Gonçalo Cardoso, A. Pires, L. Abreu, Filipa Rocha, Tiago Guerreiro
We explore how commodity objects and technologies can be repurposed to provide a multimodal programming environment that is accessible to children with visual impairments, flexible, and scalable to a variety of programming challenges. Our approach resorts to four main components: 1) a LEGO base plate where LEGO blocks can be assembled to create maps, which is flexible and robust for tactile recognition; 2) a tangible programming area where LEGOs, with 3D printed caps enriched with tactile icons, can be assembled to create a program; 3) alternatively, the program can be created through a voice dialogue; and 4) a low-cost OzoBot Bit. A preliminary study with educators suggests that the approach could be useful to a variety of developmental stages, is accessible and stimulating, and promising for CT training.
{"title":"LEGOWorld: Repurposing Commodity Tools & Technologies to Create an Accessible and Customizable Programming Environment","authors":"Gonçalo Cardoso, A. Pires, L. Abreu, Filipa Rocha, Tiago Guerreiro","doi":"10.1145/3411763.3451710","DOIUrl":"https://doi.org/10.1145/3411763.3451710","url":null,"abstract":"We explore how commodity objects and technologies can be repurposed to provide a multimodal programming environment that is accessible to children with visual impairments, flexible, and scalable to a variety of programming challenges. Our approach resorts to four main components: 1) a LEGO base plate where LEGO blocks can be assembled to create maps, which is flexible and robust for tactile recognition; 2) a tangible programming area where LEGOs, with 3D printed caps enriched with tactile icons, can be assembled to create a program; 3) alternatively, the program can be created through a voice dialogue; and 4) a low-cost OzoBot Bit. A preliminary study with educators suggests that the approach could be useful to a variety of developmental stages, is accessible and stimulating, and promising for CT training.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116956689","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}
A. Matviienko, M. Langer, Florian Müller, Martin Schmitz, Max Mühlhäuser
Children are increasingly exposed to virtual reality (VR) technology as end-users. However, they miss an opportunity to become active creators due to the barrier of insufficient technical background. Creating scenes in VR requires considerable programming knowledge and excludes non-tech-savvy users, e.g., school children. In this paper, we showcase a system called VRtangibles, which combines tangible objects and touch input to create virtual scenes without programming. With VRtangibles, we aim to engage children in the active creation of virtual scenes via playful hands-on activities. From the lab study with six school children, we discovered that the majority of children were successful in creating virtual scenes using VRtangibles and found it engaging and fun to use.
{"title":"VRtangibles: Assisting Children in Creating Virtual Scenes using Tangible Objects and Touch Input","authors":"A. Matviienko, M. Langer, Florian Müller, Martin Schmitz, Max Mühlhäuser","doi":"10.1145/3411763.3451671","DOIUrl":"https://doi.org/10.1145/3411763.3451671","url":null,"abstract":"Children are increasingly exposed to virtual reality (VR) technology as end-users. However, they miss an opportunity to become active creators due to the barrier of insufficient technical background. Creating scenes in VR requires considerable programming knowledge and excludes non-tech-savvy users, e.g., school children. In this paper, we showcase a system called VRtangibles, which combines tangible objects and touch input to create virtual scenes without programming. With VRtangibles, we aim to engage children in the active creation of virtual scenes via playful hands-on activities. From the lab study with six school children, we discovered that the majority of children were successful in creating virtual scenes using VRtangibles and found it engaging and fun to use.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117145392","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}
Lin Wang, Z. Whitman, E. Olmsted-Hawala, R. Chestnut
The U.S. Census Bureau serves as the leading source of statistical data about the nation's people and economy, and has the responsibility of disseminating the data for public use. To accomplish this mission, an initiative was undertaken to develop a platform that makes the data easier to find, use, and access the official statistical data effectively and efficiently. In this paper, we will describe a human-centered approach to designing and developing the platform, in particular, the process of incremental improvement in search functionality and search results presentation through usability evaluation. The process involves user research, expert review of design concept, low-fidelity wireframe usability testing, high-fidelity usability evaluation, and collaboration between the government agency and academic institutions. Our progress made so far in this project demonstrates the soundness of this human-centered approach.
{"title":"Integrating Usability Testing into the Design and Development of Data Dissemination Platform for U.S. Official Statistics","authors":"Lin Wang, Z. Whitman, E. Olmsted-Hawala, R. Chestnut","doi":"10.1145/3411763.3443448","DOIUrl":"https://doi.org/10.1145/3411763.3443448","url":null,"abstract":"The U.S. Census Bureau serves as the leading source of statistical data about the nation's people and economy, and has the responsibility of disseminating the data for public use. To accomplish this mission, an initiative was undertaken to develop a platform that makes the data easier to find, use, and access the official statistical data effectively and efficiently. In this paper, we will describe a human-centered approach to designing and developing the platform, in particular, the process of incremental improvement in search functionality and search results presentation through usability evaluation. The process involves user research, expert review of design concept, low-fidelity wireframe usability testing, high-fidelity usability evaluation, and collaboration between the government agency and academic institutions. Our progress made so far in this project demonstrates the soundness of this human-centered approach.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123228122","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}
Noura Howell, B. Schulte, A. Holroyd, Rocío Fatás Arana, Sumita Sharma, G. Eden
The Futures Cone, a prominent model in design futuring, is useful for promoting discussions about possible, plausible, probable, and preferable futures. Yet this model has limitations, such as representing diverse human experiences as a singular point of “the present” and implicitly embedding notions of linear progress. Responding to this, we argue that a plurality of perspectives is needed to engage imaginations that depict a diverse unfolding of potential futures. Through reflecting on our own cultural and professional backgrounds, we offer five perspectives for design futuring as a contribution to this plurality: Parallel Presents, “I Am Time”, Epithelial Metaphors, the Uncertainties Cone, and Meet (with) “Speculation”. These perspectives open alternative approaches to design futuring, move outside prevalent notions of technological progress, and foreground interdependent, relational agencies.
{"title":"Calling for a Plurality of Perspectives on Design Futuring: An Un-Manifesto","authors":"Noura Howell, B. Schulte, A. Holroyd, Rocío Fatás Arana, Sumita Sharma, G. Eden","doi":"10.1145/3411763.3450364","DOIUrl":"https://doi.org/10.1145/3411763.3450364","url":null,"abstract":"The Futures Cone, a prominent model in design futuring, is useful for promoting discussions about possible, plausible, probable, and preferable futures. Yet this model has limitations, such as representing diverse human experiences as a singular point of “the present” and implicitly embedding notions of linear progress. Responding to this, we argue that a plurality of perspectives is needed to engage imaginations that depict a diverse unfolding of potential futures. Through reflecting on our own cultural and professional backgrounds, we offer five perspectives for design futuring as a contribution to this plurality: Parallel Presents, “I Am Time”, Epithelial Metaphors, the Uncertainties Cone, and Meet (with) “Speculation”. These perspectives open alternative approaches to design futuring, move outside prevalent notions of technological progress, and foreground interdependent, relational agencies.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123677702","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}
Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott
Despite there being evident benefits of using virtual reality (VR) in aged care, it is not yet widely used in residential aged care homes. One factor that may contribute to this is the willingness of staff to use VR as part of the social program offered in aged care homes. Therefore, we need to understand staff perceptions of VR programs, especially suggestions for improvement. In an analysis of responses from 10 staff working in residential aged care (also known as nursing homes), we found that staff have concerns about the suitability of VR for older people with cognitive impairments and mobility restrictions. Many older adults living in aged care have these conditions. Our findings suggest that providing staff with training on how to facilitate various kinds of valuable VR experiences and providing a clear picture of its benefits and drawbacks will help to make it suitable for people living in aged care. Furthermore, there should be greater investment in technological infrastructure and co-design of VR in aged care.
{"title":"Guidelines for Developing the VR Program in Residential Aged Care: A Preliminary Study from Staff Members’ Perspective","authors":"Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott","doi":"10.1145/3411763.3451706","DOIUrl":"https://doi.org/10.1145/3411763.3451706","url":null,"abstract":"Despite there being evident benefits of using virtual reality (VR) in aged care, it is not yet widely used in residential aged care homes. One factor that may contribute to this is the willingness of staff to use VR as part of the social program offered in aged care homes. Therefore, we need to understand staff perceptions of VR programs, especially suggestions for improvement. In an analysis of responses from 10 staff working in residential aged care (also known as nursing homes), we found that staff have concerns about the suitability of VR for older people with cognitive impairments and mobility restrictions. Many older adults living in aged care have these conditions. Our findings suggest that providing staff with training on how to facilitate various kinds of valuable VR experiences and providing a clear picture of its benefits and drawbacks will help to make it suitable for people living in aged care. Furthermore, there should be greater investment in technological infrastructure and co-design of VR in aged care.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121980877","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}
Digital fabrication tools for makers have increased access to manufacturing processes such as 3D printing and computer-controlled laser cutting or milling. Despite research advances in novel hardware and software tools for fabrication tasks, there is no formal way to reason about the fabrication machine itself. There is no standard format for representing the high-level features of machines and trade-offs between them; instead, this important information is relegated to folk knowledge. To make machine information explicit, we present Taxon, a machine specification language broad enough to represent many machines, while also allowing for enough expressivity to meaningfully compare and infer performance. We describe and detail the motivation behind the design of Taxon, as well as how Taxon programs compile to a simulation of physical machines. We discuss opportunities for future work in digital fabrication that requires a standard, formalized representation of machines.
{"title":"A Grammar of Digital Fabrication Machines","authors":"Jasper Tran O'Leary, Khang-Soo Lee, Nadya Peek","doi":"10.1145/3411763.3451829","DOIUrl":"https://doi.org/10.1145/3411763.3451829","url":null,"abstract":"Digital fabrication tools for makers have increased access to manufacturing processes such as 3D printing and computer-controlled laser cutting or milling. Despite research advances in novel hardware and software tools for fabrication tasks, there is no formal way to reason about the fabrication machine itself. There is no standard format for representing the high-level features of machines and trade-offs between them; instead, this important information is relegated to folk knowledge. To make machine information explicit, we present Taxon, a machine specification language broad enough to represent many machines, while also allowing for enough expressivity to meaningfully compare and infer performance. We describe and detail the motivation behind the design of Taxon, as well as how Taxon programs compile to a simulation of physical machines. We discuss opportunities for future work in digital fabrication that requires a standard, formalized representation of machines.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120838338","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}
Erica Principe Cruz, Nalyn Sriwattanakomen, Jessica Hammer, Geoff F. Kaufman
Black, Indigenous, and other Women of Color (BIWOC) studying STEM are underrepresented in STEM and subject to its “chilly” climate; it is unsurprising that BIWOC STEM students report weaker senses of belonging and higher rates of attrition. Counterspaces, or spaces for mutual support for BIWOC at the margins of STEM, have long combated dominant STEM culture to support BIWOC to thrive and persist in STEM. Digital game design and playful interactions to counter oppression can be leveraged to create digital games that function as counterspaces for BIWOC STEM students to playfully cultivate their belonging and persistence. Our exploratory game design research aims to co-design counterspaces games with BIWOC STEM students, and here we present our initial focus group designs centered on exploring existing BIWOC counterspace practices, preliminary data and insights, and promising directions for developing game design strategies to support BIWOC belonging and persistence in STEM.
{"title":"Counterspace Games for BIWOC STEM Students","authors":"Erica Principe Cruz, Nalyn Sriwattanakomen, Jessica Hammer, Geoff F. Kaufman","doi":"10.1145/3411763.3451811","DOIUrl":"https://doi.org/10.1145/3411763.3451811","url":null,"abstract":"Black, Indigenous, and other Women of Color (BIWOC) studying STEM are underrepresented in STEM and subject to its “chilly” climate; it is unsurprising that BIWOC STEM students report weaker senses of belonging and higher rates of attrition. Counterspaces, or spaces for mutual support for BIWOC at the margins of STEM, have long combated dominant STEM culture to support BIWOC to thrive and persist in STEM. Digital game design and playful interactions to counter oppression can be leveraged to create digital games that function as counterspaces for BIWOC STEM students to playfully cultivate their belonging and persistence. Our exploratory game design research aims to co-design counterspaces games with BIWOC STEM students, and here we present our initial focus group designs centered on exploring existing BIWOC counterspace practices, preliminary data and insights, and promising directions for developing game design strategies to support BIWOC belonging and persistence in STEM.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124473719","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 Inbodied Interaction 101, we considered the Physiology and Anatomy of the body via three associated interactions that reflect an inbodied state: 1. inbodied adaptation in response to the in5 and C4 over Time and Context in order to maintain 2. homeostasis via 3. metabolism. We called this adaptation process “tuning.” In 102 we build on this foundation to consider the physiology tuning. In particular we will look at a series of inbodied interactions: the neuro-endocrine system interaction with the organ systems that cue adaptive responses from genetic signals to fat metabolism; the autonomic nervous system and the limbic system's interactions that affect volitional/non-volitional interaction. We will introduce the components of the brainstem, basal nuclei and cerebellum that support interoception around self-Tuning. Within this framing, we will look at the strengths and limits of non-invasive measures of these processes (eg, HRV, EEG, blood oxygen saturation, qualitative responses). Outcomes will familiarity with how we function as inbodied complex systems, with worked examples of how the physiology of tuning can be translated into interactive designs to support health, wellbeing, performance in new ways.
{"title":"Inbodied Interaction 102: Exploring Neuro-Physio Pathways for Self-Tuning","authors":"M. Schraefel, Josh Andrés, Aaron Tabor","doi":"10.1145/3411763.3445010","DOIUrl":"https://doi.org/10.1145/3411763.3445010","url":null,"abstract":"In Inbodied Interaction 101, we considered the Physiology and Anatomy of the body via three associated interactions that reflect an inbodied state: 1. inbodied adaptation in response to the in5 and C4 over Time and Context in order to maintain 2. homeostasis via 3. metabolism. We called this adaptation process “tuning.” In 102 we build on this foundation to consider the physiology tuning. In particular we will look at a series of inbodied interactions: the neuro-endocrine system interaction with the organ systems that cue adaptive responses from genetic signals to fat metabolism; the autonomic nervous system and the limbic system's interactions that affect volitional/non-volitional interaction. We will introduce the components of the brainstem, basal nuclei and cerebellum that support interoception around self-Tuning. Within this framing, we will look at the strengths and limits of non-invasive measures of these processes (eg, HRV, EEG, blood oxygen saturation, qualitative responses). Outcomes will familiarity with how we function as inbodied complex systems, with worked examples of how the physiology of tuning can be translated into interactive designs to support health, wellbeing, performance in new ways.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125908688","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}
Zeyu Yan, Anup Sathya, P. Carvalho, Yongquan Hu, Annan Li, Huaishu Peng
This paper presents our vision of on-the-wall tangible interaction. We envision a future where tangible interaction can be extended from conventional horizontal surfaces to vertical surfaces; indoor vertical areas such as walls, windows, and ceilings can be used for dynamic and direct physical manipulation. We first discuss the unique properties that vertical surfaces may offer for tangible interaction and the interaction scenarios they imbue. We then propose two potential paths for realizing on-the-wall interaction and the technical challenges we face. We follow with one prototype called Climbot. We showcase how Climbot can be used as an on-the-wall tangible user interface for dynamic lighting and as a wall switch controller. We conclude with a discussion of future work.
{"title":"Towards On-the-wall Tangible Interaction: Using Walls as Interactive, Dynamic, and Responsive User Interface","authors":"Zeyu Yan, Anup Sathya, P. Carvalho, Yongquan Hu, Annan Li, Huaishu Peng","doi":"10.1145/3411763.3451586","DOIUrl":"https://doi.org/10.1145/3411763.3451586","url":null,"abstract":"This paper presents our vision of on-the-wall tangible interaction. We envision a future where tangible interaction can be extended from conventional horizontal surfaces to vertical surfaces; indoor vertical areas such as walls, windows, and ceilings can be used for dynamic and direct physical manipulation. We first discuss the unique properties that vertical surfaces may offer for tangible interaction and the interaction scenarios they imbue. We then propose two potential paths for realizing on-the-wall interaction and the technical challenges we face. We follow with one prototype called Climbot. We showcase how Climbot can be used as an on-the-wall tangible user interface for dynamic lighting and as a wall switch controller. We conclude with a discussion of future work.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125955872","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}
Vishnu Prasad, Richard Shallam, Alok Sharma, Delvin Varghese, Devansh Mehta
Abstract: Interactive voice response (IVR) forums such as CGNet Swara and Avaaj Otalo have played a pivotal role in empowering marginalised communities by providing an avenue to make their voice heard through simple phone calls. At the same time, growing internet penetration and affordable data plans are altering the ways in which rural Indian communities access and consume information. Within the context of a shift from voice to richer content environments, we present the design of a multi-modal awareness generation and data collection platform built around IVR and the WhatsApp Business API. This model was deployed for delivering virtual training modules to cotton farmers in rural Maharashtra. During the 27 day deployment, 176 people participated in the intervention, out of which 122 and 54 attempted the modules on IVR and WhatsApp, respectively. In this paper, we highlight some of the interesting findings and lessons learnt during the intervention.
摘要:交互式语音应答(IVR)论坛,如CGNet Swara和Avaaj Otalo,为边缘化社区提供了一个通过简单的电话发出自己声音的途径,在赋权方面发挥了关键作用。与此同时,不断增长的互联网普及率和可负担的数据计划正在改变印度农村社区获取和消费信息的方式。在从语音到更丰富的内容环境转变的背景下,我们提出了围绕IVR和WhatsApp Business API构建的多模态感知生成和数据收集平台的设计。该模型用于向马哈拉施特拉邦农村的棉农提供虚拟培训模块。在27天的部署中,176人参与了干预,其中122人和54人分别尝试了IVR和WhatsApp上的模块。在本文中,我们重点介绍了干预期间的一些有趣的发现和经验教训。
{"title":"A Hybrid Multi-Modal System for Conducting Virtual Workshops Using Interactive Voice Response and the WhatsApp Business API","authors":"Vishnu Prasad, Richard Shallam, Alok Sharma, Delvin Varghese, Devansh Mehta","doi":"10.1145/3411763.3451820","DOIUrl":"https://doi.org/10.1145/3411763.3451820","url":null,"abstract":"Abstract: Interactive voice response (IVR) forums such as CGNet Swara and Avaaj Otalo have played a pivotal role in empowering marginalised communities by providing an avenue to make their voice heard through simple phone calls. At the same time, growing internet penetration and affordable data plans are altering the ways in which rural Indian communities access and consume information. Within the context of a shift from voice to richer content environments, we present the design of a multi-modal awareness generation and data collection platform built around IVR and the WhatsApp Business API. This model was deployed for delivering virtual training modules to cotton farmers in rural Maharashtra. During the 27 day deployment, 176 people participated in the intervention, out of which 122 and 54 attempted the modules on IVR and WhatsApp, respectively. In this paper, we highlight some of the interesting findings and lessons learnt during the intervention.","PeriodicalId":265192,"journal":{"name":"Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126021874","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}