As William James stated, and confirmed by several psychological studies, the act of smiling positively affects on our mental status -- we become happier when we laugh. In this paper, we propose a new digital appliance that naturally encourages the act of smiling in our daily lives. This system is designed mainly for people living alone, who may have difficulty realizing when they are in low spirits andor difficulty in making themselves smile. Our HappinessCounter combines visual smile recognition, user feedback, and network communication. We installed this system in a home with a single occupant, and the system had positive effects on the user's mood.
{"title":"HappinessCounter: smile-encouraging appliance to increase positive mood","authors":"Hitomi Tsujita, J. Rekimoto","doi":"10.1145/1979742.1979608","DOIUrl":"https://doi.org/10.1145/1979742.1979608","url":null,"abstract":"As William James stated, and confirmed by several psychological studies, the act of smiling positively affects on our mental status -- we become happier when we laugh. In this paper, we propose a new digital appliance that naturally encourages the act of smiling in our daily lives. This system is designed mainly for people living alone, who may have difficulty realizing when they are in low spirits andor difficulty in making themselves smile. Our HappinessCounter combines visual smile recognition, user feedback, and network communication. We installed this system in a home with a single occupant, and the system had positive effects on the user's mood.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121532565","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}
Antti Salovaara, K. Höök, K. Cheverst, M. Twidale, M. Chalmers, C. Sas
Appropriation refers to the ways that technologies are ÿadapted and repurposed to new purposes of use by individuals, groups or communities. This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. The workshop is based on roundtable discussions that bring the participants' qualitative observations and theoretical viewpoints in contact with practical design efforts that support user creativity and appropriation.
{"title":"Appropriation and creative use: linking user studies and design","authors":"Antti Salovaara, K. Höök, K. Cheverst, M. Twidale, M. Chalmers, C. Sas","doi":"10.1145/1979742.1979585","DOIUrl":"https://doi.org/10.1145/1979742.1979585","url":null,"abstract":"Appropriation refers to the ways that technologies are ÿadapted and repurposed to new purposes of use by individuals, groups or communities. This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. The workshop is based on roundtable discussions that bring the participants' qualitative observations and theoretical viewpoints in contact with practical design efforts that support user creativity and appropriation.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128602971","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}
Lining Yao, Sayamindu Dasgupta, N. Cheng, Jason Spingarn-Koff, Ostap Rudakevych, H. Ishii
Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our 'Multi-Jump' jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments.
{"title":"Multi-jump: jump roping over distances","authors":"Lining Yao, Sayamindu Dasgupta, N. Cheng, Jason Spingarn-Koff, Ostap Rudakevych, H. Ishii","doi":"10.1145/1979742.1979836","DOIUrl":"https://doi.org/10.1145/1979742.1979836","url":null,"abstract":"Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our 'Multi-Jump' jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128608614","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 describe the Input Observer, a background application that will be capable of measuring a user's text entry and pointing abilities from everyday computer use "in the wild." The application runs quietly in the background of the user's computer and utilizes global Windows Hooks to observe the text entry input stream and use of the mouse, and will yield data equivalent to results from lab-based measures of text entry and target acquisition. A major challenge is the lack of a task model from which researchers can know the intent of the user at every moment. We describe our approach to handling this issue for both text entry and mouse pointing.
{"title":"Input observer: measuring text entry and pointing performance from naturalistic everyday computer use","authors":"Abigail Evans, J. Wobbrock","doi":"10.1145/1979742.1979871","DOIUrl":"https://doi.org/10.1145/1979742.1979871","url":null,"abstract":"In this paper we describe the Input Observer, a background application that will be capable of measuring a user's text entry and pointing abilities from everyday computer use \"in the wild.\" The application runs quietly in the background of the user's computer and utilizes global Windows Hooks to observe the text entry input stream and use of the mouse, and will yield data equivalent to results from lab-based measures of text entry and target acquisition. A major challenge is the lack of a task model from which researchers can know the intent of the user at every moment. We describe our approach to handling this issue for both text entry and mouse pointing.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128386276","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}
Similar sliding gestures may have different meanings when they are performed with changing intensity. Touch screens, however, fail to properly distinguish those intensities due to their inability to sense variable pressures. Enabled by distinguishing normal and tangential forces, we explore new possibilities for gestures on a touch screen. We have implemented a pressure-sensitive prototype and have designed a set of gestures that utilize alterable forces. The gestures' feasibility has been tested through a simple experiment. Finally, we discuss the new possibility of touch interactions that are sensitive to pressure.
{"title":"Force gestures: augmented touch screen gestures using normal and tangential force","authors":"Seongkook Heo, Geehyuk Lee","doi":"10.1145/1979742.1979895","DOIUrl":"https://doi.org/10.1145/1979742.1979895","url":null,"abstract":"Similar sliding gestures may have different meanings when they are performed with changing intensity. Touch screens, however, fail to properly distinguish those intensities due to their inability to sense variable pressures. Enabled by distinguishing normal and tangential forces, we explore new possibilities for gestures on a touch screen. We have implemented a pressure-sensitive prototype and have designed a set of gestures that utilize alterable forces. The gestures' feasibility has been tested through a simple experiment. Finally, we discuss the new possibility of touch interactions that are sensitive to pressure.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128719812","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}
Each year scholars and practitioners from institutions, organizations, and corporations around the world gather for one week to discuss their work and see the work of others from across the wide range of practices that compose the SIGCHI community. The scale and diversity of this gathering offers an opportunity that is special and only available during the short, intense week. During the conference there is a session dedicated to the discussion of priorities for us as members of a community, and for the community itself as a part of the fabric of SIGCHI. For the Design Community this is a rather complex endeavor because our constituents are and our fellow communities understand the pursuit of design in a variety of ways. But this embodies the valuable asset that our community has become as one part of SIGCHI. So let's discuss these topics.
{"title":"CHI design community 2011 (invited)","authors":"Scott G. Pobiner, C. Diana","doi":"10.1145/1979742.1979533","DOIUrl":"https://doi.org/10.1145/1979742.1979533","url":null,"abstract":"Each year scholars and practitioners from institutions, organizations, and corporations around the world gather for one week to discuss their work and see the work of others from across the wide range of practices that compose the SIGCHI community. The scale and diversity of this gathering offers an opportunity that is special and only available during the short, intense week. During the conference there is a session dedicated to the discussion of priorities for us as members of a community, and for the community itself as a part of the fabric of SIGCHI. For the Design Community this is a rather complex endeavor because our constituents are and our fellow communities understand the pursuit of design in a variety of ways. But this embodies the valuable asset that our community has become as one part of SIGCHI. So let's discuss these topics.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130501521","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}
Gang Pan, Haoyi Ren, Weidong Hua, Qian Zheng, Shijian Li
This extended abstract presents a natural pointing system using gyroscope MEMS, which could achieve what you pointing at is what you get. It enables screen interaction via physical pointing. The system only needs a phone with built-in gyroscope, camera, and wireless communication, e.g. Wi-Fi and Bluetooth, without any other hardware. To achieve sensing of the screen position where user is physically pointing, we also develop easy calibration methods. The prototype system, called EasyPointer, is built upon iPhone 4/iPod 4. It can serve as a laser pointer, a presentation controller, a game controller, and a drawing pen.
{"title":"EasyPointer: what you pointing at is what you get","authors":"Gang Pan, Haoyi Ren, Weidong Hua, Qian Zheng, Shijian Li","doi":"10.1145/1979742.1979553","DOIUrl":"https://doi.org/10.1145/1979742.1979553","url":null,"abstract":"This extended abstract presents a natural pointing system using gyroscope MEMS, which could achieve what you pointing at is what you get. It enables screen interaction via physical pointing. The system only needs a phone with built-in gyroscope, camera, and wireless communication, e.g. Wi-Fi and Bluetooth, without any other hardware. To achieve sensing of the screen position where user is physically pointing, we also develop easy calibration methods. The prototype system, called EasyPointer, is built upon iPhone 4/iPod 4. It can serve as a laser pointer, a presentation controller, a game controller, and a drawing pen.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130484051","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}
Gareth R. T. White, Pejman Mirza-Babaei, G. McAllister, J. Good
Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics.
{"title":"Weak inter-rater reliability in heuristic evaluation of video games","authors":"Gareth R. T. White, Pejman Mirza-Babaei, G. McAllister, J. Good","doi":"10.1145/1979742.1979788","DOIUrl":"https://doi.org/10.1145/1979742.1979788","url":null,"abstract":"Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130734573","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}
{"title":"Session details: Gestures","authors":"Steven K. Feiner","doi":"10.1145/3249083","DOIUrl":"https://doi.org/10.1145/3249083","url":null,"abstract":"","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130249159","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}
Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records.
{"title":"Designing flexible EMR systems for recording and summarizing doctor-patient interactions","authors":"K. Larkin, Aisling Kelliher","doi":"10.1145/1979742.1979816","DOIUrl":"https://doi.org/10.1145/1979742.1979816","url":null,"abstract":"Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records.","PeriodicalId":275462,"journal":{"name":"CHI '11 Extended Abstracts on Human Factors in Computing Systems","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130336216","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}