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Gender Differences in Innovation Design: A Thematic Conversation Analysis 创新设计中的性别差异:主题对话分析
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441021
A. Ashcroft
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.
本研究探讨了性别在参与式设计创新工作坊中扮演的角色;反思过程和结果。通常在讨论性别和设计时,所提出的问题是缺乏女性设计师或开发人员[26],但在设计过程中,当涉及到用户时,在解决充分的性别代表性方面似乎存在差距。在这项研究中,举办了一个设计研讨会,参与者,两名男性和五名女性,最初被要求识别或产生与他们的学术研究有关的问题和可能的数字解决方案,然后设计他们自己选择的最佳解决方案。对讲习班进行了记录和转录,并进行了对话和话语分析,发现性别影响问题的提出、语言的使用和群体实践。本文的结论是,性别在设计创新方面的群体动态中明显发挥着重要作用;这种主题对话和话语分析为理解这些问题提供了一种恰当而深刻的方法。
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引用次数: 0
Effects of Avatar’s Symbolic Gesture in Virtual Reality Brainstorming 虚拟现实头脑风暴中化身符号手势的效果
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441081
Masahiro Ide, Shoji Oshima, Shingo Mori, Masato Yoshimi, Junko Ichino, S. Tano
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.
与面对面交流相比,虚拟现实(VR)中以化身为媒介的交流具有挑战性,特别是在向他人表达用户意图方面。这在一定程度上是由于技术媒介对非语言交流线索的限制,包括手势和面部表情。在社交VR平台中,有一些界面允许用户通过虚拟化身选择几个给定的象征性手势来表达他们的意图,例如“好”和“惊讶”。然而,人们对象征性手势对交流的影响知之甚少。我们研究了符号手势对虚拟现实中交流的影响,并在三种不同的条件下进行了头脑风暴任务的用户实验:带有符号手势的虚拟现实、不带有符号手势的虚拟现实和面对面。我们的研究结果显示,受试者主观问卷的几个项目存在显著差异,即受试者报告象征性手势比其他条件更容易帮助他们表达自己的意图和感受。这意味着在虚拟现实的交流中,象征性的手势提高了社交存在感。
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引用次数: 10
Enabling adults with less education to support their child’s education through hyperlocal educational videos 使受教育程度较低的成年人能够通过超本地化的教育视频来支持孩子的教育
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441060
D. Padhi, Rohan Jhunja, Anirudha N. Joshi
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.
众所周知,父母参与孩子的教育是孩子学业成功的重要预测因素。然而,发展中国家受教育程度较低的成年人在在家抚养子女方面面临着若干挑战,尤其是在孩子上中学之后。本研究旨在通过在印度背景下的干预促进父母的参与。我们首先对113名ALE家长进行了用户研究,以了解家长参与的动态。我们了解到,尽管许多ALE家长从他们有限的资源中投入大量资金,以便他们可以将孩子送到付费课程,否则他们缺乏时间,资源和自我效能来更好地参与孩子的教育。基于这些见解,在一位学校老师的帮助下,我们想出了四个超本地的视频原型——我们称之为“讲解视频”、“指导视频”、“讨论视频”和“作业视频”。我们通过WhatsApp将这些视频发给了印度浦那的12位ALE家长,并对他们进行了两周的跟踪调查。我们发现,“表现较好的”学生的家长认为视频是有用的,倾向于观看更多的视频,而“表现不太好的”学生的家长则需要额外的调解和触发。一个重要的教训是,干预措施需要帮助父母和孩子在家里培养一种学术文化。总的来说,这些视频让父母意识到孩子的教育活动,并帮助他们更好地参与到教育中来。
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引用次数: 0
Seeking a New Normal: Refugee Discourse on Social Media Forums 寻求新常态:社交媒体论坛上的难民话语
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441072
India Anderson, A. Hebbani, Dhaval Vyas
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.
难民们试图在危机时期建立一种正常的感觉,数字空间已证明自己是宝贵的信息和联系来源。利用“新常态”理论,本文旨在更好地理解难民如何使用这些空间,以及他们如何鼓励一种常态感。对171个社交媒体帖子的定性分析显示,难民寻求建议,分享他们的故事,澄清有关难民生活的神话和误解,而非难民在危机时期提供帮助。这些发现有助于HCI研究,因为它展示了难民使用这些论坛的方式,揭示了难民的价值观和经历,以及它如何与更广泛的社区相交。
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引用次数: 3
Software Project Work in an African Context: Myths, Maps and Messes 非洲背景下的软件项目工作:神话、地图和混乱
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441071
M. Adamu
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.
HCI和CSCW的研究一直表明,软件设计方法是对工作实践的抽象理想化,这就提出了关于项目工作中“最佳实践”或“可行实践”的适当性和适用性的问题。这些问题放大了检验在生产和部署技术的过程中广泛采用的传统(通常是西方的)结构、途径和方法究竟是如何工作的根本需要。本文报告了一项研究的结果,该研究旨在了解在尼日利亚的背景下采用“众所周知的”实践来构建、承担和分析分布式和协作软件项目的含义。研究结果表明,记录和分析通常被认为是“最佳实践”的东西,即完成工作的指令性地图和脚本,需要考虑它们如何被采用、解释和扩展为“有序”和偶尔“混乱”的替代方案,为理解敏捷项目工作的跨局部特征和过渡意义提供了一些敏感性。
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引用次数: 2
Intelligibility Issues Faced by Smart Speaker Enthusiasts in Understanding What Their Devices Do and Why 智能音箱爱好者在理解他们的设备做什么和为什么做时面临的可理解性问题
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441068
Mirzel Avdić, Jo Vermeulen
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.
对智能音箱的研究强调了人们在理解意外行为发生的原因以及从错误中恢复所面临的问题。然而,我们对智能扬声器中这种可理解性问题的理解仍然有限,特别是对于长期和频繁使用智能扬声器的用户来说,他们可能会遇到比首次用户更复杂的情况。我们进行了一项在线调查,并采访了智能音箱爱好者,以了解他们如何理解设备的行为,以及他们使用什么策略从故障中恢复过来。我们确定了七种不同的故障恢复策略,并发现爱好者在物联网基础设施中遇到故障时尤其挣扎。根据我们的研究结果,我们提出了三个研究方向:基础设施故障作为理解智能扬声器行为的学习机会;利用非语言交流作为设计的机会;并考虑被动用户的可理解性和控制需求。
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引用次数: 5
Melbourne 2100: Dystopian Virtual Reality to provoke civic engagement with climate change 墨尔本2100:反乌托邦虚拟现实激发公民参与气候变化
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441029
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.
我们设计并试验了一个虚拟现实应用程序“墨尔本2100”,它模拟了受气候变化影响的未来墨尔本被洪水淹没的CBD。我们假设,在VR中体验反乌托邦的未来,可以使抽象的、远端的气候变化对人们来说更加具体,从而引发公众的参与和讨论。本文件介绍一项计划的第一阶段,目的是设计及向市民试用我们的系统。我们描述了我们的设计过程,我们构建的应用程序,以及用户研究的结果。观察和访谈产生的反馈将告知正在进行的应用程序开发和我们衡量其影响的方法。该研究表明,虚拟现实是一种让公众参与气候变化这一关键问题的可行媒介。
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引用次数: 5
A Model for Pointing at Targets with Different Clickable and Visual Widths and with Distractors 具有不同可点击宽度和视觉宽度和干扰物的指向目标模型
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441019
Hiroki Usuba, Shota Yamanaka, Homei Miyashita
In this study, we extend Fitts’ law to enable it to predict the movement time of pointing operations in interfaces, such as those in navigation bars whose items have different clickable and visual widths and intervals between a target and distractors. For this, we conduct two experiments to investigate the effects of distractors on pointing operations and how increasing the interval size changes user performance. We find that the movement time is significantly affected by the clickable width and intervals whereas it is only slightly affected by the visual width. Based on the results, we construct a time prediction model for considering the differences between clickable and visual widths and the intervals between a target and distractors. Our model shows a good fit for not only the data of our two experiments but also for those of three previous studies.
在本研究中,我们扩展了Fitts定律,使其能够预测界面中指向操作的移动时间,例如导航栏中的项目具有不同的可点击和视觉宽度以及目标和干扰物之间的间隔。为此,我们进行了两个实验来研究干扰对指向操作的影响,以及增加间隔大小如何改变用户的性能。我们发现移动时间受可点击宽度和间隔的显著影响,而受视觉宽度的影响很小。在此基础上,我们构建了一个考虑可点击宽度和视觉宽度差异以及目标和干扰物之间间隔的时间预测模型。我们的模型不仅可以很好地拟合我们两个实验的数据,而且可以很好地拟合之前三个研究的数据。
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引用次数: 5
Challenges of Deploying VR in Aged Care: A Two-Phase Exploration Study 在老年护理中部署VR的挑战:一个两阶段的探索研究
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441018
Wei Zhao, Steven Baker, Jenny Waycott
While VR has shown benefits such as improving alertness, recalling memories and cognitive training for older adults, it is challenging to deploy it in aged care settings due to the complexity of social care, physical and healthcare needs of the residents. This paper presents a two-phase study that aims to explore the challenges of deploying VR technology in aged care settings. Phase one involved a thematic analysis of video recordings of 14 VR sessions, during which five residents of an aged care facility were invited to experience and interact with VR systems. Phase two aimed to explore the challenges further by analyzing semi-structured interviews with 11 staff members who had experience in coordinating VR activities in aged care homes. The results revealed a range of issues that need to be considered when deploying VR systems in aged care settings, including: usability issues related to VR systems; barriers caused by residents’ mobility constraints; physical discomfort; and challenges in providing guidance and support for residents using VR.
虽然VR已经显示出改善老年人警觉性、回忆记忆和认知训练等好处,但由于社会护理、居民身体和医疗保健需求的复杂性,在老年护理环境中部署它是具有挑战性的。本文提出了一个两阶段的研究,旨在探讨在老年护理环境中部署VR技术的挑战。第一阶段是对14个VR会话的视频记录进行专题分析,在此期间,一家老年护理机构邀请了5名居民体验VR系统并与之互动。第二阶段旨在通过对11名在养老院协调虚拟现实活动的工作人员进行半结构化访谈,进一步探讨挑战。结果揭示了在老年护理环境中部署VR系统时需要考虑的一系列问题,包括:与VR系统相关的可用性问题;居民流动受限造成的障碍;身体不适;以及为居民使用虚拟现实提供指导和支持的挑战。
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引用次数: 8
Storytelling Before or After Prototyping with a Toolkit for Designing Classroom Robots 用设计课堂机器人的工具包在原型制作之前或之后讲故事
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441010
Güncel Kirlangiç, M. Obaid, A. Yantaç
Storytelling is an effective approach that is used in interaction design to help align users’ needs throughout the design process. In this paper, we utilize a storytelling approach with hands-on design toolkit activities to investigate how the experimental order effect can have an impact on the overall outcomes. In particular, we focus on a robotic design toolkit that aims to involve children in the process of designing assistant classroom robotic artifacts. We report the findings of a study conducted with 28 children that designed their own classroom robotic assistance using the toolkit before and after storytelling. We conclude the paper with discussion on the order effect and design findings. This paper aims to contribute to the literature with insights on how to implement storytelling along with a prototyping toolkit; approaches that are highly valued in interaction design research and practice recently.
在交互设计中,讲故事是一种有效的方法,可以在整个设计过程中帮助协调用户的需求。在本文中,我们利用讲故事的方法与动手设计工具包活动来调查实验顺序效应如何对总体结果产生影响。特别地,我们专注于一个机器人设计工具包,旨在让孩子们参与设计辅助教室机器人人工制品的过程。我们报告了一项对28名儿童进行的研究的结果,这些儿童在讲故事之前和之后使用工具包设计了他们自己的教室机器人辅助。最后讨论了序效应和设计发现。这篇文章的目的是提供关于如何将故事叙述与原型工具包结合在一起的见解;最近在交互设计研究和实践中受到高度重视的方法。
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引用次数: 1
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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