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Designing Community Technology Initiatives: A Literature Review 设计社区技术计划:文献回顾
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441067
Gwen Klerks, N. B. Hansen, Daisy O'Neill, B. Schouten
Citizens and communities play a significant role in shaping the cities they live in, providing a human touch to the development of smart cities. Designers and researchers aim to support this movement through developing (partly) digital technologies together with citizens and communities. However, while the body of examples on this topic is steadily growing, less effort has been made to aggregate existing research and map the underlying processes. In order to contribute to a better understanding of community technology initiatives, this article presents a qualitative systematic literature review on the design and deployment of (partly) digital technologies for civic communities. The article outlines five important topics in these community technology initiatives, based on a qualitative analysis of findings from 36 empirical studies. The five topics are: connectedness to the community context, establish(ed) networks and relationships, balanced roles and responsibilities, diverse and inclusive involvement, and collaborative development of community technologies. The article provides a starting point for future research and design of community technology initiatives and offers an introduction for researchers new to the field.
市民和社区在塑造他们所居住的城市方面发挥着重要作用,为智慧城市的发展提供了人性化的服务。设计师和研究人员的目标是通过与公民和社区共同开发(部分)数字技术来支持这一运动。然而,虽然关于这个主题的例子正在稳步增长,但很少有人努力汇总现有的研究并绘制出潜在的过程。为了更好地理解社区技术倡议,本文对公民社区(部分)数字技术的设计和部署进行了定性系统的文献综述。本文基于对36项实证研究结果的定性分析,概述了这些社区技术倡议中的五个重要主题。这五个主题是:与社区环境的联系、已建立的网络和关系、平衡的角色和责任、多样化和包容性的参与,以及社区技术的协作开发。本文为未来社区技术倡议的研究和设计提供了一个起点,并为新进入该领域的研究人员提供了一个介绍。
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引用次数: 4
Are paired or single stimuli better to recognize genuine and posed smiles from observers’ galvanic skin response? 从观察者的皮肤电反应中,配对或单一的刺激是否能更好地识别出真实的微笑和做作的微笑?
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441041
J. Rahman, Md. Zakir Hossain, Tom Gedeon
Smile recognition plays a vital role in human-human and human-computer interactions. This paper demonstrates a system to recognize the genuine and posed smiles by sensing observers’ galvanic skin response (GSR), while watching sets of images and videos. The smiles were shown either in ‘paired’ or in ‘single’ forms. Here, ‘paired’ means that the same smiler was seen in both genuine and posed smile forms, otherwise the condition is referred to as ‘single’. The GSR signals were recorded and processed, and several time-domain and frequency-domain features were extracted from the processed GSR signals. Classification accuracies were found to be as high as 93.6% and 91.4% from paired and single conditions respectively. In comparison, observers were verbally 59.8% and 56.2% correct. Our results demonstrate that human subconscious responses (i.e. GSR signals) is better than their own verbal response, where the paired condition is slightly better than the single condition.
微笑识别在人机交互中起着至关重要的作用。本文演示了一个系统,通过感知观察者的皮肤电反应(GSR)来识别真实的和假的微笑,同时观看一组图像和视频。这些微笑有“成对”的形式,也有“单独”的形式。在这里,“成对”意味着同一个微笑者既有真实的微笑,也有摆姿势的微笑,否则这种情况被称为“单身”。对GSR信号进行记录和处理,从处理后的GSR信号中提取多个时域和频域特征。在配对和单一条件下,分类准确率分别高达93.6%和91.4%。相比之下,观察者的口头正确率分别为59.8%和56.2%。我们的研究结果表明,人类的潜意识反应(即GSR信号)比他们自己的口头反应要好,其中配对条件略好于单一条件。
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引用次数: 0
Lessons Learnt from Designing a Smart Clothing Telehealth System for Hospital Use 设计医院用智能服装远程医疗系统的经验教训
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441033
Deepti Aggarwal, Thuong N. Hoang, Bernd Ploderer, F. Vetere, R. A. Khot, Mark Bradford
In this paper, we describe the design journey of a smart clothing system, SoPhy from the research laboratory to finally being evaluated in the hospital setting. SoPhy is a smart socks-based system, designed to make physiotherapy video consultations effective for assessing lower limb issues. SoPhy is the result of a 3-year journey of development, study and refinement of a research prototype done in collaboration with a physiotherapist. Drawing on this journey, we present seven lessons that emphasize on the importance of fostering strong collaborations with clinicians to move beyond laboratory studies and reach the target health setting. We provide contextual narratives on how we designed a comfortable smart clothing for patients; how we created an intuitive mapping of sensor data for clinicians; how we integrated hospital practice in the system design, and how we managed the ethics clearance for the field evaluation. We hope that these lessons are useful for HCI and health researchers who aim to innovate the field of health but feel restricted with the little knowledge of design and electronics.
在本文中,我们描述了智能服装系统的设计历程,从研究实验室到最终在医院环境中进行评估。SoPhy是一个基于袜子的智能系统,旨在使物理治疗视频咨询有效地评估下肢问题。SoPhy是与一位物理治疗师合作,经过3年的开发、研究和改进研究原型的结果。根据这一历程,我们提出了七个经验教训,强调必须促进与临床医生的强有力合作,以超越实验室研究并实现目标卫生环境。我们提供了关于如何为患者设计舒适智能服装的上下文叙述;我们如何为临床医生创建一个直观的传感器数据映射;我们如何在系统设计中整合医院实践,以及我们如何管理现场评估的伦理许可。我们希望这些经验教训对旨在创新健康领域,但由于缺乏设计和电子知识而感到受到限制的HCI和卫生研究人员有用。
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引用次数: 1
Visualizing Computer-Based Activity on Ambient Displays to Reduce Sedentary Behavior at Work 在环境显示器上显示基于计算机的活动,以减少工作时久坐不动的行为
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441022
Hans Brombacher, X. Ren, S. Vos, Carine Lallemand
Workplace health interventions have predominantly been designed around visualizations of physical activity data in the work routine. Yet, contextual factors, such as computer-based activity, appears to be crucial to support healthier behaviors at work. In this research, we explore the effect of visualizing computer-based activity to prompt physical activity at work, through desktop-based ambient displays. Based on our prototypes Yamin and Apphia, we conducted an exploratory qualitative user study in a lab setting with office workers (N=16). Results showed that visualizing one's computer-based activity could potentially increase the awareness, self-reflection, and social interactions for individuals to become physically active. With our findings, we discuss design implications for using computer activity data in a physical form as a motivational factor to encourage physically active workstyles. We present directions for future field studies to gain further insights on this topic.
工作场所健康干预措施主要是围绕日常工作中身体活动数据的可视化设计的。然而,环境因素,如基于电脑的活动,似乎对支持更健康的工作行为至关重要。在这项研究中,我们通过基于桌面的环境显示,探索可视化计算机活动对促进工作中的身体活动的影响。基于我们的原型Yamin和Apphia,我们在实验室环境中对办公室工作人员(N=16)进行了探索性定性用户研究。结果表明,可视化一个人基于计算机的活动可能会增加个人的意识、自我反思和社会互动,从而使个人变得活跃起来。根据我们的研究结果,我们讨论了使用物理形式的计算机活动数据作为激励因素来鼓励身体活跃的工作方式的设计含义。我们提出了未来实地研究的方向,以进一步了解这一主题。
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引用次数: 8
Older adults and their acquisition of digital skills: A review of current research evidence 老年人及其数字技能的获得:对当前研究证据的回顾
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441053
Priyanka Bhattacharjee, Steven Baker, Jenny Waycott
Modern society is characterized by the use of information and communication technologies. Older adults are believed to face challenges while learning to use new technologies but there is very limited understanding of what those challenges are or how they should be overcome. In this paper, we present findings from a literature review of 22 articles conducted to a) identify challenges that older adults face learning digital skills, and b) understand older adults’ reactions in response to learning challenges. The findings indicate that older adults mainly face five types of challenges in learning digital skills: 1) age-related barriers, 2) problems related to technology features or design, 3) perceptions of low self-efficacy, 4) negative societal attitude, and 5) complexity of training materials. The findings also indicate that facing and trying to overcome the challenges result in negative emotions like fear and anxiety which are detrimental to gaining confidence in technology use. We identify opportunities to improve digital skills training so that older adults can benefit from confident use of new technology.
现代社会的特点是使用信息和通信技术。老年人被认为在学习使用新技术时面临挑战,但对这些挑战是什么或如何克服这些挑战的理解非常有限。在本文中,我们对22篇文章进行了文献综述,以确定老年人在学习数字技能时面临的挑战,以及b)了解老年人对学习挑战的反应。研究结果表明,老年人在学习数字技能方面主要面临五种挑战:1)与年龄相关的障碍;2)与技术特征或设计相关的问题;3)低自我效能感;4)消极的社会态度;5)培训材料的复杂性。研究结果还表明,面对并试图克服挑战会导致恐惧和焦虑等负面情绪,这不利于获得对技术使用的信心。我们寻找机会改进数字技能培训,使老年人能够从自信地使用新技术中受益。
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引用次数: 7
You can’t always get what you want: Streamlining stakeholder interests when designing technology-supported services for Active and Assisted Living 你不可能总是得到你想要的:在为积极和辅助生活设计技术支持服务时,简化利益相关者的利益
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441040
Kira Oberschmidt, C. Grünloh, Sefora Tunç, L. V. Velsen, F. Nijboer
Technological innovations have the potential to support the ageing society, by providing tools to improve quality of life, overall health, preserving independence and reducing loneliness. Acceptance of such innovations and long-term user engagement, however, depends highly on a proper fit between the technology and different kinds of stakeholders (including end-users). In this article, we report on a co-design process with different stakeholders and the negotiation that ensued after the elicitation of their wishes. A first session was held with older adults (n=11, aged 64 to 88 years), leading to nine challenges and opportunities that older adults face. In a second workshop service and technology providers (n=8) jointly ideated new service concepts. This process laid bare the discrepancies between project objectives, end-user challenges, service providers’ interests and researcher aims. This article outlines the difficulties when aligning stakeholder interests and suggests interest mapping and direct, iterative dialogue as a possible solution.
技术创新有可能通过提供提高生活质量、整体健康、保持独立性和减少孤独感的工具来支持老龄化社会。然而,接受这种创新和长期用户参与在很大程度上取决于技术与不同类型的利益相关者(包括最终用户)之间的适当契合。在这篇文章中,我们报告了与不同利益相关者的共同设计过程,以及在他们的愿望得到启发后所进行的谈判。第一次会议与老年人(n=11,年龄在64至88岁之间)举行,导致老年人面临的九项挑战和机遇。在第二次研讨会上,服务和技术提供者(n=8)共同提出了新的服务概念。这个过程暴露了项目目标、最终用户挑战、服务提供商利益和研究人员目标之间的差异。本文概述了协调涉众利益时的困难,并建议将利益映射和直接的、迭代的对话作为可能的解决方案。
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引用次数: 5
Embedded assumptions in design and Making projects with children 与孩子一起设计和制作项目的嵌入式假设
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441077
Leena Ventä-Olkkonen, Marianne Kinnula, Heidi Hartikainen, N. Iivari
Previous literature highlights the importance of teaching children design and Making skills. However, there are fundamental differences in projects engaging children in design and Making, concerning the objects and motives of design. They vary depending on whether one emphasizes participatory design, user centered design, Making philosophy or entrepreneurship education, among others. In the first two, the emphasis is on the appreciation and engagement with the user, who is seen as separable from the designer. The third one often starts with solving one's own problems while the fourth one prioritizes the customer. In this paper, we analyze the existing literature and three of our own design and Making projects with children. We reveal diversity in the projects reported in the literature and challenges among children in our projects in understanding the design goals and practices, particularly relating to designing for oneself versus designing for others. We propose a categorization for mapping and managing this diversity.
以前的文献强调了教孩子设计和制作技能的重要性。然而,在让孩子参与设计和制作的项目中,关于设计的对象和动机,存在根本性的差异。根据是强调参与式设计、以用户为中心的设计、制作哲学还是创业教育等不同而有所不同。在前两种情况下,重点是用户的欣赏和参与,他们被视为与设计师分离的个体。第三种人通常从解决自己的问题开始,而第四个人则优先考虑客户。在本文中,我们分析了现有的文献和三个我们自己的设计和与儿童一起制作的项目。我们揭示了文献中报道的项目的多样性,以及在我们的项目中孩子们在理解设计目标和实践方面的挑战,特别是与为自己设计和为他人设计有关。我们提出了一种分类方法来映射和管理这种多样性。
{"title":"Embedded assumptions in design and Making projects with children","authors":"Leena Ventä-Olkkonen, Marianne Kinnula, Heidi Hartikainen, N. Iivari","doi":"10.1145/3441000.3441077","DOIUrl":"https://doi.org/10.1145/3441000.3441077","url":null,"abstract":"Previous literature highlights the importance of teaching children design and Making skills. However, there are fundamental differences in projects engaging children in design and Making, concerning the objects and motives of design. They vary depending on whether one emphasizes participatory design, user centered design, Making philosophy or entrepreneurship education, among others. In the first two, the emphasis is on the appreciation and engagement with the user, who is seen as separable from the designer. The third one often starts with solving one's own problems while the fourth one prioritizes the customer. In this paper, we analyze the existing literature and three of our own design and Making projects with children. We reveal diversity in the projects reported in the literature and challenges among children in our projects in understanding the design goals and practices, particularly relating to designing for oneself versus designing for others. We propose a categorization for mapping and managing this diversity.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126133919","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}
引用次数: 8
Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning Geometry 游戏化增强现实应用对几何学习的激励效应分析
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441034
Pornpon Thamrongrat, E. Law
Gamification has been recognised for its motivational power and been increasingly integrated into Augmented Reality (AR)-based educational applications. However, results of the existing studies on the effect of gamified AR apps on learning motivation remain inconclusive. To address this issue, we developed an AR learning app and its three gamified variants - Badges, Points, and Timer. Each of the apps was used by a group of 30 students aged 12-16 years to learn 3D geometry. To assess the impact of these AR apps on learning motivation, we constructed a three-item questionnaire, measuring Interest, Confidence and Intention to Use, which was administered after each of the six rounds of interaction with the apps. Results showed that there were no other significant differences in the motivational effect between the gamified and non-gamified apps, and Points had a stronger learning effect than Badges or Timer. Implications for designing the gamification elements are drawn.
游戏化因其激励力量而得到认可,并越来越多地集成到基于增强现实(AR)的教育应用中。然而,关于游戏化AR应用对学习动机的影响,现有的研究结果仍然没有定论。为了解决这个问题,我们开发了一个增强现实学习应用程序和它的三个游戏化变体——徽章、点数和计时器。每个应用程序都由30名年龄在12-16岁之间的学生使用,用于学习3D几何。为了评估这些AR应用程序对学习动机的影响,我们构建了一个包含三个项目的问卷,测量兴趣、信心和使用意图,并在与应用程序进行六轮交互后进行管理。结果显示,游戏化应用和非游戏化应用之间的激励效果没有其他显著差异,点数的学习效果强于徽章或计时器。对设计游戏化元素的启示。
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引用次数: 3
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
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