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Augmenting Remote Interviews through Virtual Experience Prototypes 通过虚拟体验原型增强远程访谈
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441057
Almohannad Albastaki, Marius Hoggenmüller, F. Robinson, L. Hespanhol
This paper presents insights from a pilot study in which we used a Virtual Experience Prototype (VEP) to gather qualitative feedback in an online evaluation context. For our study, we created a VEP consisting of a non-immersive virtual reality simulation of an urban robot to inform the design of robotic expressions. Through the means of video conferencing software, we were able to collect qualitative data through the think-aloud protocol while participants interacted with the VEP, followed by subsequent in-depth interviews. By comparing our data to findings from previous in-the-wild deployments, we report on aspects which were comparable to in-person evaluations. Reflecting on our approach, we present a preliminary list of lessons learnt and examine how VEPs can support researchers and practitioners to gain rich feedback from participants in synchronous remote user testing. While bearing in mind the limitations over physical prototypes, we argue that VEPs can be used as a lightweight tool to engage participants in remote interviews through interactive spatial experiences.
本文介绍了一项试点研究的见解,在该研究中,我们使用虚拟体验原型(VEP)在在线评估环境中收集定性反馈。在我们的研究中,我们创建了一个由城市机器人的非沉浸式虚拟现实模拟组成的VEP,以告知机器人表情的设计。通过视频会议软件,我们可以在参与者与副总裁互动的同时,通过有声思考协议收集定性数据,随后进行深入访谈。通过将我们的数据与之前野外部署的结果进行比较,我们报告了与现场评估相当的方面。考虑到我们的方法,我们提出了一个初步的经验教训列表,并检查了vep如何支持研究人员和实践者从同步远程用户测试的参与者那里获得丰富的反馈。虽然考虑到物理原型的局限性,但我们认为vep可以作为一种轻量级工具,通过交互式空间体验来吸引参与者进行远程访谈。
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引用次数: 6
Mediscape: Preliminary Design Guidelines for Interactive Rhythmic Soundscapes for Entraining Novice Mindfulness Meditators medidisscape:用于吸引新手正念冥想的交互式节奏音景的初步设计指南
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441052
K. Cochrane, L. Loke, Andrew J. Campbell, N. Ahmadpour
Mindfulness meditation is a beneficial approach to managing stress; however, establishing a practice can be difficult for novice meditators. Interactive soundscapes using brainwave data offer new avenues, yet how to design such novel interfaces is underexplored. We present Mediscape, an interactive ocean soundscape modulated by brainwave data to teach awareness of breathing to novices. Through an exploratory study with 20 participants, we collected interview and questionnaire data on their experience with Mediscape and impact on their stress and wellbeing. Findings revealed the complex nature of the meditation experience for novices, analysed as key themes of shifting state, attention, self-regulation strategy, and immersion. Preliminary design guidelines are proposed to assist designers in creating interactive soundscapes for breath-awareness meditation, through consideration of how sound can be used for rhythmic entrainment of breathing, information on the state of meditation, and the creation of immersive environments.
正念冥想是一种管理压力的有益方法;然而,对于新手冥想者来说,建立一种练习是很困难的。使用脑波数据的交互式音景提供了新的途径,但如何设计这种新颖的界面还未得到充分的探索。我们提出Mediscape,一个互动的海洋声景,由脑电波数据调制,以教初学者呼吸的意识。通过对20名参与者的探索性研究,我们收集了他们使用mediescape的经历以及对他们的压力和幸福感的影响的访谈和问卷调查数据。研究结果揭示了新手冥想体验的复杂性,分析了状态转移、注意力、自我调节策略和沉浸感的关键主题。本文提出了初步的设计指导方针,通过考虑声音如何用于有节奏的呼吸,冥想状态的信息和沉浸式环境的创造,帮助设计师创造呼吸意识冥想的交互式声景。
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引用次数: 8
Digital wellbeing through design: Evaluation of a professional development workshop on wellbeing-supportive design 通过设计实现数字健康:对健康支持设计的专业发展研讨会的评估
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441008
Dorian Peters, N. Ahmadpour
Concerns over the impact of technologies on psychological health have led to a growing interest in ‘digital wellbeing’ and related research within HCI. In order for technologies to better respect psychological needs, designers will need to incorporate wellbeing-supportive design knowledge and methods into their practice in ways that are practical and scalable. To this end, we developed and evaluated a workshop and resources intended to equip technology-makers with the research-based knowledge and skills necessary to design in ways that better support psychological wellbeing. We report on findings from two iterations of the workshop conducted with HCI and technology professionals. Results from surveys of 56 participants demonstrate that the final workshop was considered valuable, well-structured, and successful in improving knowledge of wellbeing psychology in ways transferrable to practice. We also share lessons learned in the process that might generalise to workshop development in HCI more broadly.
对技术对心理健康影响的担忧导致人们对“数字健康”和HCI相关研究的兴趣日益浓厚。为了使技术更好地尊重心理需求,设计师需要以实用和可扩展的方式将支持健康的设计知识和方法纳入他们的实践中。为此,我们开发并评估了一个研讨会和资源,旨在为技术制造商提供基于研究的知识和技能,以更好地支持心理健康的设计方式。我们报告了由HCI和技术专业人员进行的两次研讨会的结果。对56名参与者的调查结果表明,最后的研讨会被认为是有价值的,结构良好,并且成功地以可转移到实践中的方式提高了幸福心理学的知识。我们还分享了在这一过程中获得的经验教训,这些经验教训可能会推广到更广泛的HCI研讨会发展中。
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引用次数: 5
A Tangible Multi-Display Toolkit to Support the Collaborative Design Exploration of AV-Pedestrian Interfaces 支持自动驾驶-行人界面协同设计探索的有形多显示工具包
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441031
Marius Hoggenmüller, M. Tomitsch, Callum Parker, Trung-Thanh Nguyen, Dawei Zhou, Stewart Worrall, E. Nebot
The advent of cyber-physical systems, such as robots and autonomous vehicles (AVs), brings new opportunities and challenges for the domain of interaction design. Though there is consensus about the value of human-centred development, there is a lack of documented tailored methods and tools for involving multiple stakeholders in design exploration processes. In this paper we present a novel approach using a tangible multi-display toolkit. Orchestrating computer-generated imagery across multiple displays, the toolkit enables multiple viewing angles and perspectives to be captured simultaneously (e.g. top-view, first-person pedestrian view). Participants are able to directly interact with the simulated environment through tangible objects. At the same time, the objects physically simulate the interface’s behaviour (e.g. through an integrated LED display). We evaluated the toolkit in design sessions with experts to collect feedback and input on the design of an AV-pedestrian interface. The paper reports on how the combination of tangible objects and multiple displays supports collaborative design explorations.
网络物理系统的出现,如机器人和自动驾驶汽车(AVs),给交互设计领域带来了新的机遇和挑战。尽管人们对以人为本的开发的价值达成了共识,但在设计探索过程中涉及多个利益相关者的定制方法和工具缺乏记录。在本文中,我们提出了一种使用有形多显示工具包的新方法。通过在多个显示器上协调计算机生成的图像,该工具包可以同时捕获多个视角和视角(例如俯视图,第一人称行人视图)。参与者可以通过有形的物体直接与模拟环境互动。同时,对象物理模拟接口的行为(例如,通过集成的LED显示屏)。我们在与专家的设计会议中评估了该工具包,以收集有关自动驾驶-行人界面设计的反馈和输入。本文报告了有形物体和多种显示的结合如何支持协同设计探索。
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引用次数: 2
piARno - An Augmented Reality Piano Tutor 钢琴-增强现实钢琴导师
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441039
Liam Rigby, B. Wünsche, Alex Shaw
Music is an important way for humans to express themselves, unite, relate, and gain enjoyment. While many people desire for themselves, or their loved ones, to achieve some form of musical prowess, the discipline remains encumbered by low motivation and high dropout rates. This is despite long established trends between exposure to learning playing an instrument and enhanced cognitive development. Previous research suggests that one factor associated with motivation loss might be the lack of perceived progress during the early stages of music instruction. In this paper we develop a novel Augmented Reality piano tutor with the primary goal of increasing the effectiveness of self-practice for beginners. Our solution is based on the principle of constant feedback and reducing the level of indirection between instrument, instructions, and feedback, and enables users to learn to read and understand piano sheet music quickly without requiring a private instructor, while maintaining compatibility with the traditional learning process. An evaluation of our solution with a user study containing 22 participants showed that our tool significantly improved motivation and the ability to read piano sheet music.
音乐是人类表达自我、团结、联系、享受的重要方式。虽然许多人渴望自己或他们所爱的人获得某种形式的音乐才能,但这一学科仍然受到低动机和高辍学率的阻碍。尽管长期以来一直存在学习演奏乐器与增强认知发展之间的趋势。先前的研究表明,与动机丧失相关的一个因素可能是在音乐教学的早期阶段缺乏感知的进步。在本文中,我们开发了一种新型的增强现实钢琴导师,其主要目标是提高初学者自我练习的有效性。我们的解决方案基于不断反馈的原则,减少了乐器、指令和反馈之间的间接性,使用户能够在不需要私人教练的情况下快速学习阅读和理解钢琴乐谱,同时保持与传统学习过程的兼容性。对包含22名参与者的用户研究的评估表明,我们的工具显着提高了动机和阅读钢琴乐谱的能力。
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引用次数: 8
Evaluating the Effects of Introducing Three Gamification Elements in STEM Educational Software for Secondary Schools 评估在中学STEM教育软件中引入三个游戏化元素的效果
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441073
Pamela Andrade, E. Law, Juan Carlos Farah, D. Gillet
Gamification aims to enhance the educational experience by enabling students to have fun with technology. Although research in the field has previously looked into the effectiveness of gamification, reviews of existing studies show that in the context of education, gamification has been largely applied at the university level, with diverse pedagogical approaches and outcomes. Furthermore, reports often refer to interactions with gamification elements in contexts outside STEM education. To bridge these research gaps, this paper reports on an empirical study involving 199 students from two secondary schools. Students had the opportunity to receive a digital reward (in the form of points, badges, or rankings) for their participation in an online physics lesson. Although no significant differences were found regarding student motivation, results confirm an impact—depending on the gamification element being introduced in the software—on three other important aspects: (i) perceived usability, (ii) student engagement, and (iii) learning performance.
游戏化旨在通过让学生享受科技带来的乐趣来提升教育体验。虽然该领域的研究之前已经研究了游戏化的有效性,但对现有研究的回顾表明,在教育背景下,游戏化已经在大学层面上得到了很大的应用,具有多种教学方法和结果。此外,报告经常提到在STEM教育之外的环境中与游戏化元素的互动。为了弥补这些研究空白,本文报告了一项涉及两所中学199名学生的实证研究。参加在线物理课程的学生有机会获得数字奖励(以分数、徽章或排名的形式)。虽然在学生动机方面没有发现显著差异,但结果证实了影响——取决于软件中引入的游戏化元素——在其他三个重要方面:(i)感知可用性,(ii)学生参与度,(iii)学习表现。
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引用次数: 6
Near and Dear: Designing Relatable VR Agents for Training Games 《亲近:为训练游戏设计相关的VR代理
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441007
Sonam Adinolf, Peta Wyeth, R. Brown, L. Simpson
Agents are becoming increasingly ubiquitous in people’s lives. There is potential for agents to aid scalability of digital learning and training. Research has noted the reduction in personal interactions as such applications reach a broader population. There is a gap in literature with regards to virtual agents as relatable learning companions. This paper presents the findings from three ideation workshops with different expert groups centered around designing playful interactions with a digital agent in Virtual Reality (VR), in the context of cybersecurity training. The workshop discussions were subjected to thematic analysis to extract design insights. The design insights fall into three broad categories: thematic (e.g., different metaphors to translate cybersecurity concepts), stylistic (e.g., less realistic art), and mechanical (e.g., VR gestures). This work contributes to HCI by producing a set of design insights to inform design of agent based VR learning environments.
代理人在人们的生活中变得越来越无处不在。代理有潜力帮助数字学习和培训的可扩展性。研究指出,随着此类应用的普及,人与人之间的互动减少了。关于虚拟代理作为相关学习伙伴的文献存在空白。本文介绍了在网络安全培训背景下,围绕在虚拟现实(VR)中设计与数字代理的有趣交互的三个不同专家组的创意研讨会的研究结果。工作坊讨论进行了主题分析,以提取设计见解。设计见解分为三大类:主题(例如,翻译网络安全概念的不同隐喻),风格(例如,不太现实的艺术)和机械(例如,VR手势)。这项工作通过产生一组设计见解来为基于代理的VR学习环境的设计提供信息,从而为HCI做出了贡献。
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引用次数: 1
Page-Turning Techniques for Reading Interfaces in Virtual Environments 虚拟环境中阅读界面的翻页技术
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441024
Tilman Dingler, Siran Li, N. V. Berkel, V. Kostakos
Virtual Reality (VR) environments offer new ways and formats to consume and process information. Despite multimedia offerings, most information remains to be presented via text. VR has the potential to deliver immersive reading experiences while compensating for some of the drawbacks of rather static e-books. To allow readers to step into virtual books, we developed a 3D reading environment with three page-turning techniques for VR. Readers either move the camera position from page to page or control the page flow as positioned in a sequential or radial arrangement. Results from a user study with 18 participants show that moving pages is perceived as more comfortable than moving the camera position while allowing for higher fluency and reading speeds. Linear page movements support readers’ focus on a single page whereas the radial arrangement enables readers to jump between pages quickly. Our findings inform the design of immersive reading experiences in VR.
虚拟现实(VR)环境为消费和处理信息提供了新的方式和格式。尽管提供了多媒体,但大多数信息仍然是通过文本呈现的。VR有可能提供沉浸式的阅读体验,同时弥补静态电子书的一些缺点。为了让读者进入虚拟图书,我们为VR开发了一个3D阅读环境,其中包含三种翻页技术。读取器可以将相机位置从一页移动到另一页,也可以将页面流控制为顺序排列或径向排列。一项有18名参与者参与的用户研究结果表明,移动页面比移动相机位置更舒服,同时可以提高流畅性和阅读速度。线性页面移动支持读者将注意力集中在单个页面上,而径向排列使读者能够快速地在页面之间跳转。我们的研究结果为VR沉浸式阅读体验的设计提供了参考。
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引用次数: 2
HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval Training HIITCopter: VR游戏在高强度间歇训练中的适用性分析
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441009
Harrison She, Jared Young, Ofek Wittenberg, P. Poole, Alexander Mercer, Alex Shaw, B. Wünsche
High-intensity interval training (HIIT) is an effective way to improve cardiovascular health and fitness. However, it can be difficult to sustain for novices as it is difficult to find the right training intensity level, it requires a high motivation, and has an increased risk of overexertion and injury. We investigate whether a rowing-machine based VR-exergame can successfully induce a HIIT workout, reduce overexertion, and increase performance, enjoyment and motivation when compared to a standard instruction-based HIIT workout. The resulting game HIITCopter utilises adaptive personalisation of game mechanics to suit a user’s fitness level and provides immersive gameplay to disguise the inherent discomfort associated with HIIT. Our user study demonstrates that the game was able to induce a HIIT workout. We did not find significant difference in overexertion and performance compared to a standard instruction-based HIIT workout, but we did find higher motivation and enjoyment.
高强度间歇训练(HIIT)是提高心血管健康和体能的有效途径。然而,对于新手来说,很难维持,因为很难找到合适的训练强度水平,它需要很高的动力,并且有过度运动和受伤的风险增加。我们研究了与标准的基于指令的HIIT锻炼相比,基于划船机的vr运动游戏是否能成功地诱导HIIT锻炼,减少过度劳累,提高表现,享受和动力。由此产生的游戏HIITCopter利用自适应个性化的游戏机制来适应用户的健康水平,并提供身临其境的游戏玩法来掩盖与HIIT相关的固有不适。我们的用户研究表明,该游戏能够诱导HIIT锻炼。与标准的基于指导的HIIT锻炼相比,我们没有发现过度劳累和表现有显著差异,但我们确实发现了更高的动力和乐趣。
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引用次数: 3
Communicating Service Offers in a Conversational User Interface: An Exploratory Study of User Preferences in Chatbot Interaction 会话用户界面中的通信服务提供:聊天机器人交互中用户偏好的探索性研究
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441046
Asbjørn Følstad, R. Halvorsrud
The increased interest in chatbots accentuates the importance of conversational design. A key conversational design challenge concerns how to communicate available service offers to users. We present an exploratory study, conducted in the context of financial service provision. Here, we first detailed four alternative approaches to communicate available service offers, reflecting different levels of proactivity. We then gathered feedback on user preference through interviews with 17 users following their interactions with prototypes representing the four approaches. Proactivity in the communication of service offers was found to be potentially valuable, provided that the offer is relevant to the conversation, do not compromise conversational efficiency, and is easy to discard. However, proactive communication of service offers may also entail challenges concerning perceptions of privacy and invasiveness, and, hence, needs to be designed with great care. Based on our findings, we summarize implications for theory and practice and propose directions for future research.
人们对聊天机器人兴趣的增加凸显了会话设计的重要性。一个关键的会话设计挑战是如何将可用的服务提供传递给用户。我们提出了一项探索性研究,在金融服务提供的背景下进行。在这里,我们首先详细介绍了四种沟通可用服务提供的替代方法,反映了不同程度的主动性。然后,我们通过与17名用户的访谈收集了用户偏好的反馈,他们与代表四种方法的原型进行了互动。研究发现,主动提供服务的沟通是有潜在价值的,前提是提供的服务与谈话有关,不损害谈话效率,而且很容易被抛弃。然而,服务提供的主动沟通也可能带来有关隐私和侵入性的挑战,因此,需要非常小心地设计。在此基础上,总结了研究的理论意义和实践意义,并提出了未来的研究方向。
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引用次数: 5
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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