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Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems最新文献

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Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses 社交媒体作为HCI的设计和研究场所:规划机会和展望未来用途
Ferran Altarriba Bertran, Soomin Kim, Minsuk Chang, Ella Dagan, Jared Duval, K. Isbister, Laia Turmo Turmo Vidal
In this workshop, we will explore the emergent methodological space of social media based HCI design and research. We will gather scholars and practitioners from different areas within HCI to discuss how social media platforms might support their practice. Through short presentations, open discussions, and design-led activities, we will examine the affordances of existing social media platforms and speculate future developments in this methodological space. The outcome of the workshop will be an interactive data visualization of existing social media platforms, their main characteristics, and their affordances for HCI design and research. Overall, we will begin to characterize the methodological space of social media based HCI design and research, setting the foundation for future developments in this space.
在本次研讨会中,我们将探索基于社交媒体的HCI设计和研究的新兴方法论空间。我们将聚集来自HCI不同领域的学者和从业者,讨论社交媒体平台如何支持他们的实践。通过简短的演讲、公开讨论和设计主导的活动,我们将研究现有社交媒体平台的可用性,并推测这一方法论领域的未来发展。研讨会的结果将是现有社交媒体平台的交互式数据可视化,它们的主要特征,以及它们对HCI设计和研究的启示。总体而言,我们将开始描述基于社交媒体的HCI设计和研究的方法论空间,为该领域的未来发展奠定基础。
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引用次数: 3
Merging SaaS Products In A User-Centered Way — A Case Study of Overleaf and ShareLaTeX 以用户为中心合并SaaS产品——以Overleaf和ShareLaTeX为例
Paulo Reis, John D. Lees-Miller, Sven Laqua
Mergers and acquisitions pose complex organizational and technical challenges. A user-centered approach can help ensure the success of a merger. By prioritizing the management of user expectations, by addressing change aversion and by ensuring users feel heard, a merger cannot only be made more successful, but also be perceived as a positive change by end users. This case study describes and discusses the user-centered approach taken to successfully merge two established online LaTeX editors: Overleaf and ShareLaTeX. A mixed methods approach was used to simultaneously ensure broad coverage of the user base (quantitative; relevant because these were established products) and also in-depth understanding of their issues, opinions and motivations (qualitative; relevant to making informed design decisions). This user-centered approach was successful in helping the company to set a path for the merger, to adapt in the face of new data, and to create the foundation for sustained growth.
合并和收购构成了复杂的组织和技术挑战。以用户为中心的方法可以帮助确保合并的成功。通过对用户期望的优先级管理,通过解决变更厌恶,并通过确保用户感到被倾听,合并不仅可以更成功,而且还可以被最终用户视为积极的变化。本案例研究描述并讨论了成功合并两个已建立的在线LaTeX编辑器(Overleaf和ShareLaTeX)所采用的以用户为中心的方法。采用混合方法同时确保广泛覆盖用户群(数量;相关性,因为这些都是已建立的产品),也要深入了解他们的问题,意见和动机(定性;与做出明智的设计决策相关)。这种以用户为中心的方法成功地帮助公司为合并铺平了道路,适应了新的数据,并为持续增长奠定了基础。
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引用次数: 2
Directly Controlling the Perceived Difficulty of a Shooting Game by the Addition of Fake Enemy Bullets 通过添加假敌人子弹直接控制射击游戏的感知难度
Jiale Zhang
Adjusting the balance between the player’s game skill and the difficulty level is one of the most important factors to improve the player’s engagement. However, it is still quite rare to find works that aim to straightly control the subjective difficulty perceived by the player. Our research question is whether or not it is possible to control the perceived difficulty just by adding enemy objects that do not raise the actual difficulty level. To investigate this issue, we designed a simple shooting game with two ‘fake enemy bullets’: Unreachable Bullets and Non-collisionable Bullets, which do not damage the player character. The experiment suggests that the non-collisionable bullet can efficiently increase the perceived difficulty level but the unreachable bullet does not. Such a study in novel techniques that can control the perceived difficulty without changing the actual difficulty could contribute to both research and practices in game design.
调整玩家的游戏技能和难度水平之间的平衡是提高玩家粘性的最重要因素之一。然而,我们仍然很难找到能够直接控制玩家主观难度的作品。我们的研究问题是,是否有可能通过添加不提高实际难度的敌人物体来控制感知难度。为了研究这个问题,我们设计了一款带有两种“假敌人子弹”的简单射击游戏:不可触及的子弹和不可碰撞的子弹,这两种子弹不会伤害玩家角色。实验表明,非碰撞弹能有效提高感知难度,而不可及弹则不能。这种能够在不改变实际难度的情况下控制感知难度的新技术研究,将有助于游戏设计的研究和实践。
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引用次数: 0
Migration and Mobility in HCI: Rethinking Boundaries, Methods, and Impact 人机交互中的迁移和流动:重新思考边界、方法和影响
Dina Sabie, Reem Talhouk, Cansu E. Dedeoglu, C. Maitland, V. Wulf, Eiad Yafi, Samar Sabie, Asam Almohamed, Safa'a AbuJarour, Kahina Le Louvier, F. Hussain, Syed Ishtiaque Ahmed
Research on migration (both internal and external, voluntary and forced) has been an emergent domain in HCI and related disciplines over the past decade. However, as the number of migrants has been increasing over the last two decades, coupled with various growing global affairs, new challenges encountered by diverse types of migrants (e.g. international students, migrant workers) keep arising, and research on mobility gets entangled with many broader social and political issues. Hence, migration can no longer be considered as a ‘special case’ for some immigrant and refugee communities, but an everyday reality to hundreds of millions of people worldwide and across diverse socio-economic groups. Therefore, the objectives of this workshop are to (a) build a community with HCI researchers and practitioners involved in different domains, within and beyond migration, to share ideas and exchange expertise, (b) broaden the scope of HCI migration research and identify gaps within this field, and (c) provide a safe space for critical reflection on methodological approaches, research infrastructure, and space boundaries in relation with migration to achieve a better real-world impact.
在过去十年中,对迁移(内部和外部,自愿和被迫)的研究已成为人力资源管理和相关学科的新兴领域。然而,在过去的二十年中,随着移民数量的不断增加,加上各种日益增长的全球事务,各种类型的移民(如国际学生,农民工)所面临的新挑战不断出现,对流动性的研究与许多更广泛的社会和政治问题纠缠在一起。因此,移徙不能再被视为某些移民和难民社区的“特例”,而是全世界数亿人和不同社会经济群体的日常现实。因此,本次研讨会的目标是(a)与不同领域的HCI研究人员和从业者建立一个社区,在迁移内外分享想法和交流专业知识,(b)扩大HCI迁移研究的范围并确定该领域的差距,以及(c)提供一个安全的空间,对与迁移相关的方法方法、研究基础设施和空间边界进行批判性反思,以实现更好的现实影响。
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引用次数: 13
Designing Technology for an Aging Population 为人口老龄化设计技术
Jeff A. Johnson
The population of the developed world is aging. Most websites, apps, and digital devices are used by adults aged 50+ as well as by younger adults, so they should be designed accordingly. This one-part course, based on the presenter's recent book, presents age-related factors that affect older adults’ ability to use digital technology, as well as design guidelines that reflect older adults’ varied capabilities, usage patterns, and preferences.
发达国家的人口正在老龄化。大多数网站、应用程序和数字设备都是50岁以上的成年人和年轻人使用的,所以它们应该相应地设计。本课程以主讲人的新书为基础,介绍了影响老年人使用数字技术能力的年龄相关因素,以及反映老年人不同能力、使用模式和偏好的设计指南。
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引用次数: 1
Using Breath-like Cues for Guided Breathing 使用类似呼吸的线索来引导呼吸
G. Marentakis, Debanjan Borthakur, Paul Batchelor, J. Andersen, Victoria Grace
Breathing exercises reduce stress and anxiety and are commonly implemented in well-being applications. Here, we compare how well three synthetic auditory feedback stimuli (breath, music, and compound) can guide slow and fast breathing. The results indicate that all three feedback types helped participants entrain the target breathing rate, however, the deviation from the target rate was higher for fast compared to slow breathing. Importantly, when target rate was fast, the compound feedback type resulted in a significantly smaller average respiration error and a longer duration close to the target respiration rate and the breath feedback type resulted in a smaller average deviation from target pace compared to music feedback type. The results point towards an advantage of compound and ecological sound stimuli in particular when the target respiration rate is fast.
呼吸练习减少压力和焦虑,并且通常在健康应用程序中实现。在这里,我们比较了三种合成听觉反馈刺激(呼吸、音乐和复合)在引导慢速和快速呼吸方面的效果。结果表明,所有三种反馈类型都有助于参与者保持目标呼吸速率,然而,与慢呼吸相比,快呼吸与目标呼吸速率的偏差更高。重要的是,当目标速率较快时,复合反馈类型导致的平均呼吸误差明显更小,与目标呼吸速率接近的持续时间更长,而呼吸反馈类型与目标速度的平均偏差比音乐反馈类型更小。结果指出了复合和生态声音刺激的优势,特别是当目标呼吸速率快的时候。
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引用次数: 3
“Developers Are Responsible”: What Ad Networks Tell Developers About Privacy “开发者有责任”:广告网络告诉开发者的隐私问题
Mohammad Tahaei, Kami Vaniea
Advertising networks enable developers to create revenue, but using them potentially impacts user privacy and requires developers to make legal decisions. To understand what privacy information ad networks give developers, we did a walkthrough of four popular ad network guidance pages with a senior Android developer by looking at the privacy-related information presented to developers. We found that information is focused on complying with legal regulations, and puts the responsibility for such decisions on the developer. Also, sample code and settings often have privacy-unfriendly defaults laced with dark patterns to nudge developers’ decisions towards privacy-unfriendly options such as sharing sensitive data to increase revenue. We conclude by discussing future research around empowering developers and minimising the negative impacts of dark patterns.
广告网络使开发商能够创造收益,但使用它们可能会影响用户隐私,并要求开发商做出法律决定。为了了解广告网络为开发者提供了哪些隐私信息,我们与一位资深Android开发者一起,通过查看呈现给开发者的隐私相关信息,对四种流行的广告网络指导页面进行了梳理。我们发现信息集中在遵守法律法规,并将此类决策的责任放在开发人员身上。此外,示例代码和设置通常带有不保护隐私的默认值,并带有暗模式,从而促使开发者做出不保护隐私的选择,如共享敏感数据以增加收益。最后,我们讨论了未来的研究,围绕赋予开发人员权力和最小化黑暗模式的负面影响。
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引用次数: 22
“I Can’t Talk Now”: Speaking with Voice Output Communication Aid Using Text-to-Speech Synthesis During Multiparty Video Conference “我现在不能说话”:在多方视频会议中使用文本到语音合成的语音输出通信辅助说话
Wooseok Kim, Sangsu Lee
COVID-19 has resulted in the rapid popularization of video conferencing. A growing number of users have become obligated to find suitable places for video conferencing, but sometimes they inevitably participate in unsuitable conditions such as noisy or too silent public spaces. However, the video conference experience according to the environment users are in has not been sufficiently discussed. In particular, there is no conducted research on the occasions where video conferencing participants feel unable to speak with their voice due to spatial factors and how to address these situations. In this study, we propose a voice output communication aid (VOCA) for video conferencing which allows users to chat without making a sound. We made a technology probe and conducted a user test. Users who feel unable to speak orally could participate more actively with VOCA. Based on the results, we described the effects and potential of VOCA for video conferencing.
新冠肺炎疫情导致视频会议迅速普及。越来越多的用户不得不寻找合适的视频会议场所,但有时他们不可避免地会在不合适的条件下参加视频会议,比如嘈杂或过于安静的公共空间。然而,根据用户所处环境的视频会议体验还没有得到充分的讨论。特别是,对于视频会议参与者因空间因素而无法说话的情况以及如何解决这些情况,还没有进行过研究。在这项研究中,我们提出了一个语音输出通信辅助(VOCA)的视频会议,允许用户聊天不发出声音。我们进行了技术探索,并进行了用户测试。感觉无法口头说话的用户可以更积极地参与VOCA。在此基础上,我们描述了VOCA在视频会议中的作用和潜力。
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引用次数: 1
Connecting the Brains via Virtual Eyes : Eye-Gaze Directions and Inter-brain Synchrony in VR 通过虚拟眼睛连接大脑:VR中的眼睛注视方向和脑间同步
Ihshan Gumilar, Amit Barde, Ashkan F. Hayati, M. Billinghurst, Gun A. Lee, Abdul Momin, Charles Averill, Arindam Dey
Hyperscanning is an emerging method for measuring two or more brains simultaneously. This method allows researchers to simultaneously record neural activity from two or more people. While this method has been extensively implemented over the last five years in the real-world to study inter-brain synchrony, there is little work that has been undertaken in the use of hyperscanning in virtual environments. Preliminary research in the area demonstrates that inter-brain synchrony in virtual environments can be achieved in a manner similar to that seen in the real world. The study described in this paper proposes to further research in the area by studying how non-verbal communication cues in social interactions in virtual environments can affect inter-brain synchrony. In particular, we concentrate on the role eye gaze plays in inter-brain synchrony. The aim of this research is to explore how eye gaze affects inter-brain synchrony between users in a collaborative virtual environment.
超扫描是一种新兴的同时测量两个或多个大脑的方法。这种方法允许研究人员同时记录两个或更多人的神经活动。虽然在过去的五年中,这种方法已经在现实世界中广泛应用于研究脑间同步,但在虚拟环境中使用超扫描的工作却很少。该领域的初步研究表明,虚拟环境中的脑间同步可以以与现实世界相似的方式实现。本文的研究建议通过研究虚拟环境中社会互动中的非语言交流线索如何影响脑间同步来进一步研究这一领域。我们特别关注眼睛注视在脑间同步中所起的作用。本研究的目的是探讨在协作虚拟环境中,眼睛注视如何影响用户之间的脑间同步。
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引用次数: 2
CubeSense: Wireless, Battery-Free Interactivity through Low-Cost Corner Reflector Mechanisms CubeSense:通过低成本角落反射器机制实现无线、无电池交互
Xiaoying Yang, Yang Zhang
Ubiquitous computing systems rely on ubiquitous methods to sense user interactions, which have manifested in our daily environments as physical buttons, switches, sliders, and beyond. These conventional controllers are either wired, which eliminates flexible deployments, or powered by batteries that require user maintenance. Additionally, built-in wireless communications such as Wi-Fi, Bluetooth, and RFID add up to the total cost. All aforementioned constraints prevent truly ubiquitous interactions from intelligent environments such as smart homes, industry 4.0, precision farming, and a wider range of Internet-of-Things (IoT) applications. We present CubeSense, a wireless and battery-free interactive sensing system which encodes user interactions into radar cross section (RCS) of corner reflectors. Through careful designs of corner reflector mechanisms, CubeSense achieves robust accuracies with controllers made of ultra-low-cost plastics and metal films, resulting in a total cost of around only 20 cents per unit.
无处不在的计算系统依赖于无处不在的方法来感知用户交互,这些交互在我们的日常环境中表现为物理按钮、开关、滑块等。这些传统的控制器要么是有线的,这消除了灵活的部署,要么是由需要用户维护的电池供电。此外,内置的无线通信(如Wi-Fi、蓝牙和RFID)增加了总成本。上述所有限制都阻碍了智能环境(如智能家居、工业4.0、精准农业和更广泛的物联网(IoT)应用)之间真正无处不在的交互。我们提出了CubeSense,一个无线和无电池的交互传感系统,它将用户交互编码到角反射器的雷达截面(RCS)中。通过精心设计角落反射器机制,CubeSense通过超低成本塑料和金属薄膜制成的控制器实现了强大的精度,每个单元的总成本约为20美分。
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引用次数: 5
期刊
Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
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