This study investigates aspects of the role gender plays in participatory design innovation workshops; reflecting on both the process and the output. Often when gender and design are discussed, the problems raised concern a lack of women as designers or developers [26], but there appear to be gaps in addressing full gender representation when it comes to users in the design process. In this study, a design workshop was run where participants, two men and five women were asked initially to identify or generate problems and possible digital solutions concerning their academic studies, and then to design their top self-selected solution. The workshop was recorded and transcribed, and conversation and discourse analysis were carried out which found gender to influence problem raising, language used and group practices. The paper concludes both that gender apparently plays a strong role in group dynamics with regards to design innovation; and that thematic conversation and discourse analysis provides an appropriate and insightful approach to understanding these issues.
{"title":"Gender Differences in Innovation Design: A Thematic Conversation Analysis","authors":"A. Ashcroft","doi":"10.1145/3441000.3441021","DOIUrl":"https://doi.org/10.1145/3441000.3441021","url":null,"abstract":"This study investigates aspects of the role gender plays in participatory design innovation workshops; reflecting on both the process and the output. Often when gender and design are discussed, the problems raised concern a lack of women as designers or developers [26], but there appear to be gaps in addressing full gender representation when it comes to users in the design process. In this study, a design workshop was run where participants, two men and five women were asked initially to identify or generate problems and possible digital solutions concerning their academic studies, and then to design their top self-selected solution. The workshop was recorded and transcribed, and conversation and discourse analysis were carried out which found gender to influence problem raising, language used and group practices. The paper concludes both that gender apparently plays a strong role in group dynamics with regards to design innovation; and that thematic conversation and discourse analysis provides an appropriate and insightful approach to understanding these issues.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115635661","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}
Avatar-mediated communication in virtual reality (VR) is challenging when compared to face-to-face communication, particularly, for expressing users’ intentions to others. This is due, in part, to the technological medium’s restriction of nonverbal communication cues, including gesture and facial expression. In platforms for social VR, there are interfaces that allow users to express their intentions through their avatars by selecting several given symbolic gestures, e.g., ”good” and ”surprise”. However, little is known about the effects of the symbolic gestures on communication. We investigate the effects of symbolic gestures on communication in VR and conducted user experiment with brainstorming tasks in three different conditions: VR with symbolic gestures, VR without symbolic gestures, and face-to-face. Our results showed significant differences in several items of the participants’ subjective questionnaires, i.e., participants reported that symbolic gestures helped them to express their intentions and feelings more easily than the other conditions. It means symbolic gestures improve social presence on communication in VR.
{"title":"Effects of Avatar’s Symbolic Gesture in Virtual Reality Brainstorming","authors":"Masahiro Ide, Shoji Oshima, Shingo Mori, Masato Yoshimi, Junko Ichino, S. Tano","doi":"10.1145/3441000.3441081","DOIUrl":"https://doi.org/10.1145/3441000.3441081","url":null,"abstract":"Avatar-mediated communication in virtual reality (VR) is challenging when compared to face-to-face communication, particularly, for expressing users’ intentions to others. This is due, in part, to the technological medium’s restriction of nonverbal communication cues, including gesture and facial expression. In platforms for social VR, there are interfaces that allow users to express their intentions through their avatars by selecting several given symbolic gestures, e.g., ”good” and ”surprise”. However, little is known about the effects of the symbolic gestures on communication. We investigate the effects of symbolic gestures on communication in VR and conducted user experiment with brainstorming tasks in three different conditions: VR with symbolic gestures, VR without symbolic gestures, and face-to-face. Our results showed significant differences in several items of the participants’ subjective questionnaires, i.e., participants reported that symbolic gestures helped them to express their intentions and feelings more easily than the other conditions. It means symbolic gestures improve social presence on communication in VR.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122605386","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}
Parental engagement in their children’s education is known to be an important predictor of children’s academic success. However, adults with less education (ALEs) in developing countries face several challenges in supporting their children at home, particularly after the children reach middle school. This research aims to facilitate parental engagement through an intervention in the Indian context. We first conducted user studies with 113 ALE parents to understand the dynamics of parental engagement. We learned that though many ALE parents invest heavily from their limited resources so that they can send their children to paid tuition classes, otherwise they lack time, resources and self-efficacy to get better engaged with their children’s education. Based on these insights, and with the help of a school teacher, we came up with four hyper-local video prototypes - we call these “explainer video”, “guider video”, “discussion video” and “homework video”. We sent these videos over WhatsApp to 12 ALE parents in Pune, India and followed up with them for two weeks. We found that parents of “better-performing” students perceived the videos to be useful and tended to watch more videos whereas parents of “not-so-well-performing” students required additional mediation and triggers. An important learning was that interventions need to help parents and children develop an academic culture at home. Overall, these videos made parents aware about their children’s educational activities and helped them get better engaged with their education.
{"title":"Enabling adults with less education to support their child’s education through hyperlocal educational videos","authors":"D. Padhi, Rohan Jhunja, Anirudha N. Joshi","doi":"10.1145/3441000.3441060","DOIUrl":"https://doi.org/10.1145/3441000.3441060","url":null,"abstract":"Parental engagement in their children’s education is known to be an important predictor of children’s academic success. However, adults with less education (ALEs) in developing countries face several challenges in supporting their children at home, particularly after the children reach middle school. This research aims to facilitate parental engagement through an intervention in the Indian context. We first conducted user studies with 113 ALE parents to understand the dynamics of parental engagement. We learned that though many ALE parents invest heavily from their limited resources so that they can send their children to paid tuition classes, otherwise they lack time, resources and self-efficacy to get better engaged with their children’s education. Based on these insights, and with the help of a school teacher, we came up with four hyper-local video prototypes - we call these “explainer video”, “guider video”, “discussion video” and “homework video”. We sent these videos over WhatsApp to 12 ALE parents in Pune, India and followed up with them for two weeks. We found that parents of “better-performing” students perceived the videos to be useful and tended to watch more videos whereas parents of “not-so-well-performing” students required additional mediation and triggers. An important learning was that interventions need to help parents and children develop an academic culture at home. Overall, these videos made parents aware about their children’s educational activities and helped them get better engaged with their education.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127771835","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}
As refugees attempt to develop a sense of normality during times of crisis, digital spaces have proven themselves to be valuable sources of information and connection. Drawing upon the ‘new normal’ theory, this paper aims to better understand how refugees use these spaces and how they encourage a sense of normality. A qualitative analysis of 171 social media posts reveal that refuges sought advice, shared their stories and clarified myths and misunderstandings around refugee lives, while non-refugees offered to help during the times of crisis. These findings contribute to the HCI research by offering to showcase the ways in which such forums are used by refugees, what this reveals about the values and experiences of refugees and how this intersects with the broader community.
{"title":"Seeking a New Normal: Refugee Discourse on Social Media Forums","authors":"India Anderson, A. Hebbani, Dhaval Vyas","doi":"10.1145/3441000.3441072","DOIUrl":"https://doi.org/10.1145/3441000.3441072","url":null,"abstract":"As refugees attempt to develop a sense of normality during times of crisis, digital spaces have proven themselves to be valuable sources of information and connection. Drawing upon the ‘new normal’ theory, this paper aims to better understand how refugees use these spaces and how they encourage a sense of normality. A qualitative analysis of 171 social media posts reveal that refuges sought advice, shared their stories and clarified myths and misunderstandings around refugee lives, while non-refugees offered to help during the times of crisis. These findings contribute to the HCI research by offering to showcase the ways in which such forums are used by refugees, what this reveals about the values and experiences of refugees and how this intersects with the broader community.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132726352","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}
Research in HCI and CSCW has consistently shown how software design approaches are an abstract idealisation of work practices, raising questions regarding the appropriateness and applicability of what might be considered as ‘best practice’ or ‘doable practice’ in project work. Such issues have magnified the fundamental need for examining exactly how conventional (and generally Western) constructs, approaches and methods, widely adopted in the process of producing and deploying technologies, actually work. The paper reports findings from a study that seeks to understand the implications for adopting ‘well-known’ practices for framing, undertaking, and analysis distributed and collaborative software project in the context of Nigeria. Findings show that documenting and analysing what is often considered as ‘best practice’, supposedly prescriptive maps and scripts for accomplishing work, necessitates considering how they get adopted, interpreted, and extended as ‘orderly’ and occasionally ‘messy’ alternatives, offering some sensitivities for understanding the translocal features and transitional meaning of agile project work.
{"title":"Software Project Work in an African Context: Myths, Maps and Messes","authors":"M. Adamu","doi":"10.1145/3441000.3441071","DOIUrl":"https://doi.org/10.1145/3441000.3441071","url":null,"abstract":"Research in HCI and CSCW has consistently shown how software design approaches are an abstract idealisation of work practices, raising questions regarding the appropriateness and applicability of what might be considered as ‘best practice’ or ‘doable practice’ in project work. Such issues have magnified the fundamental need for examining exactly how conventional (and generally Western) constructs, approaches and methods, widely adopted in the process of producing and deploying technologies, actually work. The paper reports findings from a study that seeks to understand the implications for adopting ‘well-known’ practices for framing, undertaking, and analysis distributed and collaborative software project in the context of Nigeria. Findings show that documenting and analysing what is often considered as ‘best practice’, supposedly prescriptive maps and scripts for accomplishing work, necessitates considering how they get adopted, interpreted, and extended as ‘orderly’ and occasionally ‘messy’ alternatives, offering some sensitivities for understanding the translocal features and transitional meaning of agile project work.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"30 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133170811","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}
Studies of smart speakers highlight issues people face with understanding why unexpected behaviour occurs and with recovering from mistakes due to uninformative responses. Yet, our understanding of such intelligibility issues in smart speakers — difficulties in understanding the device's behaviour — remains limited, in particular, for long-term and frequent smart speaker users who may encounter more complex situations than first-time users. We conducted an online survey and interviews with smart speaker enthusiasts to investigate how they form an understanding of the device's behaviour and what strategies they use to recover from breakdowns. We identified seven different breakdown recovery strategies and found that enthusiasts particularly struggled with breakdowns in their IoT infrastructure. Informed by our results, we propose three research directions: infrastructural breakdowns as learning opportunities for understanding the smart speaker's behaviour; leveraging aspects of non-verbal communication as opportunities for design; and considering passive users’ intelligibility and control needs.
{"title":"Intelligibility Issues Faced by Smart Speaker Enthusiasts in Understanding What Their Devices Do and Why","authors":"Mirzel Avdić, Jo Vermeulen","doi":"10.1145/3441000.3441068","DOIUrl":"https://doi.org/10.1145/3441000.3441068","url":null,"abstract":"Studies of smart speakers highlight issues people face with understanding why unexpected behaviour occurs and with recovering from mistakes due to uninformative responses. Yet, our understanding of such intelligibility issues in smart speakers — difficulties in understanding the device's behaviour — remains limited, in particular, for long-term and frequent smart speaker users who may encounter more complex situations than first-time users. We conducted an online survey and interviews with smart speaker enthusiasts to investigate how they form an understanding of the device's behaviour and what strategies they use to recover from breakdowns. We identified seven different breakdown recovery strategies and found that enthusiasts particularly struggled with breakdowns in their IoT infrastructure. Informed by our results, we propose three research directions: infrastructural breakdowns as learning opportunities for understanding the smart speaker's behaviour; leveraging aspects of non-verbal communication as opportunities for design; and considering passive users’ intelligibility and control needs.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130301686","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 1986 four idealistic researchers at XEROX PARC, informally crossing organisational and spatial boundaries, spent two weeks working by video link. As this medium created a new space between them, they called it the Media Space. The field blossomed; within ten years researchers delineated place from space, and later work articulated principles for designing distributed place for collaborative creativity and recognised the Ba-Principle (場) of enabling contexts. In 2020 hundreds of millions of us find ourselves in a prolonged version of the same experiment, but rather than convivial workplaces we observe participants fatigued by bare virtual meeting rooms with ephemeral surfaces, void of boundary objects, only weakly affording ambient presence, staging, social signalling or situated action. By contrasting these observations with known design principles, we reveal which are most lacking in contemporary systems and propose a path back to constructing shared meaning in distributed place.
{"title":"Losing our Place: A Foray into the Attenuated Non-spaces of Groupware and Back Again","authors":"V. Weiley","doi":"10.1145/3441000.3441066","DOIUrl":"https://doi.org/10.1145/3441000.3441066","url":null,"abstract":"In 1986 four idealistic researchers at XEROX PARC, informally crossing organisational and spatial boundaries, spent two weeks working by video link. As this medium created a new space between them, they called it the Media Space. The field blossomed; within ten years researchers delineated place from space, and later work articulated principles for designing distributed place for collaborative creativity and recognised the Ba-Principle (場) of enabling contexts. In 2020 hundreds of millions of us find ourselves in a prolonged version of the same experiment, but rather than convivial workplaces we observe participants fatigued by bare virtual meeting rooms with ephemeral surfaces, void of boundary objects, only weakly affording ambient presence, staging, social signalling or situated action. By contrasting these observations with known design principles, we reveal which are most lacking in contemporary systems and propose a path back to constructing shared meaning in distributed place.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132463255","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}
Stephen Snow, Toby Guinea, Alexander Balson, A. Khan, M. Glencross, N. Horrocks
This paper details our journey toward re-imagining eco-feedback at scale. Simple in-home displays are found to offer limited efficacy and become disused, yet it is simply not feasible (or at least politically acceptable) to deploy high quality feature-rich energy feedback to every household in a region. This paper presents Rent-a-Watt, a speculative, rentable, sharing economy-based model of energy use feedback which is envisaged as a means of providing energy literacy at scale. Based on findings from a preliminary field deployment, we identify limits to engagement with smart plug-based feedback and outline avenues for future work, arguing a case for a sharing economy model of energy use feedback and the potential for a marriage of HCI work on energy use feedback with that on user-led thermal performance audits.
{"title":"Rent-a-Watt: Rethinking energy use feedback","authors":"Stephen Snow, Toby Guinea, Alexander Balson, A. Khan, M. Glencross, N. Horrocks","doi":"10.1145/3441000.3441059","DOIUrl":"https://doi.org/10.1145/3441000.3441059","url":null,"abstract":"This paper details our journey toward re-imagining eco-feedback at scale. Simple in-home displays are found to offer limited efficacy and become disused, yet it is simply not feasible (or at least politically acceptable) to deploy high quality feature-rich energy feedback to every household in a region. This paper presents Rent-a-Watt, a speculative, rentable, sharing economy-based model of energy use feedback which is envisaged as a means of providing energy literacy at scale. Based on findings from a preliminary field deployment, we identify limits to engagement with smart plug-based feedback and outline avenues for future work, arguing a case for a sharing economy model of energy use feedback and the potential for a marriage of HCI work on energy use feedback with that on user-led thermal performance audits.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133043755","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}
Sruti Subramanian, Y. Dahl, B. Vereijken, Dag Svanæs
This study investigates the potential value of tangible interactive technology as a tool for physiotherapists in their work with older adults. The starting point for the investigation was the observation that physiotherapists are bricoleurs—that is, practitioners who are skillful in creatively using the available materials in their environment. We conducted co-design workshops with physiotherapists that informed the development of a prototype toolkit, the ExerTiles, comprising a set of interactive tiles with control components. The toolkit was assessed by seven physiotherapists who created balance training exercises for two older adults each. Post-test interviews revealed that all the physiotherapists were highly positive toward using the ExerTiles as part of their professional work. The following five factors contributed toward the acceptance of ExerTiles by the physiotherapists: tailorability, versatile training, creativity, fun, and portability. Our research indicates that tangible interactive technology has a strong potential to integrate with and add value to physiotherapy practice.
{"title":"ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults","authors":"Sruti Subramanian, Y. Dahl, B. Vereijken, Dag Svanæs","doi":"10.1145/3441000.3441043","DOIUrl":"https://doi.org/10.1145/3441000.3441043","url":null,"abstract":"This study investigates the potential value of tangible interactive technology as a tool for physiotherapists in their work with older adults. The starting point for the investigation was the observation that physiotherapists are bricoleurs—that is, practitioners who are skillful in creatively using the available materials in their environment. We conducted co-design workshops with physiotherapists that informed the development of a prototype toolkit, the ExerTiles, comprising a set of interactive tiles with control components. The toolkit was assessed by seven physiotherapists who created balance training exercises for two older adults each. Post-test interviews revealed that all the physiotherapists were highly positive toward using the ExerTiles as part of their professional work. The following five factors contributed toward the acceptance of ExerTiles by the physiotherapists: tailorability, versatile training, creativity, fun, and portability. Our research indicates that tangible interactive technology has a strong potential to integrate with and add value to physiotherapy practice.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116367650","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}
K. Ferris, Gonzalo García-Martinez, G. Wadley, Kathryn Williams
We designed and trialled a virtual reality application, Melbourne 2100, that simulates a flooded CBD in a future Melbourne impacted by climate change. We hypothesised that experiencing dystopian futures in VR can make abstract and distal climate change more concrete for people, provoking public engagement and discussion. This paper presents the first stage of a project to design and trial our system with members of the public. We describe our design process, the application we built, and the results of a user study. Observations and interviews yielded feedback that will inform the ongoing development both the application and our methods for gauging its impact. The study indicates that VR is a viable medium for engaging the public with the critical issue of climate change.
{"title":"Melbourne 2100: Dystopian Virtual Reality to provoke civic engagement with climate change","authors":"K. Ferris, Gonzalo García-Martinez, G. Wadley, Kathryn Williams","doi":"10.1145/3441000.3441029","DOIUrl":"https://doi.org/10.1145/3441000.3441029","url":null,"abstract":"We designed and trialled a virtual reality application, Melbourne 2100, that simulates a flooded CBD in a future Melbourne impacted by climate change. We hypothesised that experiencing dystopian futures in VR can make abstract and distal climate change more concrete for people, provoking public engagement and discussion. This paper presents the first stage of a project to design and trial our system with members of the public. We describe our design process, the application we built, and the results of a user study. Observations and interviews yielded feedback that will inform the ongoing development both the application and our methods for gauging its impact. The study indicates that VR is a viable medium for engaging the public with the critical issue of climate change.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124852223","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}