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Facilitation Tools and Techniques for Distributed Online Co-Design with Children 与儿童进行分布式在线协同设计的促进工具和技术
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547695
Naska Winschiers-Goagoses, H. Winschiers-Theophilus, Tariq Zaman, Helvi Itenge, Erkki Rötkönen, Daniel Yong Wen Tan, R. C. Smith
In an attempt to promote wider participation of children across the globe in co-designing, we need to establish enabling distributed online facilitation techniques and tools. In this hybrid workshop, we will work in an online design space that was co-designed with 62 children from Namibia, Malaysia and Finland. Participants will share challenging experiences, and develop strategical solutions in teams. Furthermore, participants will have the chance to co-facilitate a design session with children from across the globe and reflect on their experiences. We hope to create new connections between researchers and practitioners, to exchange techniques and tools, and collaborate on new projects with children from different places.
为了促进全球儿童更广泛地参与共同设计,我们需要建立分布式的在线促进技术和工具。在这个混合工作坊中,我们将在一个由来自纳米比亚、马来西亚和芬兰的62名儿童共同设计的在线设计空间中工作。参与者将分享具有挑战性的经验,并在团队中制定战略解决方案。此外,参与者将有机会与来自世界各地的孩子们共同推动设计会议,并反思他们的经验。我们希望在研究人员和从业人员之间建立新的联系,交流技术和工具,并与来自不同地方的儿童合作开展新项目。
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引用次数: 1
Whack-A-Mole VR: Demonstration of Accessible Virtual Reality Game Design for Stroke Rehabilitation 打地鼠VR:卒中康复无障碍虚拟现实游戏设计演示
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547723
B. I. Hougaard, H. Knoche, I. Brunner, L. Evald
Whack-A-Mole VR is an open-source neurorehabilitation platform that is co-developed with clinical personnel to be accessible for stroke patients with varying levels of spatial neglect and upper limb hemiparesis. The platform provides a fundamental structure and framework for development of VR point-and-shoot games, whilst designed to accomodate stroke rehabilitation. The platform leverages benefits of VR, through input and viewport manipulation and kinematic measurement of velocity, trajectory straightness, smoothness of movement to provide evidence-based treatment.
打地鼠VR是一个与临床人员共同开发的开源神经康复平台,可用于不同程度的空间忽视和上肢偏瘫中风患者。该平台为VR瞄准射击游戏的开发提供了一个基本的结构和框架,同时设计用于适应中风康复。该平台利用VR的优势,通过输入和视口操作以及速度、轨迹直线度和运动平滑度的运动学测量来提供循证治疗。
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引用次数: 0
HYCOMOTO
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3558903
Karthikeya S. Acharya, L. S. Vestergaard, M. Campinoti
We propose a tutorial for a Hybrid Collaborative Modelling Tool (HYCOMOTO): https://protobtech.dk/hycomoto/ as a workshop for a duration of three hours. The purpose of the tool is to introduce generative and collaborative modelling resulting in higher level of abstraction from large textual content. The tool employs two main parts, the first part is an online environment that generates a word cloud, referred to as the word cloud generator. The second part is a set of reusable wooden plates, that are referred to as word plates, which are used for physically modelling the content from the word cloud. These two parts of the tool are handled by two separate members of a team who are synchronous online but not essentially co-located. The online environment is handled by a cloud builder and the word plates are handled by a model builder. This setup has been tested twice, once with a group of four teams and another time with a group of three teams. Based on the preliminary test and its analysis we find that using such a hybrid tool can result in collaborative meaning making and an alternative understanding of large textual content. We hypothesize that this occurs because of collaborative model building, as the textual understanding of participants gets collaboratively negotiated and translated by reflective embodied action. We would like to further test, refine and disseminate the tool as an opensource kit, both as a meaning-forming and meaningful platform to a wider audience through a tutorial at Nordichi 2022.ion from large textual content. The tool employs two main parts, the first part is an online environment that generates a word cloud, referred to as the word cloud generator. The second part is a set of reusable wooden plates, that are referred to as word plates, which are used for physically modelling the content from the word cloud. These two parts of the tool are handled by two separate members of a team who are synchronous online but not essentially co-located. The online environment is handled by a cloud builder and the word plates are handled by a model builder. This setup has been tested twice, once with a group of four teams and another time with a group of three teams. Based on the preliminary test and its analysis we find that using such a hybrid tool can result in collaborative meaning making and an alternative understanding of large textual content. We hypothesize that this occurs because of collaborative model building, as the textual understanding of participants gets collaboratively negotiated and translated by reflective embodied action. We would like to further test, refine and disseminate the tool as an opensource kit, both as a meaning-forming and meaningful platform to a wider audience through a tutorial at Nordichi 2022.
我们提出了一个混合协作建模工具(HYCOMOTO)的教程:https://protobtech.dk/hycomoto/作为一个持续三个小时的研讨会。该工具的目的是引入生成和协作建模,从而从大型文本内容中获得更高层次的抽象。该工具采用了两个主要部分,第一部分是生成词云的在线环境,称为词云生成器。第二部分是一组可重复使用的木制板,称为单词板,用于对单词云中的内容进行物理建模。工具的这两个部分由团队的两个独立成员处理,他们是同步在线的,但本质上不是位于同一位置。在线环境由云构建器处理,字板由模型构建器处理。这个设置已经测试了两次,一次是四支队伍,另一次是三支队伍。基于初步测试及其分析,我们发现使用这种混合工具可以导致协作意义生成和对大量文本内容的替代理解。我们假设这种情况的发生是因为协作模式的建立,因为参与者的文本理解是通过协作协商的,并通过反思的具体化行动进行翻译。我们希望通过Nordichi 2022的教程,进一步测试、完善和传播该工具作为开源工具包,作为一个有意义的形成和有意义的平台,向更广泛的受众传播。从大型文本内容中提取离子。该工具采用了两个主要部分,第一部分是生成词云的在线环境,称为词云生成器。第二部分是一组可重复使用的木制板,称为单词板,用于对单词云中的内容进行物理建模。工具的这两个部分由团队的两个独立成员处理,他们是同步在线的,但本质上不是位于同一位置。在线环境由云构建器处理,字板由模型构建器处理。这个设置已经测试了两次,一次是四支队伍,另一次是三支队伍。基于初步测试及其分析,我们发现使用这种混合工具可以导致协作意义生成和对大量文本内容的替代理解。我们假设这种情况的发生是因为协作模式的建立,因为参与者的文本理解是通过协作协商的,并通过反思的具体化行动进行翻译。我们希望通过Nordichi 2022的教程,进一步测试、完善和传播该工具作为开源工具包,作为一个有意义的形成和有意义的平台,向更广泛的受众传播。
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引用次数: 0
Exploration of Visual and Haptic Sensorial Feedbacks for Pedestrian Navigation 行人导航的视觉和触觉反馈研究
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547716
Dushil S. Parshotam, Kira Dressel
In order to lower our carbon footprint, there has been a push towards more pedestrian-friendly methods of transportation. Navigation wearables have grown with this trend, creating more interactive and enriching experiences for the user. However, most wearable designs do not stem from the properties of sensorial feedback. In this research, we collected both qualitative and quantitative data in multiple user studies. We explored the characteristics of visual and haptic feedback. Allowing the user’s experience to inspire new forms of navigation, with an emphasis on co-creation. It was found that the haptic feedback provides a more intuitive navigational experience while struggling to convey more complex instructions required by traditional turn-by-turn navigation. While visual stimuli performed well irrespective of the complexity of the instruction due to people being familiar with responding to visual cues.
为了降低我们的碳足迹,人们一直在推动更适合行人的交通方式。导航可穿戴设备随着这一趋势而发展,为用户创造了更多互动和丰富的体验。然而,大多数可穿戴设计并非源于感官反馈的特性。在本研究中,我们收集了多个用户研究的定性和定量数据。我们探讨了视觉和触觉反馈的特点。让用户的体验激发新的导航形式,并强调共同创造。研究发现,在传统的逐向导航需要传达更复杂的指令时,触觉反馈提供了更直观的导航体验。而视觉刺激表现良好,与指令的复杂性无关,因为人们熟悉对视觉线索的反应。
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引用次数: 0
Designing Feedback for Haptic and Shape Changing Interfaces with Feelix: A tutorial on the design of force feedback and shape change in custom user interfaces 使用Feelix设计触觉和形状变化界面的反馈:在自定义用户界面中设计力反馈和形状变化的教程
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3558900
Anke van Oosterhout, Miguel Bruns, Eve E. Hoggan
Force feedback and shape change introduce unique qualities in interaction design that can be favorable for the design of more intelligent physical user interfaces and robotics, as communication revolves to a large extent around body language and gestures. Research in HCI and industry has a strong focus on voice interfaces, while modalities as force feedback seem to receive most interest in contexts where inherent haptic feedback is absent, such as VR and robotics. There is a dearth of design tools and support to explore the haptic design space given the challenges associated with the haptic modality. The haptic authoring tool Feelix aims to address some of these challenges that the designers are facing to make these modalities more accessible as a design material in HCI. Attendees will learn about possibilities and challenges associated with the design of force feedback and shape change for custom user interfaces and engage in hands-on exploration with different methods and techniques to develop haptic experiences for deformable interfaces with Feelix.
力反馈和形状变化在交互设计中引入了独特的特性,有利于设计更智能的物理用户界面和机器人,因为交流在很大程度上围绕着肢体语言和手势。人机交互和工业领域的研究重点是语音界面,而力反馈模式似乎在缺乏固有触觉反馈的环境中最受关注,比如VR和机器人。考虑到与触觉模式相关的挑战,目前缺乏设计工具和支持来探索触觉设计空间。触觉创作工具Feelix旨在解决设计师面临的一些挑战,使这些模式更容易作为HCI的设计材料。与会者将了解与自定义用户界面的力反馈和形状变化设计相关的可能性和挑战,并利用不同的方法和技术进行动手探索,以开发与Feelix可变形界面的触觉体验。
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引用次数: 0
Nebula: Artistic Somaesthetic Appreciation with Biosignals in Virtual Reality 星云:虚拟现实中生物信号的艺术躯体审美欣赏
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547710
Birgir Baldursson, David Peterson, M. Gamboa
The combination of Virtual Reality and Biosignals is a developing area of research, and a design space with promising possibilities and implications for art and creativity. In this demonstration, we focus on supporting an engaging personal creative experience in Virtual Reality, making use of respiration, heart-rate, and gestures. The interactive modalities afford a new medium for art-making, and are potentially conducive to well-being. Our interactive experience stems from a Research through Design process and informed by Soma Design, interviews with artists, and preliminary user studies. We present Nebula – an immersive VR experience aimed at supporting a user’s somaesthetic appreciation and well-being.
虚拟现实与生物信号的结合是一个正在发展的研究领域,也是一个对艺术和创造力具有广阔可能性和意义的设计空间。在这个演示中,我们专注于在虚拟现实中支持引人入胜的个人创意体验,利用呼吸,心率和手势。互动模式为艺术创作提供了一种新的媒介,并有可能有利于福祉。我们的互动体验源于通过设计的研究过程,并由Soma设计、艺术家访谈和初步的用户研究提供信息。我们提出星云-一个身临其境的VR体验,旨在支持用户的身体审美和健康。
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引用次数: 2
Opportunities and Challenges of Teaching Machine Learning as a Design Material with the micro:bit 用micro:bit教授机器学习作为设计材料的机遇与挑战
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547689
K. Bilstrup, M. H. Kaspersen, M. S. A. Sørensen, M. G. Petersen
There has been a growing focus on preparing children for navigating a future where digital technologies, such as Machine Learning (ML), are present in both society and personal life. In order to let students explore how ML is embedded into our infrastructure, we designed ml-machine.org, an educational tool for creating ML models with the micro:bit, and incorporating them into interactive systems, thus making ML a design material. Through an in-situ pilot study in an 8th grade classroom we demonstrates that students were able to redesign everyday objects around the possibilities and limitations imposed by ML, but that they struggled to understand more advanced parts of ML such as data representation. Based on these experiences we discuss focus areas for future directions of the tool: Enriching machine learning as a design material; exposing machine learning design practices; addressing the difficult parts.
人们越来越关注让孩子们为未来做好准备,在未来,机器学习(ML)等数字技术将出现在社会和个人生活中。为了让学生探索机器学习如何嵌入到我们的基础设施中,我们设计了ML -machine.org,这是一个用micro:bit创建机器学习模型的教育工具,并将它们整合到交互系统中,从而使机器学习成为一种设计材料。通过在八年级教室的现场试点研究,我们证明了学生能够围绕ML施加的可能性和限制重新设计日常物品,但他们很难理解ML的更高级部分,如数据表示。基于这些经验,我们讨论了该工具未来发展方向的重点领域:丰富机器学习作为设计材料;揭示机器学习设计实践;解决困难的部分。
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引用次数: 1
Using Virtual Reality to Demonstrate Sustainable Architecture Concepts: Making Passive Systems Interactive 利用虚拟现实展示可持续建筑概念:使被动系统具有互动性
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547718
Kasper Rodil, Kasper Bisbo, Kasper Thorsø Kronborg, Lukas Bisgaard Kristensen, Pelle Bloch Atkinson, M. Dabaieh
In a collaboration between sustainable architecture and HCI, this demo showcases how VR can further the embodiment of designed architectural solutions and their experience in envisioned scale and interactivity. The prototype is constructed from architectural blueprints and features emission-free, passive systems enabling the Z Free Home concepts to be experienced.
在可持续建筑和HCI之间的合作中,这个演示展示了VR如何进一步体现设计的建筑解决方案,以及它们在预期规模和交互性方面的体验。原型是根据建筑蓝图构建的,并具有无排放的被动系统,使Z自由之家的概念得以体验。
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引用次数: 1
Towards Participatory Design Facilitation as Reflective Practice 参与式设计促进作为反思性实践
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547708
Y. Dahl, K. Sharma, Dag Svanes
Facilitators of participatory design activities have a large impact on the form of participation and the output of such activities. Yet, the facilitator role and role-related practices have not yet been thoroughly problematized in human–computer interaction and participatory design literature. With the goal of exploring different perspectives on the facilitator role and ways to support reflective facilitation practice, we propose a workshop intended to strengthen the community of researchers and practitioners interested in participatory design facilitation as a methodological challenge. In particular, the workshop seeks to explore ways by which a reflective facilitation practice can be supported.
参与式设计活动的促进者对参与的形式和这种活动的产出有很大的影响。然而,在人机交互和参与式设计文献中,促进者角色和与角色相关的实践尚未被彻底地提出问题。为了探索关于促进者角色的不同观点和支持反思性促进实践的方法,我们提出了一个研讨会,旨在加强对参与式设计促进作为方法论挑战感兴趣的研究人员和实践者的社区。讲习班特别寻求探索支持反思性促进实践的方法。
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引用次数: 0
Speculations on Feminist Reproductive Health Technologies 对女性主义生殖健康技术的思考
Pub Date : 2022-10-08 DOI: 10.1145/3547522.3547698
Lara Reime, Nadia Campo Woytuk, Joonha Park, M. Søndergaard, Deepika Yadav, Vasiliki Tsaknaki, Sarah Homewood
This one-day workshop invites participants to discuss possibilities of designing with and for reproductive bodies by taking vantage points in existing discussions within HCI which are rethinking approaches to reproductive health and broadening understandings of reproductive bodies beyond the category of women's health. The workshop is grounded in these ongoing discussions, calling for intersectional approaches that account for the pluralities of bodies when designing for and with bodies. Through collective and speculative explorations, we are aspiring to find new directions within reproductive health research, to disrupt binary understandings of reproductive bodies, and to explore interpersonal/relational issues when talking about in/fertility that extend beyond the female body. The aim of the workshop is to bring together HCI researchers that are working with or are interested in bodies and bodily experiences including, but not limited to, in/fertility, menopause, menstruation, transitions, interpersonal as well as more-than-human relations, and are motivated to unpack and expand current practices, but also to imagine inclusive directions of design and research in these areas.
这个为期一天的讲习班邀请与会者讨论与生殖机构一起设计和为生殖机构设计的可能性,利用国际卫生组织内部现有讨论的优势,这些讨论正在重新思考生殖健康的方法,并在妇女健康范畴之外扩大对生殖机构的理解。研讨会以这些正在进行的讨论为基础,呼吁在为身体设计和与身体设计时采用考虑到身体多元性的交叉方法。通过集体和投机的探索,我们渴望在生殖健康研究中找到新的方向,打破对生殖身体的二元理解,并在谈论女性身体以外的生育能力时探索人际/关系问题。研讨会的目的是将从事或对身体和身体体验感兴趣的HCI研究人员聚集在一起,包括但不限于生育、更年期、月经、过渡、人际关系以及超越人际关系,并有动力解开和扩展当前的实践,同时也想象这些领域的设计和研究的包容性方向。
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引用次数: 3
期刊
Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference
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