来越智能。智慧城市的研究和实践强调了以公民为中心的过程、与公民和其他利益相关者的合作以及智慧城市项目中的公共价值观的重要性。然而,城市和政府组织继续采用技术推动的方法,难民等边缘化公民往往被排除在(城市)数字化和决策过程之外。尽管他们的观点不同且有价值,但与边缘化公民合作并不常见,因为它往往需要不同于传统公民参与技术的方法。在本次研讨会期间,我们将与智慧城市实践者和难民讨论如何扩大参与范围,将仍然被排除在外的公民包括在内,使用基于视觉卡的游戏来讨论与参与者相关的智慧城市背景下的主题。本次研讨会的预期成果是:了解让边缘化公民(本次研讨会中为难民)参与智慧城市项目的机会,参与的利益相关者的不同观点,以及建立一个学习和关怀社区,不同利益相关者可以在其中分享他们的见解和实践。
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引用次数: 0
The Aesthetics of Uncertainty: Co-Constructing Playful Ways of Knowing and Understanding Extended Reality (XR) and Care Identity. 不确定性美学:共同建构认知和理解扩展现实(XR)与关怀认同的趣味方式。
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547720
John Morrison, Matthew Kranicz
This research focuses on investigating new modalities of experience with lens-based technologies and creative expression for meaning-making with care experienced individuals. The digital artefacts presented in the demo emerged from trauma-informed Research through Design (RtD) workshops, collaborating with care experienced young people in Edinburgh and London. We present findings for communicating insights on playful ways of generating new perceptual and agential affordances of extended reality (XR) technologies in addressing ethical challenges of participation and representation with the care experienced participants. Key outcomes of the practice research are digital ethnographic artefacts intended to supplement statistics on care identity and qualitative data on what people say and do with insights into the patterns of meaning from what people make, improvise and dream. These artefacts represent a trauma-informed means of presentational knowing while embodying the playful and participative RtD experience towards illuminating deeper tacit and latent aspects of individuals’ personal constructs. The artefacts are presented as interactive XR prototypes to be experienced in the HoloLens headset and on mobile devices. From a qualitative research perspective, the prototypes are a form of data visceralisation which extends the actively participative process of their creation by exploring the affectual collaborative sense-making potential of XR with participants and audiences.
本研究的重点是研究基于透镜的技术的新体验模式,以及与护理经验丰富的个人进行意义制造的创造性表达。演示中展示的数字人工制品来自创伤信息研究通过设计(RtD)研讨会,与爱丁堡和伦敦的护理经验丰富的年轻人合作。我们提出了一些研究结果,以交流关于产生扩展现实(XR)技术的新感知和代理支持的有趣方式的见解,以解决与护理经验丰富的参与者参与和代表的伦理挑战。实践研究的主要成果是数字人种志人工制品,旨在补充关于护理身份的统计数据和关于人们所说和所做的定性数据,并从人们的创造、即兴创作和梦想中洞察意义模式。这些人工制品代表了一种创伤知识的呈现方式,同时体现了有趣和参与性的RtD体验,以阐明个人个人结构中更深层次的隐性和潜在方面。这些人工制品以交互式XR原型的形式呈现,供用户在HoloLens头戴设备和移动设备上体验。从定性研究的角度来看,原型是一种数据内脏化的形式,它通过探索XR与参与者和受众之间的情感协作意义创造潜力,扩展了其创造的积极参与过程。
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引用次数: 0
Curating/Fermenting Data: data workflows for semantic web applications: Curating/Fermenting Data 管理/发酵数据:语义web应用程序的数据工作流:管理/发酵数据
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547701
M. Tyżlik-Carver, Lozana Rossenova, Lukas Fuchsgruber
This one-day workshop will bring together HCI researchers, Linked Open Data (LOD) experts, curators, designers and cultural practitioners to explore applications of LOD for the creation of participatory datasets. The aim of the workshop is to work with a collection of small unstructured data while engaging with questions of ethical data use in HCI design and working with data against a “colonial impulse” [22]. Starting from the Curating Data diagram (Appendix 1) and working with data gathered during a series of workshops in the project Fermenting Data [48], we will create speculative ontologies for the Fermenting Data dataset. The practice component of the workshop will interrogate the design of data curation workflows for semantic web applications, while working with actual ferments in order to physically engage with the process at the source of this dataset.
这个为期一天的研讨会将汇集HCI研究人员、关联开放数据(LOD)专家、策展人、设计师和文化从业者,探讨LOD在创建参与式数据集方面的应用。研讨会的目的是处理一组小型非结构化数据,同时参与HCI设计中道德数据使用的问题,并处理数据以对抗“殖民冲动”[22]。从策划数据图(附录1)开始,并处理在发酵数据项目[48]的一系列研讨会中收集的数据,我们将为发酵数据数据集创建推测本体。研讨会的实践部分将询问语义web应用程序的数据管理工作流程的设计,同时与实际发酵一起工作,以便在数据集的来源处物理地参与过程。
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引用次数: 0
Webstrates, Codestrates v2, and Varv: A Software Stack for Computational Media Webstrates, Codestrates v2和Varv:计算媒体的软件堆栈
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547714
Marcel Borowski, C. Klokmose
Today’s software often comes in the form of applications: rigid turn-key products, which usually cannot be modified by their users. Computational media is an alternative vision of software that is inherently extensible and collaborative. With the Webstrates platform, we started to explore computational media almost a decade ago. Recently, we added the Codestrates v2 development platform and the Varv programming model to Webstrates. Together the three components enable the creation of inherently extensible and collaborative software on the web. In this demonstration, we introduce these three components and showcase their potential in a series of examples.
今天的软件通常以应用程序的形式出现:刚性的交钥匙产品,通常不能被用户修改。计算媒体是软件的另一种愿景,它本质上是可扩展和协作的。有了Webstrates平台,我们大约在十年前就开始探索计算媒体了。最近,我们为Webstrates添加了Codestrates v2开发平台和Varv编程模型。这三个组件一起可以在web上创建固有的可扩展和协作软件。在本演示中,我们将介绍这三个组件,并通过一系列示例展示它们的潜力。
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引用次数: 0
ProjectAR: Rapid Prototyping of Projection Mapping with Mobile Augmented Reality 项目:移动增强现实投影映射的快速原型
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547679
M. Lunding, Germán Leiva, J. Grønbæk, M. G. Petersen
Spatial Augmented Reality (AR) in the form of Projection Mapping is an interesting technology for several scenarios. However, there is a lack of rapid prototyping tools for Projection Mapping. We introduce ProjectAR, a rapid prototyping tool that combines everyday mobile AR devices, such as tablets, with regular projectors. ProjectAR supports easy projector calibration and provides a rapid prototyping environment through the mobile device. Low-fidelity sketches, text, and shapes can be used to create virtual assets. Designers can use ProjectAR as a Wizard of Oz tool to use these assets as part of an interactive Projection Mapping experience. We show the potential of ProjectAR for rapid prototyping and discuss its current limitations as well as future directions for supporting collaborative prototyping between designers and other stakeholders.
投影映射形式的空间增强现实(AR)在一些场景中是一种有趣的技术。然而,目前缺乏用于投影映射的快速原型工具。我们介绍ProjectAR,这是一个快速原型工具,将日常移动AR设备(如平板电脑)与常规投影仪结合在一起。ProjectAR支持简单的投影仪校准,并通过移动设备提供快速原型环境。低保真草图、文本和形状可用于创建虚拟资产。设计师可以使用projecttar作为绿野仙踪的工具来使用这些资产作为交互式投影映射体验的一部分。我们展示了ProjectAR在快速原型方面的潜力,并讨论了它目前的局限性,以及支持设计师和其他利益相关者之间协作原型的未来方向。
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引用次数: 1
Supporting Interface Experimentation for Blockchain Applications 支持区块链应用程序的接口实验
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547676
Michael Fröhlich, Benjamin Moser, Florian Alt, Albrecht Schmidt
There is an increasingly diverse range of smart-contract blockchains on which decentralized applications (dApps) are built. However, HCI research has so far failed to address them, focusing primarily on Bitcoin and Ethereum. This is problematic as these new blockchains come with an increasingly diverse set of properties that influence the usability of dApps for end-users. For blockchain interface design guidelines to be valuable for practitioners, they need to acknowledge the heterogeneity of blockchains. However, evaluating novel interface concepts across different blockchains is resource-intensive as each blockchain has to be integrated manually, slowing down research. To address this challenge, we propose a system to support interface experimentation for blockchain applications. The system allows researchers and developers to connect interfaces to a unified API simulating different blockchains and facilitates the configuration, distribution, and evaluation of online experiments. A preliminary evaluation showed promising results.
构建去中心化应用程序(dApps)的智能合约区块链越来越多样化。然而,迄今为止,HCI研究未能解决这些问题,主要集中在比特币和以太坊上。这是有问题的,因为这些新的区块链具有越来越多样化的属性,这些属性会影响最终用户对dapp的可用性。要使区块链界面设计指南对从业者有价值,他们需要承认区块链的异质性。然而,评估跨不同区块链的新接口概念是资源密集型的,因为每个区块链都必须手动集成,从而减慢了研究速度。为了应对这一挑战,我们提出了一个系统来支持区块链应用程序的接口实验。该系统允许研究人员和开发人员将接口连接到模拟不同区块链的统一API,并促进在线实验的配置,分发和评估。初步评估显示了令人鼓舞的结果。
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引用次数: 0
Understanding Forestry Practices to Support Climate Adaption 了解林业实践以支持气候适应
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547677
Maximilian Krüger, Felix Carros, Michael Ahmadi, D. Leal, M. Brandt, V. Wulf
Forests and their management practices are under considerable pressure to adapt to a changing climate. This study reports on early results on the adaptation of forests and forestry practices in Europe. Our study confirms the social and situated nature of forestry and climate adaption and found that the absence of appropriate knowledge and the multi-actor nature of the forest are central challenges for the necessary adaptation. These challenges are well known to HCI research and resonate with approaches to knowledge management and participation of multiple actors in design. The forest however also challenges existing approaches in return. This makes the forest a site not just for urgent action to realise its role in climate mitigation, but also for the production of HCI knowledge.
森林及其管理实践面临着适应气候变化的巨大压力。这项研究报告了欧洲森林适应和林业实践的早期结果。我们的研究证实了林业和气候适应的社会和环境性质,并发现缺乏适当的知识和森林的多因素性质是必要的适应的主要挑战。这些挑战在HCI研究中是众所周知的,并且与知识管理方法和设计中多个参与者的参与产生了共鸣。然而,森林也对现有的方法提出了挑战。这使得森林不仅是一个采取紧急行动以实现其在减缓气候变化中的作用的场所,也是一个生产HCI知识的场所。
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引用次数: 1
期刊
Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference
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