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.
{"title":"A Model for Pointing at Targets with Different Clickable and Visual Widths and with Distractors","authors":"Hiroki Usuba, Shota Yamanaka, Homei Miyashita","doi":"10.1145/3441000.3441019","DOIUrl":"https://doi.org/10.1145/3441000.3441019","url":null,"abstract":"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.","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":"122771455","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}
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.
{"title":"Challenges of Deploying VR in Aged Care: A Two-Phase Exploration Study","authors":"Wei Zhao, Steven Baker, Jenny Waycott","doi":"10.1145/3441000.3441018","DOIUrl":"https://doi.org/10.1145/3441000.3441018","url":null,"abstract":"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.","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":"129244536","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}
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.
{"title":"Storytelling Before or After Prototyping with a Toolkit for Designing Classroom Robots","authors":"Güncel Kirlangiç, M. Obaid, A. Yantaç","doi":"10.1145/3441000.3441010","DOIUrl":"https://doi.org/10.1145/3441000.3441010","url":null,"abstract":"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.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"183 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120859436","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}