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Understanding Older Adult Values through Technologies Used for Crafting 通过工艺技术了解老年人的价值观
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441027
Anna Kalma, Bernd Ploderer, Laurianne Sitbon, M. Brereton
The experience of ageing is of great interest to interaction design, chiefly to better meet the needs of older adults with assistive technology. Crafting is often part of this experience, yet little explored in previous research, even though it is inherently creative and social. In interaction design, making approaches are known to move the agency of creation away from designers and towards end-users. The aim of this research was to understand and characterize the aspects of crafting that are intrinsically valued by older adult crafters, with a view to understanding how new forms of technologies and socio-technical practices might be designed while honoring these values. We worked with two crafting communities over a period of two months and conducted interviews, participant observations and cultural probes, aimed at exploring the role of technology within crafting. Our results highlighted values that lead to technology being included in crafting practices: belonging, quality, and creativity. We discuss how these values open up a design space for creating technologies with older adult crafters.
老年人的经验是交互设计的一大兴趣,主要是为了更好地满足老年人对辅助技术的需求。锻造通常是这种体验的一部分,但在之前的研究中很少被探索,尽管它本身具有创造性和社交性。在交互设计中,制作方法被认为是将创作的代理从设计师转移到最终用户。这项研究的目的是了解和描述老年手工艺者内在价值的手工艺方面,以了解如何在尊重这些价值观的同时设计新形式的技术和社会技术实践。我们与两个手工艺社区合作了两个月,进行了采访、参与者观察和文化探索,旨在探索技术在手工艺中的作用。我们的结果强调了导致技术被包括在制作实践中的价值:归属感、质量和创造力。我们将讨论这些价值观如何为年长的成年工匠创造技术开辟设计空间。
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引用次数: 1
Online Codesign Activities to Co-create a ‘Loneliness’ Exhibition: The Last Lonely Hour - a digital interactive experience 在线协同设计活动,共同创作“孤独”展览:最后的孤独时刻-一个数字互动体验
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441011
J. Paay, Nathalie Karzel, Pedro Gonzales, Po-Yu Chiu
Loneliness is a complicated emotion, experienced in different situations, irrespective of gender, age, occupation or nationality. It isn't necessarily about being alone, but a complex state of mind that people experience individually. This paper presents a study using online codesign activities to co-create the conceptual design for a digital interactive art exhibition around “Loneliness”. Conducted during the early stages of self-isolation of the COVID-19 pandemic in Australia, we trialed codesign activities, usually conducted in face-to-face mode, through online methods. We held a mixture of online activities and interviews with 47 participants to unpack people's experiences of loneliness, especially in these unusual times, and explore their strategies to overcome it. We identified the “last lonely hour before bedtime” as an interesting concept to inspire our exhibition. Online codesign gave us flexibility in time and place, access to more participants in the time available, and the benefit of asynchronous data collection.
孤独是一种复杂的情感,无论性别、年龄、职业或国籍,在不同的情况下都会经历。这并不一定是关于孤独,而是人们各自经历的一种复杂的心理状态。本文以“孤独”为主题,运用线上协同设计活动,共同创作一个数字互动艺术展的概念设计。在澳大利亚COVID-19大流行自我隔离的早期阶段,我们通过在线方法试行了共同设计活动,通常以面对面的方式进行。我们举办了在线活动和对47名参与者的采访,以揭示人们的孤独经历,特别是在这个不寻常的时代,并探索他们克服孤独的策略。我们将“睡前最后一个孤独的小时”作为一个有趣的概念来启发我们的展览。在线协同设计为我们提供了时间和地点上的灵活性,在可用时间内访问更多参与者,以及异步数据收集的好处。
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引用次数: 0
Exploring Haptic Feedback for Common Message Notification Between Intimate Couples with Smartwatches 探索使用智能手表的亲密伴侣之间共同信息通知的触觉反馈
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441012
J. B. Graham-Knight, Jon M. Corbett, P. Lasserre, Hai-Ning Liang, Khalad Hasan
In this paper, we explore haptic feedback for smartwatches (i.e., vibrations) as a means to transmit the conversational meaning of short text messages through a non-visual mode of communication between intimate people. The current use of smartwatch vibrations is limited to basic patterns to convey simple information such as notifying users on an incoming phone call or a text message. We envision the use of vibrations to notify commonly exchanged messages between intimate ones by providing discreet feedback on their wrist. This form of communication preserves the flow of users’ primary activities without making them to look at the display, supporting unobtrusive interaction. We start our exploration by examining the common short text messages that intimate people, like couples, exchange in their daily life. We next investigate the vibration properties such as vibration duration and number of vibrations that are suitable to convey the meaning of these messages. We further examine users’ accuracy of detecting and extracting the meaning of messages from vibrations where our results report an accuracy of 95% while perceiving the correct meanings. We conclude with design recommendations for using such vibrational feedback for communicating information with intimate partners.
在本文中,我们探讨了智能手表的触觉反馈(即振动)作为一种手段,通过亲密的人之间的非视觉交流模式来传递短信的会话意义。目前对智能手表振动的使用仅限于传达简单信息的基本模式,例如通知用户有来电或短信。我们设想使用振动来通知亲密的人之间经常交换的信息,通过在他们的手腕上提供谨慎的反馈。这种形式的交流保留了用户主要活动的流程,而不让他们看显示,支持不引人注目的交互。我们从研究亲密的人,比如情侣,在日常生活中交流的常见短信开始我们的探索。我们接下来研究振动特性,如振动持续时间和振动次数,适合传达这些信息的含义。我们进一步检查用户从振动中检测和提取信息含义的准确性,我们的结果报告在感知正确含义的同时准确率为95%。最后,我们提出了使用这种振动反馈与亲密伴侣交流信息的设计建议。
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引用次数: 2
Serious Game Design to Promote Energy Literacy Among Younger Children 严肃游戏设计促进幼儿的能源素养
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441047
M. Bayley, Stephen Snow, Jason Weigel, N. Horrocks
Today's children are tomorrow's home owners and policymakers. Engaging children with energy literacy can help equip them with the knowledge, skills and environmentally sustainable attitudes needed in later life. This paper discusses the development of a serious game called Power Pets designed to help children understand where energy comes from, how to save energy, and its connection to the environment. In the game, children adopt a digital pet that they care for by feeding it saved energy accumulated during gameplay as they complete energy saving tasks. In one of the few qualitative studies involving children to date, we investigated the potential of Power Pets to increase engagement with energy literacy with a specific age group between the ages of 5 and 9. Our findings suggest Power Pets provided preliminary indications for improvements in children's understanding of energy saving and the link between energy saving and the environment, both at a cognitive and affective level, however usability and the steep developmental curve in this age group are key considerations.
今天的孩子就是明天的房主和决策者。让儿童了解能源知识可以帮助他们掌握今后生活所需的知识、技能和环境可持续态度。本文讨论了一款名为Power Pets的严肃游戏的开发过程,该游戏旨在帮助孩子们了解能源从何而来,如何节约能源,以及能源与环境的关系。在游戏中,孩子们通过喂养他们所关心的数字宠物,从而在完成节能任务时节省游戏过程中积累的能量。在迄今为止为数不多的涉及儿童的定性研究中,我们调查了Power Pets在提高5至9岁年龄组的能源素养方面的潜力。我们的研究结果表明,在认知和情感层面上,Power Pets为提高儿童对节能的理解以及节能与环境之间的联系提供了初步迹象,然而,这个年龄段的可用性和陡峭的发展曲线是关键考虑因素。
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引用次数: 4
Participatory Sensing in the Speculative Smart City 投机性智慧城市中的参与式感知
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441079
Steffen Hviid Trier, Tom Jenkins
This paper explores a bottom-up way to speculate towards future smart cities by inviting residents of Copenhagen, Denmark to participate in sensing activities. It illustrates how the idea of “design things” could support bottom-up citizen participation in a smart city. It uses a research through design approach, deploying a wearable air quality sensor to three Copenhageners. By investigating citizens’ perception of the city through this prototype, we illustrate a possible path for engagement in the development of future smart city technologies that offer a greater sense of influence and relevance for residents. Further, citizen participation in sensing activities provides a route to different understandings of smart cities: as a place for people and participation instead of for data and rationalisation.
本文通过邀请丹麦哥本哈根的居民参与感知活动,探索了一种自下而上的方式来推测未来的智慧城市。它说明了“设计事物”的理念如何支持智慧城市中自下而上的公民参与。它采用了一种通过设计进行研究的方法,为三个哥本哈根人部署了一个可穿戴的空气质量传感器。通过这个原型调查市民对城市的看法,我们展示了参与未来智慧城市技术发展的可能途径,为居民提供更大的影响力和相关性。此外,公民参与传感活动提供了对智慧城市的不同理解:作为人们和参与的地方,而不是数据和合理化的地方。
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引用次数: 1
Smart Donations: Event-Driven Conditional Donations Using Smart Contracts On The Blockchain 智能捐赠:在区块链上使用智能合约的事件驱动条件捐赠
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441014
Ludwig Trotter, Mike Harding, Peter Shaw, N. Davies, Chris Elsden, Chris Speed, John Vines, A. Abadi, Joshua Hallwright
Recent work has questioned the largely unconditional nature of charitable donations and explored the value of conditional giving with contemporary donors. In this paper, we extend this work by exploring how to operationalise features of conditionality in charitable giving, situated in the context of large international non-governmental organisations (NGOs). Building on prior engagements with international aid organisations, we present design considerations and a conceptual architecture supporting real-time, conditional giving for individual and institutional donations. Our architecture leverages properties of distributed-ledger technologies (DLT) to empower donors to (i) attach conditions to their donation, (ii) store funds in a secure, decentralised escrow and (iii) automatically release funds once conditions are met. Unlike prior work that envisions radical disintermediation and the removal of intermediate NGOs using DLT, our work recognises the expertise of NGOs in tackling complex global problems and instead investigates compelling new way for charities to increase transparency and accountability by introducing dynamic pledge controls.
最近的研究质疑了慈善捐赠在很大程度上是无条件的,并探讨了有条件捐赠的价值。在本文中,我们通过探索如何在大型国际非政府组织(ngo)的背景下实施慈善捐赠中的条件性特征来扩展这项工作。基于先前与国际援助组织的合作,我们提出了设计考虑和概念架构,支持个人和机构捐赠的实时、有条件捐赠。我们的架构利用分布式账本技术(DLT)的特性,授权捐赠者(i)为其捐赠附加条件,(ii)将资金存储在安全、分散的托管中,以及(iii)一旦满足条件就自动释放资金。与之前设想使用DLT彻底去中介化和移除中间非政府组织的工作不同,我们的工作承认非政府组织在解决复杂的全球问题方面的专业知识,而是研究了慈善机构通过引入动态承诺控制来提高透明度和问责制的引人注目的新方法。
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引用次数: 11
Supporting Anxiety Patients’ Self-Reflection through Visualization of Physiological Data. 通过生理数据可视化支持焦虑患者自我反思。
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441037
Mette Elsborg, Anders Bruun, Rikke Hagensby Jensen
Anxiety patients are often constrained in daily life to an extent where they experience severe difficulties in keeping a job or being with family, hereby leading to a decreased quality of life. Self-reflecting on emotional reactions during daily life activities is a critical part of anxiety treatment, and can lead to increased self-awareness and eventually behavior change to cope with the disorders. mHealth technologies have emerged as a means to improve effectiveness of treatment for mental disorders, yet few studies have utilized real-time data from physiological sensors to support self-reflection on emotions. We conducted a study with two anxiety patients and their psychiatrists to explore their experiences of using GSR sensor data as visual cues to support daily self-reflection on anxiety episodes. We contribute with findings indicating that GSR visualization as part of anxiety treatment can support patients in confirming episodes. Furthermore, we present design considerations for such visualizations.
焦虑患者在日常生活中往往受到限制,以至于在工作或与家人相处方面遇到严重困难,从而导致生活质量下降。在日常生活活动中对情绪反应的自我反思是焦虑治疗的关键部分,它可以提高自我意识,最终改变行为,以应对这些障碍。移动健康技术已经成为提高精神障碍治疗有效性的一种手段,但很少有研究利用生理传感器的实时数据来支持对情绪的自我反思。我们对两名焦虑症患者和他们的精神科医生进行了一项研究,以探索他们使用GSR传感器数据作为视觉线索来支持日常焦虑发作的自我反思的经验。我们的研究结果表明,作为焦虑治疗的一部分,GSR可视化可以支持患者确认发作。此外,我们提出了这种可视化的设计考虑。
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引用次数: 3
How older adults respond to the use of Virtual Reality for enrichment: a systematic review 老年人对使用虚拟现实进行充实的反应:系统回顾
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441003
Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott
Virtual Reality (VR) has been increasingly used for enrichment in later life. This review aims to investigate what is currently known about this topic. Following the PRISMA guidelines, fifteen articles were included for in-depth review. The review indicates that this topic is being explored by researchers in multiple disciplines. The VR systems in the studies reviewed ranged from fully immersive to less immersive systems. For most study participants, emotions were positively changed after experiencing VR. Participants enjoyed travel-based applications, social interaction, and reminiscing about things in new and interesting ways with the blending of multisensory experiences. VR experiences were improved when a facilitator mediated discussion about experiences and provided guidance. However, usability issues and discomfort in using the equipment are major concerns of VR. This paper contributes key considerations for the design and implementation of VR to provide enrichment for older adults and opportunities for future work in this area.
虚拟现实(VR)越来越多地用于丰富人们的晚年生活。这篇综述的目的是调查目前对这一主题的了解。根据PRISMA指南,15篇文章被纳入深入审查。综述表明,这一课题正受到多学科研究者的探讨。研究回顾的VR系统范围从完全沉浸式到不那么沉浸式。对于大多数研究参与者来说,体验VR后情绪发生了积极的变化。参与者喜欢基于旅行的应用程序,社交互动,并以新颖有趣的方式回忆事物,融合了多感官体验。当调解人调解关于体验的讨论并提供指导时,VR体验得到了改善。然而,可用性问题和使用设备时的不适是VR的主要关注点。本文为VR的设计和实施提供了关键的考虑因素,为老年人提供了丰富的体验,并为该领域的未来工作提供了机会。
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引用次数: 18
Usability Testing of VLASTWA: A Vocabulary and Strategy Teaching Web App VLASTWA的可用性测试:一个词汇和策略教学网络应用程序
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441056
Siamak Mirzaei, T. Lewis, Mirella Wyra, B. Wilkinson
While vocabulary learning is one of the challenging tasks of language learning, it is considered indispensable for language mastery. Vocabulary learning presents similar challenges for professionals who need to master new terminology and definitions. The use of technology has been seen to effectively support learners in the vocabulary learning challenges. In this paper, the usability and learnability of a bespoke web app, VLASTWA, is assessed in terms of usability, effectiveness and pedagogical efficacy. VLASTWA was designed and implemented utilizing effective and extensively researched vocabulary learning technique, the keyword method. In this experimental study, participants (n=160, age = 18-60) learned to use the keyword method and employed it in new vocabulary learning (Persian-English) using VLASTWA. VLASTWA experimental web app performed well in a usability study using System Usability Scale with a rating of 91.5%. Results demonstrated the web app as a usable and efficient instrument in acquiring new vocabulary and future research will investigate the inherent use of the designed web app for different population, other languages and sets of words and emerging technologies such as augment reality and virtual reality and electroencephalogram.
词汇学习是语言学习中具有挑战性的任务之一,它被认为是语言掌握不可或缺的一部分。对于需要掌握新术语和定义的专业人士来说,词汇学习也提出了类似的挑战。技术的使用已经被证明可以有效地支持学习者应对词汇学习的挑战。在本文中,一个定制的web应用程序,VLASTWA的可用性和可学习性,是在可用性,有效性和教学效果方面进行评估。VLASTWA的设计和实现利用了有效且广泛研究的词汇学习技术——关键词法。在本实验研究中,参与者(n=160,年龄= 18-60)使用VLASTWA学习了关键词法,并将其应用于新词汇学习(波斯语-英语)。VLASTWA实验web应用程序在使用系统可用性量表的可用性研究中表现良好,评分为91.5%。结果表明,网络应用程序是获取新词汇的有效工具,未来的研究将调查设计的网络应用程序对不同人群、其他语言和单词集以及增强现实、虚拟现实和脑电图等新兴技术的固有使用。
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引用次数: 0
Relating to the Environment Through Photography: The Smartphone Camera as a Tool in Urban Farming 通过摄影与环境相关:智能手机相机作为城市农业的工具
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441026
A. Rosén, Maria Normark, Mikael Wiberg
Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.
HCI的环境可持续性研究正在调查技术对可持续生活的机会和障碍,而不仅仅是生产、使用和处置的直接物质影响。在此背景下,我们专注于智能手机相机作为一种工具,允许用户快速,相对轻松地描绘,保存,分享,访问,增强或放大有关环境的信息。基于两年的参与者观察研究,我们展示了城市农民如何在实践中使用智能手机相机作为工具的例子。我们讨论了智能手机相机如何调节人类对环境的体验,以及相机的某些用途如何有助于环境的可持续性。我们强调了智能手机相机作为一种园艺工具是如何被用来支持(a)与当地环境的亲密感或联系以及(b)知识的创造和分享。
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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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