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CHI '11 Extended Abstracts on Human Factors in Computing Systems最新文献

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From basecamp to summit: scaling field research across 9 locations 从大本营到顶峰:在9个地点进行实地研究
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979638
Jens Riegelsberger, Audrey Yang, K. Samoylov, Elizabeth Ferrall-Nunge, Molly M. Stevens, Patrick Larvie
In this case study we discuss the mechanics of running a complex field research project within one week: 32 field visits, 4 countries, 9 locations, 10+ researchers, 30+ observers. We outline the goals that lead to this project plan, and the tools and processes we developed to succeed under the constraints given. We discuss in particular (1) the role of ongoing in-field analysis and data sharing, (2) the role of basecamp as a centralized mission control center and real-time analysis hub, and (3) the added value of running the study and initial analysis in such a compressed time frame. We close with a reflection on the strengths and weaknesses of this approach, as well as ideas for future improvements.
在这个案例研究中,我们讨论了在一周内运行一个复杂的实地研究项目的机制:32次实地考察,4个国家,9个地点,10多名研究人员,30多名观察员。我们概述了导致这个项目计划的目标,以及我们在给定的约束条件下成功开发的工具和过程。我们特别讨论了(1)持续的现场分析和数据共享的作用,(2)basecamp作为集中任务控制中心和实时分析中心的作用,以及(3)在如此压缩的时间框架内运行研究和初始分析的附加价值。最后,我们对这种方法的优点和缺点进行了反思,并提出了未来改进的想法。
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引用次数: 0
What do you see when you interact with friends online?: face, hand, or canvas? 当你在网上与朋友互动时,你看到了什么?脸,手,还是画布?
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979911
Kyle Koh, Hyunjoo Song, Daekyoung Jung, Bo Hyoung Kim, Jinwook Seo
People use plethora of interactive remote conference tools for various tasks ranging from collaborative works to entertainment needs. The tasks are often distinguishable in terms of their types and users' usage patterns. We present a preliminary user study designed to explore the different usage patterns derived by performing different types of tasks. In this study, 18 people used an interactive remote conference tool for three types of tasks; Collaborative Creation, Cooperative Problem Solving, and Competitive Game Play with different screen configurations. We analyzed usage patterns using an eye-tracker as well as the result from post experimental questionnaire. We found that different tasks resulted in different gaze patterns. We also present an interesting finding on how users mistakenly report the use of the tool by contrasting the result with the questionnaire and eye-tracking log.
人们使用大量的交互式远程会议工具来完成从协作工作到娱乐需求的各种任务。根据任务的类型和用户的使用模式,任务通常是可区分的。我们提出了一个初步的用户研究,旨在探索执行不同类型的任务所产生的不同使用模式。在这项研究中,18人使用交互式远程会议工具完成三种类型的任务;不同屏幕配置下的协同创造、合作解决问题和竞争性游戏玩法。我们使用眼动仪分析了使用模式以及实验后问卷调查的结果。我们发现不同的任务导致不同的凝视模式。我们还提出了一个有趣的发现,即通过将结果与问卷调查和眼球追踪日志进行对比,用户如何错误地报告工具的使用情况。
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引用次数: 1
CHI 2011 user experience community SIG: the role of UX work in SIGCHI CHI 2011用户体验社区SIG:用户体验工作在SIGCHI中的作用
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979539
Elizabeth A. Buie, Jhilmil Jain
This SIG will discuss the ongoing work of the UX Community in SIGCHI and will talk about what the Community can do for UX practitioners and UX researchers. We will discuss the new "practitioner's takeaways" instituted for CHI 2011, discuss an idea for an "idea market" session at upcoming CHI conferences, and explore other ideas for making the SIGCHI UX Community work.
这个SIG将讨论SIGCHI中UX社区正在进行的工作,并将讨论社区可以为UX实践者和UX研究人员做些什么。我们将讨论为CHI 2011制定的新的“实践者的要点”,在即将到来的CHI会议上讨论“创意市场”会议的想法,并探索使SIGCHI UX社区工作的其他想法。
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引用次数: 1
Collision avoidance in virtual environments through aural spacial awareness 虚拟环境中通过听觉空间感知的避碰
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979776
C. Afonso, Steffi Beckhaus
In this paper we describe a new technique to make users aurally aware of walls surrounding them in a Virtual Environment (VE). This Collision Avoidance (CA) technique improves upon familiar Collision Notification (CN) feedback by constantly informing the user of his proximity to his surroundings through the playback of directional sounds. To render the aural CA feedback we use spatial sound played over surround loudspeakers, in addition to haptic feedback from a vibrating sound floor to signify collisions.
在本文中,我们描述了一种新的技术,使用户在虚拟环境(VE)中听觉感知周围的墙壁。这种碰撞避免(CA)技术在我们熟悉的碰撞通知(CN)反馈的基础上进行了改进,通过回放定向声音不断通知用户他与周围环境的距离。为了呈现听觉CA反馈,我们使用环绕扬声器播放的空间声音,以及来自振动声底的触觉反馈来表示碰撞。
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引用次数: 4
Supporting visually impaired navigation: a needs-finding study 支持视力受损的导航:一项需求寻找研究
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979822
Pablo-Alejandro Quinones, Tammy Greene, Rayoung Yang, Mark W. Newman
In this paper, we investigate the requirements for designing systems to support wayfinding for visually impaired individuals. We report the results of an interview study with 20 individuals with visual impairments, asking about their way-finding tools, techniques, and obstacles. Our findings provide an account of the practices followed when navigating familiar, unfamiliar, and dynamic environments, and common breakdowns encountered during the wayfinding process. The findings from this study suggest ways of implementing a location-based system to assist in the recovery from various obstacles.
在本文中,我们研究了设计系统以支持视障人士寻路的要求。我们报告了对20名视力障碍患者的访谈研究结果,询问他们的寻路工具、技术和障碍。我们的研究结果提供了在熟悉、不熟悉和动态环境中导航时所遵循的实践,以及在寻路过程中遇到的常见故障。这项研究的结果提出了实施基于位置的系统的方法,以帮助从各种障碍中恢复。
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引用次数: 66
The user in flux: bringing HCI and digital arts together to interrogate shifting roles in interactive media 不断变化的用户:将HCI和数字艺术结合在一起,询问互动媒体中不断变化的角色
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979571
T. Leong, Lalya Gaye, Atau Tanaka, Robyn Taylor, Peter C. Wright
With the advent of interactive digital media, people are no longer simply 'users'. They actively shift between various roles: author, collaborator, and even performer. We coin the term "user in flux" to problematize static definitions of "the user" and highlight how people's roles and practices switch and evolve when engaged in such interactions. Drawing from participatory practices and seeking inspiration from interactive artists, this workshop explores the "user in flux" with an aim to establish directions and approaches that can revitalize the HCI community's understanding of the user and inform the design of technologies used for interacting with digital media, and promote a new research agenda.
随着交互式数字媒体的出现,人们不再仅仅是“用户”。他们积极地在各种角色之间转换:作者、合作者,甚至是执行者。我们创造了“不断变化的用户”这一术语,以质疑“用户”的静态定义,并强调人们在参与此类交互时如何转换和发展角色和实践。本次研讨会从参与式实践中汲取灵感,从互动艺术家那里寻求灵感,探讨“变化中的用户”,旨在建立方向和方法,以振兴HCI社区对用户的理解,并为用于与数字媒体交互的技术设计提供信息,并促进新的研究议程。
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引用次数: 11
Flying eyes: free-space content creation using autonomous aerial vehicles 飞行的眼睛:使用自主飞行器的自由空间内容创作
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979627
Keita Higuchi, Yoshio Ishiguro, J. Rekimoto
Highly effective 3D-camerawork techniques that do not have physical limitations have been developed for creating three-dimensional (3D) computer games. Recent techniques used for real-world visual content creation, such as those used for sports broadcasting and motion pictures, also incorporate cameras moving in 3D physical space to provide viewers with a more engaging experience. For such purpose, wired cameras or mechanically controlled cameras are used, but they require huge and expensive infrastructure, and their freedom of motion is limited. To realize more flexible free-space camerawork at reasonable cost, we propose a system called "Flying Eyes" based on autonomous aerial vehicles. Flying Eyes tracks target humans based on vision processing, and computes camera paths by controlling the camera position and orientation.
没有物理限制的高效3D摄影技术已经被开发出来用于创建三维(3D)电脑游戏。最近用于现实世界视觉内容创作的技术,例如用于体育广播和电影的技术,也结合了在3D物理空间中移动的摄像机,为观众提供更吸引人的体验。为此,使用有线摄像机或机械控制摄像机,但它们需要庞大而昂贵的基础设施,而且它们的运动自由受到限制。为了在合理的成本下实现更灵活的自由空间拍摄,我们提出了一种基于自主飞行器的“飞行之眼”系统。“飞行之眼”基于视觉处理来跟踪目标人类,并通过控制摄像机的位置和方向来计算摄像机路径。
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引用次数: 28
Managing global UX teams 管理全球用户体验团队
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979492
Jhilmil Jain, C. Courage, J. Innes, E. Churchill, A. Lund, Daniel Rosenberg
In this interactive session a panel of experts from industry, consultancy and research labs will discuss emerging issues and unique challenges related to managing global user experience teams, and how these differ from other disciplines such as marketing, sales, engineering etc.
在这个互动环节中,来自行业、咨询和研究实验室的专家小组将讨论与管理全球用户体验团队相关的新问题和独特挑战,以及这些问题与其他学科(如营销、销售、工程等)的区别。
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引用次数: 2
Performative interaction in public space 公共空间的表演互动
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979595
Lone Koefoed Hansen, J. Williamson, Giulio Jacucci, S. Brewster, Daniel Ashbrook
Building on the assumption that every human action in public space has a performative aspect, this workshop seeks to explore issues of interactions with technology in public settings. More and more interfaces are used in public on an everyday basis. Simultaneously, metaphors from performance and theatre studies find their way into research on these interfaces, addressing how interaction with technology can be understood in a performative sense. However, the term 'performativity' is rarely addressed in ways that accentuate its nuances and its analytic power, and this is the focus of the workshop. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of performative actions in public spaces.
基于公共空间中每个人类行为都具有表演性的假设,本次研讨会旨在探索公共环境中与技术互动的问题。越来越多的接口每天都在公共场合使用。同时,表演和戏剧研究中的隐喻在这些界面的研究中找到了自己的方式,解决了如何在表演意义上理解与技术的互动。然而,“表演性”这个术语很少以强调其细微差别和分析能力的方式来解决,这是研讨会的重点。我们将研究表演技术的设计,用户体验的评估,观众和表演者角色的重要性,以及公共空间表演行为的社会可接受性。
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引用次数: 12
With a little help from a friend: a shower calendar to save water 在朋友的帮助下:一个淋浴日历来节约用水
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979659
Matthias Laschke, Marc Hassenzahl, S. Diefenbach, Marius Tippkämper
This design case presents and discusses the Shower Calendar, a "persuasive" concept for reducing the con-sumption of water for showering. It starts from a dis-cussion of different types of feedback employed by earlier design cases. Based on this, we designed the Calendar concept as an ambient, persistent and indi-vidualized feedback. A field study with two families (6 individuals) revealed that the Calendar fosters goal setting, comparison, competition, and communication. In addition, quantitative data showed one family to have been more successful in translating the Calendar's offer into actual behavior change, i.e., saving water. This highlights that change is not achieved by the product itself (as in automation or regulation), but by the people involved.
这个设计案例展示并讨论了淋浴日历,这是一个“有说服力”的概念,可以减少淋浴的水消耗。它从讨论早期设计案例中使用的不同类型的反馈开始。基于此,我们将日历概念设计为一个环境,持久和个性化的反馈。一项对两个家庭(6个人)的实地研究表明,日历促进了目标设定、比较、竞争和交流。此外,定量数据显示,一个家庭更成功地将日历的提议转化为实际的行为改变,即节约用水。这强调了变更不是由产品本身实现的(如在自动化或规则中),而是由相关人员实现的。
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引用次数: 64
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CHI '11 Extended Abstracts on Human Factors in Computing Systems
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