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Local Perspectives for Sharing Economy Design on a Remote Tourist Island 偏远旅游岛共享经济设计的地方视角
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441058
G. K. Silva, Peter Lyle, Cláudia Silva
While the HCI community has interest in the role of sharing economy platforms and their impact on large cities, less attention has been given to smaller isolated populations and the perspectives of their local residents in terms of understanding actual use and to benefit those who use them. This paper contributes to this discourse by reporting on a series of participatory-design based workshops that investigate local perspectives on the sharing economy, and opportunities for platform design that serves the needs of residents, on the remote island of Madeira. The context of the Island, including its restrictions on the types of sharing economy activity, inform a discussion on opportunities for design in transportation, homesharing, and community engagement. Finally, we contribute to the understanding of existing principles of participation that would serve to foster social and economic inclusion in the sharing economy in this particular context.
虽然HCI社区对共享经济平台的作用及其对大城市的影响感兴趣,但很少关注较小的孤立人群以及当地居民在理解实际使用和使使用这些平台的人受益方面的观点。本文通过报道一系列基于参与式设计的研讨会来促进这一论述,这些研讨会调查了马德拉偏远岛屿上共享经济的当地观点,以及满足居民需求的平台设计机会。该岛的背景,包括其对共享经济活动类型的限制,为交通、家庭共享和社区参与的设计机会提供了讨论。最后,我们有助于理解现有的参与原则,这些原则将有助于促进共享经济在这一特定背景下的社会和经济包容。
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引用次数: 0
BScanner: A Crowdsourcing Platform for Constructing Accessibility Maps to Support Multiple Participation Types BScanner:一个构建无障碍地图的众包平台,支持多种参与类型
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441062
Akihiro Miyata, Kazuki Okugawa, Yuki Yamato, Megumi Aibara, M. Furuichi, Yuko Murayama
Accessibility maps enable impaired/elderly people to move more smoothly. However, very few cases satisfy both the accuracy and coverage required, due to the high cost of physically auditing roads. Though crowdsourcing approaches could solve this problem, existing studies rely on volunteers who are highly motivated and have enough free time. In this paper, we propose a crowdsourcing platform for constructing accessibility maps that supports multiple participation types: manual reporting for people who are highly motivated and have free time, walking for people who are highly motivated but do not have free time, and game playing for people who are less motivated but have free time. This design allows people to select a suitable way to participate, depending on their motivation and time. We have developed a prototype system by integrating deep learning techniques, a game design theory, and heatmap visualization.
无障碍地图使残疾人士/老年人的行动更加顺畅。然而,由于实际审计道路的成本很高,很少有情况能同时满足所需的准确性和覆盖范围。虽然众包方法可以解决这个问题,但现有的研究依赖于积极性高、有足够空闲时间的志愿者。在本文中,我们提出了一个众包平台,用于构建可访问性地图,支持多种参与类型:高积极性和空闲时间的人手工报告,高积极性但没有空闲时间的人步行,低积极性但有空闲时间的人玩游戏。这种设计允许人们根据自己的动机和时间选择合适的参与方式。我们通过整合深度学习技术、游戏设计理论和热图可视化开发了一个原型系统。
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引用次数: 1
Exploring the Effects of User Control on Social Engagement in Virtual Reality 探索虚拟现实中用户控制对社会参与的影响
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441076
Weijia Wang, Steven Baker, Andrew Irlitti
A key aspect of user experience in virtual reality (VR) is navigational control. However, when multiple users interact in a social VR environment, it is important that navigational control is designed to support social engagement. In this paper, we investigate the relationship between levels of navigational control, diminishing from fully independent to completely passive, and their potential impact on social engagement in a social VR environment. We conducted qualitative interviews with 12 participants who viewed video recordings demonstrating control methods and social interactions in a prototype social VR application. Our results demonstrate the diverse attitudes people hold about how social engagement is impacted by different navigational control methods, and how this might be impacted by individual preferences and cultural factors. Based on these results, we contribute design considerations for supporting group cohesion, interpersonal and cultural norms, as well as discoverability in social VR systems to better support social engagement.
在虚拟现实(VR)中,用户体验的一个关键方面是导航控制。然而,当多个用户在社交VR环境中交互时,导航控制的设计必须支持社交参与。在本文中,我们研究了导航控制水平之间的关系,从完全独立到完全被动,以及它们对社交VR环境中社交参与的潜在影响。我们对12名参与者进行了定性访谈,他们观看了在社交VR应用原型中展示控制方法和社交互动的视频记录。我们的研究结果表明,人们对不同的导航控制方法如何影响社会参与持不同的态度,以及这可能受到个人偏好和文化因素的影响。基于这些结果,我们为支持群体凝聚力、人际关系和文化规范以及社交VR系统的可发现性提供了设计考虑,以更好地支持社交参与。
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引用次数: 2
Designing with Emerging Science: Developing an Alternative Frame for Self-Tracking 新兴科学设计:发展自我跟踪的替代框架
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441020
Tom Jenkins, Laurens Boer, Sarah Homewood, Teresa Almeida, Anna Vallgårda
The emerging science of the “gut-brain axis” has been used as the basis for self-tracking technologies assuming that this connection can be used productively for better regulating mood, supporting digestive health, and avoiding disease. Taking this emerging science as a source of design inspiration, this paper presents a design research process to uncover opportunities for novel interaction design and generate alternative approaches to self-tracking. We explored how this emerging scientific knowledge might be experienced and used and what these design spaces might look like through designing a self-tracking probe and asking science communicators working with the gut-brain axis to live with that probe. Their reactions led to a set of exploratory interaction design briefs and a more refined research product that collectively articulate how design can engage with emerging science to inspire a new perspective on self-tracking practices—one of cultivation rather than control.
“肠脑轴”这一新兴科学已被用作自我跟踪技术的基础,假设这种联系可以有效地用于更好地调节情绪、支持消化系统健康和避免疾病。将这一新兴科学作为设计灵感的来源,本文提出了一个设计研究过程,以发现新的交互设计机会,并产生自我跟踪的替代方法。我们探索如何体验和使用这些新兴的科学知识,以及这些设计空间可能是什么样子,通过设计一个自我跟踪探针,并要求科学传播者与肠道-大脑轴一起工作。他们的反应导致了一系列探索性的交互设计简报和更精细的研究成果,这些研究成果共同阐明了设计如何与新兴科学相结合,以激发对自我跟踪实践的新视角——一种培养而不是控制。
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引用次数: 2
Designing Auditory Experiences for Technology Imagination 为技术想象设计听觉体验
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441025
David W. Chung, Wenn-Chieh Tsai, Rung-Huei Liang, Bowen Kong, Yin Huang, Fu-Chieh Chang, MengChi Liu
This paper explores how auditory experiences evoke future scenarios and further foster future applications of emerging technologies in an IoT research center. Taking an experiential approach in design fiction research, we designed audio clips that mixed personal voices with sci-fi soundscapes and explored the participants’ experiences of digital encounters. What they imagined and experienced contributed to new understandings of how to better design auditory experiences for evoking alternative possibilities.
本文探讨了听觉体验如何唤起未来场景,并进一步促进新兴技术在物联网研究中心的未来应用。在设计小说研究中,我们采用体验式的方法,设计了将个人声音与科幻音景混合在一起的音频片段,并探索了参与者的数字遭遇体验。他们的想象和体验有助于对如何更好地设计听觉体验以唤起替代可能性的新理解。
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引用次数: 1
“It Looks Like You Don’t Agree”: Idiosyncratic Practices and Preferences in Collaborative Writing “看起来你不同意”:合作写作中的特殊实践和偏好
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441032
Ida Larsen-Ledet, Marcel Borowski
This paper addresses collaborative writing in academia. Recent research has indicated that while many tools for collaborative writing exist and continue to be developed, co-writers frequently employ workarounds and cumbersome substitutions to accommodate their writing approaches and collaborative needs. As part of a process to address these issues, we conducted a co-design study on collaborative academic writing with 18 participants. The paper details a three-stage co-design approach developed for this purpose. During this three-stage workshop series, the participants discussed needs, frustrations, and desires in their experiences with collaborative writing. These discussions revealed how participants’ different ways of practicing and experiencing collaborative writing entail contrasting needs that are difficult to balance. Based on an analysis of discussions and artifacts from the workshops, we argue that researchers and designers should aim to support diverse practices and propose a protocol for examining and drawing on the contradictions that arise from co-writers’ idiosyncratic preferences.
本文讨论了学术界的合作写作。最近的研究表明,虽然许多协作写作的工具已经存在,并且还在继续开发,但合作作者经常使用变通方法和繁琐的替换来适应他们的写作方法和协作需求。作为解决这些问题过程的一部分,我们与18名参与者进行了一项关于合作学术写作的共同设计研究。本文详细介绍了为此目的开发的三阶段协同设计方法。在这三个阶段的研讨会系列中,参与者讨论了他们在合作写作经验中的需求、挫折和愿望。这些讨论揭示了参与者练习和体验合作写作的不同方式如何带来难以平衡的不同需求。基于对研讨会讨论和人工制品的分析,我们认为研究人员和设计师应该致力于支持多样化的实践,并提出一种协议,用于检查和利用共同作者的特殊偏好所产生的矛盾。
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引用次数: 2
Feed the Tree: Representation of Australia-based Academic Women at HCI Conferences 喂树:澳大利亚学术女性在HCI会议上的代表
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441061
Dana Mckay, G. Buchanan
Conference attendance is an important part of any career in academic computing, facilitating both the citations that are key for academic advancement, and the networking opportunities that result in job and collaboration opportunities. For some authors, though, the barriers to participation in academic conferences are significant: beyond having a paper accepted, logistical considerations around care responsibilities and financial considerations may limit participation. One axis along which these barriers become particularly obvious is gender: barriers to conference participation, particularly in distant locations, are higher for women, resulting in negative career impacts. Previous research established that women make up 41% of the authors for OzCHI in the five years from 2014-19, but how does this compare to other major conferences in HCI, such as CHI and DIS? We use a scientometric analysis to examine this question in this paper, finding that Australia-based women are under-represented in these conferences. This is likely to result in negative effects on the careers of female HCI academics in Australia, whether they remain here or attempt to find work abroad.
参加会议是任何学术计算职业的重要组成部分,它既促进了学术进步的关键引用,也促进了导致工作和协作机会的网络机会。然而,对于一些作者来说,参加学术会议的障碍是重大的:除了论文被接受之外,围绕护理责任和财务考虑的后勤考虑可能会限制参与。这些障碍变得特别明显的一个轴是性别:参加会议的障碍,特别是在遥远的地方,对妇女来说更高,导致对职业的负面影响。之前的研究表明,在2014-19年的五年中,女性占OzCHI作者的41%,但这与CHI和DIS等HCI领域的其他主要会议相比如何?在本文中,我们使用科学计量分析来检验这个问题,发现澳大利亚的女性在这些会议中的代表性不足。这可能会对澳大利亚女性HCI学者的职业生涯产生负面影响,无论她们是留在这里还是试图在国外找工作。
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引用次数: 5
SoundSculpt: A Design Framework for 3D Modelling and Digitally Fabricating Sound Patterns. 声音雕刻:3D建模和数字制造声音模式的设计框架。
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441017
Anca-Simona Horvath, Viola Rühse, D. Raptis
This paper presents a design framework for the design and production of a sculptural installation which combines sound experimentation with 3D modelling and digital fabrication. This paper’s aim is to make a two-fold contribution. On one hand, it describes the design framework as a support tool for practitioners in their exploration of sound-informed geometries through 3D modelling and digital fabrication. On the other hand, it informs educators on key aspects for combining sound, 3D modelling, and digital fabrication within educational curricula and in their students’ design processes. The framework was tested during a workshop where participants produced and fabricated 3D objects informed by sound patterns they created. After describing the design process, the final installation and its shape grammars, as well as participant experiences during the design process, the paper concludes with a discussion on how the design framework can be useful for practitioners and educators.
本文提出了一个雕塑装置的设计和制作的设计框架,它将声音实验与3D建模和数字制作相结合。本文的目的是做出双重贡献。一方面,它将设计框架描述为通过3D建模和数字制造探索声音知情几何的从业者的支持工具。另一方面,它告知教育工作者在教育课程和学生的设计过程中结合声音,3D建模和数字制造的关键方面。该框架在研讨会上进行了测试,参与者根据他们创建的声音模式制作和制造3D对象。在描述了设计过程、最后的装置和它的形状语法,以及参与者在设计过程中的经验之后,论文最后讨论了设计框架如何对从业者和教育者有用。
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引用次数: 3
Understanding Compassion Cultivation for Design: Towards an Autoethnography of Tonglen 理解设计的慈悲修炼——从铜伦的自我民族志走向
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441065
Kristina Mah, L. Loke, L. Hespanhol
Compassion is a concept related to ethics and wellbeing and is an area of emerging interest in human-computer interaction. There are examples applying philosophy or the science of compassion to interaction design solutions, however, design for compassion has not been explored through a first-person approach. This late-breaking work presents our self-observation study of Tonglen, a Buddhist compassion cultivation technique. Our paper illustrates the authentic lived experience of compassion cultivation contributing to a growing body of first-person research in HCI. Our findings reveal the complexity of the contemplative practice of Tonglen, where thoughts, feelings and sensations embodying connection and acceptance arise. These are expressed and documented as metaphors of experiential qualities within the process. This initial study emphasises how deliberate first-person engagement and systematic self-enquiry can be used to explore contemplative and cultivation practices developing a richer lexicon for design researchers to navigate and practice more meaningfully in this area.
同情是一个与道德和幸福相关的概念,是人机交互领域的新兴兴趣。有一些例子将哲学或同情科学应用于交互设计解决方案,然而,同情设计还没有通过第一人称方法进行探索。这部最新的作品呈现了我们对佛教慈悲修炼法“同伦”的自我观察研究。我们的论文阐述了同情心培养的真实生活经验,为越来越多的第一人称HCI研究做出了贡献。我们的发现揭示了冥想练习的复杂性,思想、情感和感觉体现了联系和接受。这些都被表达和记录为过程中体验品质的隐喻。这项初步研究强调了如何利用刻意的第一人称参与和系统的自我探究来探索沉思和培养实践,为设计研究人员提供了更丰富的词汇,以便在这一领域进行更有意义的导航和实践。
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引用次数: 5
Discrete versus Continuous Colour Pickers Impact Colour Selection in Virtual Reality Art-Making 离散与连续的颜色选择器对虚拟现实艺术制作中颜色选择的影响
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441054
M. Alex, Danielle M Lottridge, Jisu Lee, S. Marks, Burkhard Wüensche
Colour selection is an important task in digital art and 3D modelling applications. Most colour pickers are based on continuous colour spaces or a representative sampling of them, such as the Munsell colour palette. Continuous colour space-based pickers enable users to select from all colours by displaying full saturation hues with options to lower saturation and modify value. The two-step process of colour selection from continuous pickers requires understanding of 3D colour space, e.g., where to find “brown” or “sand”. In this research we investigate how continuous versus discrete pickers affect colour selection in virtual art. We compared an HSV picker with a discrete picker in a study with 40 participants aged 16 - 60. We found that the colour picker impacted the kinds of colours used in artworks, with significant differences in colour distribution characteristics. We discuss implications of colour selection tools for virtual reality art-making.
色彩选择是数字艺术和3D建模应用中的一项重要任务。大多数颜色选择器都是基于连续的色彩空间或它们的代表性采样,例如孟塞尔调色板。基于连续色彩空间的选择器使用户能够通过显示全饱和度色调来选择所有颜色,并具有降低饱和度和修改值的选项。从连续拾取器中选择颜色的两步过程需要理解3D色彩空间,例如,在哪里可以找到“棕色”或“沙子”。在这项研究中,我们调查了连续与离散的拾取器如何影响虚拟艺术中的颜色选择。我们在一项有40名年龄在16 - 60岁的参与者的研究中比较了HSV挑选者和离散挑选者。我们发现,颜色选择器会影响艺术品中使用的颜色种类,在颜色分布特征上存在显著差异。我们讨论了色彩选择工具对虚拟现实艺术创作的影响。
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引用次数: 2
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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