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}
This paper introduces the design explorations of a multi-sensorial environment focused on emotional pregnancy. We define emotional pregnancy as the psychological and mental reactions to the transitional experiences towards motherhood/becoming a parent. We draw from insights into pregnant women's experiences and expert knowledge shared by midwives and doula to develop a sensorial experience and toolkit that combine affirmations, light, sound, movements and journaling. This is deployed within the context of a prenatal yoga setting with three women at different stages in their pregnancy. We offer insights into how a multi-sensorial approach to designing for the wholeness of pregnancy can support and empower women in their experiences of pregnancy, expand on societal understandings and foster the value of emotions during this time.
{"title":"Embodying the Emotional Pregnancy: Design Explorations of a Prenatal Yoga Multi-Sensorial Environment","authors":"Ida Kilias Svenningsen, Teresa Almeida","doi":"10.1145/3441000.3441044","DOIUrl":"https://doi.org/10.1145/3441000.3441044","url":null,"abstract":"This paper introduces the design explorations of a multi-sensorial environment focused on emotional pregnancy. We define emotional pregnancy as the psychological and mental reactions to the transitional experiences towards motherhood/becoming a parent. We draw from insights into pregnant women's experiences and expert knowledge shared by midwives and doula to develop a sensorial experience and toolkit that combine affirmations, light, sound, movements and journaling. This is deployed within the context of a prenatal yoga setting with three women at different stages in their pregnancy. We offer insights into how a multi-sensorial approach to designing for the wholeness of pregnancy can support and empower women in their experiences of pregnancy, expand on societal understandings and foster the value of emotions during this time.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"40 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":"127001778","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}
Eike Schneiders, M. B. Kristensen, M. K. Svangren, M. Skov
Electroencephalography (EEG) has the potential to measure a person’s cognitive state, however, we still only have limited knowledge about how well-suited EEG is for recognising cognitive distraction while driving. In this paper, we present DeCiDED, a system that uses EEG in combination with machine learning to detect cognitive distraction in car drivers. Through DeCiDED, we investigate the temporal impact, of the time between the collection of training and evaluation data, and the detection accuracy for cognitive distraction. Our results indicate, that DeCiDED can recognise cognitive distraction with high accuracy when training and evaluation data are originating from the same driving session. Further, we identify a temporal impact, resulting in reduced classification accuracy, of an increased time-span between different drives on the detection accuracy. Finally, we discuss our findings on cognitive attention recognition using EEG how to complement it to categorise different types of distractions.
{"title":"Temporal Impact on Cognitive Distraction Detection for Car Drivers using EEG","authors":"Eike Schneiders, M. B. Kristensen, M. K. Svangren, M. Skov","doi":"10.1145/3441000.3441013","DOIUrl":"https://doi.org/10.1145/3441000.3441013","url":null,"abstract":"Electroencephalography (EEG) has the potential to measure a person’s cognitive state, however, we still only have limited knowledge about how well-suited EEG is for recognising cognitive distraction while driving. In this paper, we present DeCiDED, a system that uses EEG in combination with machine learning to detect cognitive distraction in car drivers. Through DeCiDED, we investigate the temporal impact, of the time between the collection of training and evaluation data, and the detection accuracy for cognitive distraction. Our results indicate, that DeCiDED can recognise cognitive distraction with high accuracy when training and evaluation data are originating from the same driving session. Further, we identify a temporal impact, resulting in reduced classification accuracy, of an increased time-span between different drives on the detection accuracy. Finally, we discuss our findings on cognitive attention recognition using EEG how to complement it to categorise different types of distractions.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"98 17","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113940468","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}
Lingwei Tong, Sungchul Jung, R. Li, R. Lindeman, H. Regenbrecht
The popularity of 360-degree video storytelling has been increasing. However, effectively guiding viewer’s attention remains challenging. In this paper, we propose the notion of Action Units (AU) as a guidance method. It aims to improve the user experience of 360-degree video for seated viewers with swivel chairs, as we call “Swivel-chair VR”. We first conducted a pilot study with four subject-matter experts to verify the practicality of AU. We then conducted a formal user study to compare the AU with two commonly used attention guidance techniques, namely “Pointing Arrow” (PA) and “Angular Shift” (AS), as well as the baseline without any guidance (BK). We applied them to a virtual tour and measured their effects on engagement, enjoyment, memory, viewers behaviors, and cybersickness. The results indicated that AU is an effective guidance as it increased the levels of engagement and enjoyment, reduced the level of cybersickness and helped users focus on target faster. Users also preferred AU for its diegetic aspects.
{"title":"Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality","authors":"Lingwei Tong, Sungchul Jung, R. Li, R. Lindeman, H. Regenbrecht","doi":"10.1145/3441000.3441063","DOIUrl":"https://doi.org/10.1145/3441000.3441063","url":null,"abstract":"The popularity of 360-degree video storytelling has been increasing. However, effectively guiding viewer’s attention remains challenging. In this paper, we propose the notion of Action Units (AU) as a guidance method. It aims to improve the user experience of 360-degree video for seated viewers with swivel chairs, as we call “Swivel-chair VR”. We first conducted a pilot study with four subject-matter experts to verify the practicality of AU. We then conducted a formal user study to compare the AU with two commonly used attention guidance techniques, namely “Pointing Arrow” (PA) and “Angular Shift” (AS), as well as the baseline without any guidance (BK). We applied them to a virtual tour and measured their effects on engagement, enjoyment, memory, viewers behaviors, and cybersickness. The results indicated that AU is an effective guidance as it increased the levels of engagement and enjoyment, reduced the level of cybersickness and helped users focus on target faster. Users also preferred AU for its diegetic aspects.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"47 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":"129038399","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 the contemporary re-configuration of cities, interactive technology has become a prevailing enabler of play in shared spaces. It expands the physical and social affordances of the urban environment and provides new means to facilitate playful activities for the general public. Despite a wealth of scholarly and practice work, most of the existing literature lacks systematic consideration of interactive technology implementation combined with the rethinking of urban affordances as a strategy for playful digital placemaking. Through the analysis of literature and design precedents, we put forward a definition for the concept of interactive urban play, and a set of design configuration types that surfaced from recurring properties. We propose a preliminary design vocabulary based on the analysis to help think through potential configurations for interactive urban play ideas and solutions.
{"title":"A Preliminary Design Vocabulary for Interactive Urban Play: Analysing and Composing Design Configurations for Playful Digital Placemaking","authors":"Louis Chew, L. Loke, L. Hespanhol","doi":"10.1145/3441000.3441064","DOIUrl":"https://doi.org/10.1145/3441000.3441064","url":null,"abstract":"In the contemporary re-configuration of cities, interactive technology has become a prevailing enabler of play in shared spaces. It expands the physical and social affordances of the urban environment and provides new means to facilitate playful activities for the general public. Despite a wealth of scholarly and practice work, most of the existing literature lacks systematic consideration of interactive technology implementation combined with the rethinking of urban affordances as a strategy for playful digital placemaking. Through the analysis of literature and design precedents, we put forward a definition for the concept of interactive urban play, and a set of design configuration types that surfaced from recurring properties. We propose a preliminary design vocabulary based on the analysis to help think through potential configurations for interactive urban play ideas and solutions.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"44 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":"117139085","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 this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing.
{"title":"Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection","authors":"P. Sweetser, Zane Rogalewicz","doi":"10.1145/3441000.3441050","DOIUrl":"https://doi.org/10.1145/3441000.3441050","url":null,"abstract":"In this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"79 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":"131557013","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}
Following the rise of the electronic book, how readers interact with books and ebooks to choose what to read, has been a growing topic of interest in human-computer interaction. This paper presents a three-step investigation into book selection processes in bookstores, that includes observations and interviews. We examine differences between reader behaviour in two broad types of books: text-focussed and image-rich. The findings reveal that users examine common facets of the different types of book in different ways, and that the selection processes for the two types follow different sequences. While similarities and common factors exist, user behaviour is fundamentally different. Previews of digital books can benefit from this insight to create different presentations to glimpse text-focussed or image-rich ebooks.
{"title":"Worth 1000 Words?: The Influence of Image Versus Text Content on the Book Selection Process","authors":"Huiwen Zhang, Dana Mckay, G. Buchanan","doi":"10.1145/3441000.3441002","DOIUrl":"https://doi.org/10.1145/3441000.3441002","url":null,"abstract":"Following the rise of the electronic book, how readers interact with books and ebooks to choose what to read, has been a growing topic of interest in human-computer interaction. This paper presents a three-step investigation into book selection processes in bookstores, that includes observations and interviews. We examine differences between reader behaviour in two broad types of books: text-focussed and image-rich. The findings reveal that users examine common facets of the different types of book in different ways, and that the selection processes for the two types follow different sequences. While similarities and common factors exist, user behaviour is fundamentally different. Previews of digital books can benefit from this insight to create different presentations to glimpse text-focussed or image-rich ebooks.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"21 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":"134429095","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}
The pace and magnitude of recent advancements in digital technologies have set the scene for a complete transformation of our citizenship experience. In the past, HCI research has been concerned with aligning technological progress with top-down organizational models of government institutions or exploring the needs of individual bottom-up community initiatives. However, this approach has proved too rigid for systemic issues and HCI researchers have started to meet these wicked problems halfway, rather than from two opposing sides. This involves putting emphasis on how citizens and organizations can incorporate existing technologies and involve dialogue and co-creation in their process. In this paper we highlight several directions of HCI research that follow the trail towards civic empowerment. Based on these, we identify a set of strategies that might help researchers contribute to a more inclusive orientation of civic tech.
{"title":"Empowerment Approaches in Digital Civics","authors":"S. Cazacu, N. B. Hansen, B. Schouten","doi":"10.1145/3441000.3441069","DOIUrl":"https://doi.org/10.1145/3441000.3441069","url":null,"abstract":"The pace and magnitude of recent advancements in digital technologies have set the scene for a complete transformation of our citizenship experience. In the past, HCI research has been concerned with aligning technological progress with top-down organizational models of government institutions or exploring the needs of individual bottom-up community initiatives. However, this approach has proved too rigid for systemic issues and HCI researchers have started to meet these wicked problems halfway, rather than from two opposing sides. This involves putting emphasis on how citizens and organizations can incorporate existing technologies and involve dialogue and co-creation in their process. In this paper we highlight several directions of HCI research that follow the trail towards civic empowerment. Based on these, we identify a set of strategies that might help researchers contribute to a more inclusive orientation of civic tech.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"61 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":"121919404","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}