首页 > 最新文献

Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems最新文献

英文 中文
Computational Agroecology: Sustainable Food Ecosystem Design 计算农业生态学:可持续食品生态系统设计
B. Raghavan, B. Nardi, S. Lovell, J. Norton, Bill Tomlinson, Donald J. Patterson
We propose a new domain for sociotechnical system design: creating new ecosystems for food production that are sustainable while producing high yields. Drawing on the field of agroecology, we discuss techniques for allowing a range of users to design sustainable food ecosystems that can overcome the environmental costs of industrial agriculture. Industrial agriculture, relying on declining reserves of fossil fuels and generating increasingly costly externalities, is unsustainable. Agroecology cannot scale until practitioners have access to detailed knowledge of local conditions and appropriate agricultural strategies. This paper reviews the agricultural and sustainability challenges that motivate our research. It describes design problems that must be addressed to scale agroecology. We discuss our initial work, and sketch a program of research we believe will contribute to global food security.
我们提出了一个社会技术系统设计的新领域:为粮食生产创造新的生态系统,在生产高产的同时可持续发展。借助农业生态学领域,我们讨论了允许一系列用户设计可持续粮食生态系统的技术,这些生态系统可以克服工业化农业的环境成本。工业化农业依赖日益减少的化石燃料储备,并产生越来越昂贵的外部性,是不可持续的。在从业者获得有关当地条件的详细知识和适当的农业战略之前,生态农业无法扩大规模。本文回顾了激励我们研究的农业和可持续性挑战。它描述了规模化生态农业必须解决的设计问题。我们讨论了我们的初步工作,并草拟了一个我们认为将有助于全球粮食安全的研究计划。
{"title":"Computational Agroecology: Sustainable Food Ecosystem Design","authors":"B. Raghavan, B. Nardi, S. Lovell, J. Norton, Bill Tomlinson, Donald J. Patterson","doi":"10.1145/2851581.2892577","DOIUrl":"https://doi.org/10.1145/2851581.2892577","url":null,"abstract":"We propose a new domain for sociotechnical system design: creating new ecosystems for food production that are sustainable while producing high yields. Drawing on the field of agroecology, we discuss techniques for allowing a range of users to design sustainable food ecosystems that can overcome the environmental costs of industrial agriculture. Industrial agriculture, relying on declining reserves of fossil fuels and generating increasingly costly externalities, is unsustainable. Agroecology cannot scale until practitioners have access to detailed knowledge of local conditions and appropriate agricultural strategies. This paper reviews the agricultural and sustainability challenges that motivate our research. It describes design problems that must be addressed to scale agroecology. We discuss our initial work, and sketch a program of research we believe will contribute to global food security.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128486726","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: 35
Untethered Workspaces: A Zones Concept Towards Supporting Operator Movements in Control Rooms 不受限制的工作空间:一个支持控制室操作员活动的区域概念
Veronika Domova, Saad Azhar, Maria Ralph, Jonas Brönmark
Within industrial domains there is a need for control room operators to be in constant contact with the different processes they are responsible for controlling. With this responsibility comes the need to constantly be near their workstations in order to monitor, diagnose and quickly troubleshoot issues presented. These workstations, however, restrict operators in control rooms from moving freely within the control room itself, such as between their own and their colleague's workstations since they cannot interact with the system from a distance. These systems also restrict those operators who need to continuously enter the control room from the plant/factory floor since interacting with process graphics requires them to remove all of their specialized equipment every time (e.g. large bulky safety gloves). We therefore present a concept for control room operators that supports their untethering from dedicated workstations, providing them with the ability to interact in a more flexible way.
在工业领域中,控制室操作员需要与他们负责控制的不同过程保持不断的联系。有了这个责任,就需要经常在他们的工作站附近,以便监视、诊断和快速排除出现的问题。然而,这些工作站限制了控制室的操作员在控制室内部的自由活动,例如在他们自己和同事的工作站之间,因为他们不能从远处与系统交互。这些系统还限制了那些需要不断从工厂/工厂进入控制室的操作人员,因为与工艺图形交互要求他们每次都要移除所有的专用设备(例如,大而笨重的安全手套)。因此,我们为控制室操作员提出了一个概念,支持他们从专用工作站中解脱出来,为他们提供以更灵活的方式进行交互的能力。
{"title":"Untethered Workspaces: A Zones Concept Towards Supporting Operator Movements in Control Rooms","authors":"Veronika Domova, Saad Azhar, Maria Ralph, Jonas Brönmark","doi":"10.1145/2851581.2851583","DOIUrl":"https://doi.org/10.1145/2851581.2851583","url":null,"abstract":"Within industrial domains there is a need for control room operators to be in constant contact with the different processes they are responsible for controlling. With this responsibility comes the need to constantly be near their workstations in order to monitor, diagnose and quickly troubleshoot issues presented. These workstations, however, restrict operators in control rooms from moving freely within the control room itself, such as between their own and their colleague's workstations since they cannot interact with the system from a distance. These systems also restrict those operators who need to continuously enter the control room from the plant/factory floor since interacting with process graphics requires them to remove all of their specialized equipment every time (e.g. large bulky safety gloves). We therefore present a concept for control room operators that supports their untethering from dedicated workstations, providing them with the ability to interact in a more flexible way.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128787272","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: 0
Playing with the Artworks: Engaging with Art through an Augmented Reality Game 玩艺术作品:通过增强现实游戏参与艺术
Klen Copic Pucihar, M. Kljun, P. Coulton
In the majority of cases our experiences of artworks in galleries and museums is as passive observers. While this is widely accepted practice in terms artwork preservation it limits the engagement potential with younger visitors. In this paper, we present the results of a focus group with nine K-6 children revealing their opinions about (i) art, (ii) museums and galleries, and (iii) standard engagement practices in these venues. Participants stressed the importance of art and museums, showed a high respect for artworks and artists, depicted interactive activities they liked at museums, and described how they would liven up art venues. In addition, we explored a way of using augmented reality (AR) technology to create an engaging and personal art experience for a young audience. To achieve this, we built a prototype for a treasure hunt style game where participants coloured a contour drawing not knowing what exactly they are colouring. However, they were told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery.
在大多数情况下,我们对画廊和博物馆艺术品的体验是被动的观察者。虽然这在艺术品保护方面被广泛接受,但它限制了年轻游客的参与潜力。在本文中,我们展示了9名K-6儿童的焦点小组的结果,揭示了他们对(i)艺术,(ii)博物馆和画廊以及(iii)这些场所的标准参与实践的看法。与会者强调艺术和博物馆的重要性,对艺术品和艺术家表示高度尊重,并描述他们喜欢在博物馆进行的互动活动,以及他们将如何活跃艺术场所。此外,我们探索了一种使用增强现实(AR)技术为年轻观众创造引人入胜的个人艺术体验的方法。为了实现这一点,我们创建了一个寻宝游戏的原型,参与者在不知道自己到底在给什么上色的情况下给等高线画上色。然而,他们被告知,如果这幅彩色图画放置正确,它应该包裹在一个3D物体(雕像)周围,或者覆盖在画廊的某个地方的2D画布(图片)上。
{"title":"Playing with the Artworks: Engaging with Art through an Augmented Reality Game","authors":"Klen Copic Pucihar, M. Kljun, P. Coulton","doi":"10.1145/2851581.2892322","DOIUrl":"https://doi.org/10.1145/2851581.2892322","url":null,"abstract":"In the majority of cases our experiences of artworks in galleries and museums is as passive observers. While this is widely accepted practice in terms artwork preservation it limits the engagement potential with younger visitors. In this paper, we present the results of a focus group with nine K-6 children revealing their opinions about (i) art, (ii) museums and galleries, and (iii) standard engagement practices in these venues. Participants stressed the importance of art and museums, showed a high respect for artworks and artists, depicted interactive activities they liked at museums, and described how they would liven up art venues. In addition, we explored a way of using augmented reality (AR) technology to create an engaging and personal art experience for a young audience. To achieve this, we built a prototype for a treasure hunt style game where participants coloured a contour drawing not knowing what exactly they are colouring. However, they were told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129023561","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: 6
MAGIC-Pointing on Large High-Resolution Displays 在大型高分辨率显示器上的魔术指向
Lars Lischke, V. Schwind, Kai Friedrich, A. Schmidt, N. Henze
Display space in offices constantly increased in the last decades. We believe that this trend will continue and ultimately result in the use of wall-sized displays in the future office. One of the most challenging tasks while interacting with large high-resolution displays is target acquisition. The most important challenges reported in previous work are the long distances that need to be traveled with the pointer while still enabling precise selection as well as seeking for the pointer on the large display. In this paper, we investigate if MAGIC-Pointing, controlling the pointer through eye gaze, can help overcome both challenges. We implemented MAGIC-Pointing for a 2.85m x 1.13m large display. Using this system we conducted a target selection study. The results show that using MAGIC-Pointing for selecting targets on wall-sized displays decreases the task completion time significantly and it also decreases the users' task load. We therefore argue that MAGIC-Pointing can help to make interaction with wall-sized displays usable.
在过去的几十年里,办公室的展示空间不断增加。我们相信这一趋势将会持续下去,并最终导致在未来的办公室中使用墙壁大小的显示器。在与大型高分辨率显示器交互时,最具挑战性的任务之一是目标获取。在以前的工作中报告的最重要的挑战是需要用指针移动很长的距离,同时仍然能够精确选择以及在大显示器上寻找指针。在本文中,我们研究MAGIC-Pointing,通过眼睛凝视来控制指针,是否有助于克服这两个挑战。我们在2.85米x 1.13米的大屏幕上实现了MAGIC-Pointing。利用该系统进行了目标选择研究。结果表明,在壁挂式显示器上使用MAGIC-Pointing进行目标选择可以显著缩短任务完成时间,同时也降低了用户的任务负荷。因此,我们认为MAGIC-Pointing可以帮助我们更好地与墙壁大小的显示器进行交互。
{"title":"MAGIC-Pointing on Large High-Resolution Displays","authors":"Lars Lischke, V. Schwind, Kai Friedrich, A. Schmidt, N. Henze","doi":"10.1145/2851581.2892479","DOIUrl":"https://doi.org/10.1145/2851581.2892479","url":null,"abstract":"Display space in offices constantly increased in the last decades. We believe that this trend will continue and ultimately result in the use of wall-sized displays in the future office. One of the most challenging tasks while interacting with large high-resolution displays is target acquisition. The most important challenges reported in previous work are the long distances that need to be traveled with the pointer while still enabling precise selection as well as seeking for the pointer on the large display. In this paper, we investigate if MAGIC-Pointing, controlling the pointer through eye gaze, can help overcome both challenges. We implemented MAGIC-Pointing for a 2.85m x 1.13m large display. Using this system we conducted a target selection study. The results show that using MAGIC-Pointing for selecting targets on wall-sized displays decreases the task completion time significantly and it also decreases the users' task load. We therefore argue that MAGIC-Pointing can help to make interaction with wall-sized displays usable.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129043247","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: 14
CompuWoven: A Computer-Aided Fabrication Approach to Hand-Woven Craft 计算机编织:手工编织工艺的计算机辅助制造方法
Ye Tao, Nannan Lu, Caowei Zhang, Guanyun Wang, Cheng Yao, Fangtian Ying
Weaving is a traditional technology for making everyday products by hand that involves interlacing planar pieces to endow tough and pliable properties, (e.g., bamboo and stiff paper) to create 3D shapes. The technique has been extensively applied throughout history by various means, and is favored due to its low cost, accessibility, and environmental friendliness. Traditional weaving technology, however, requires accumulated craft expertise and actual production through numerous iterations, which is generally very time-consuming -- this limits its design aesthetic and ubiquitous use. Inspired by these problems, we present a novel hand-woven fabrication approach called CompuWoven to customize and weave 3D objects from planar pieces. The key idea is to establish an approach for producing 3D objects that is similar to weaving tradition, but without the need for manual experience. In addition, CompuWoven eliminates the former need for supporting structures, reduces actual physical material waste and allows for more complicated and irregular designs.
编织是一种手工制作日常用品的传统技术,它包括将平面碎片相互交错,赋予坚韧和柔韧的特性,(例如,竹子和硬纸)以创造3D形状。该技术在历史上以各种方式被广泛应用,并因其低成本、可及性和环境友好性而受到青睐。然而,传统的编织技术需要积累工艺知识,并通过多次迭代进行实际生产,这通常非常耗时,这限制了它的设计美学和普遍使用。受这些问题的启发,我们提出了一种新颖的手工编织制造方法,称为CompuWoven,可以从平面碎片中定制和编织3D物体。关键的想法是建立一种方法来生产3D对象,类似于传统的编织,但不需要手工经验。此外,CompuWoven消除了以前对支撑结构的需求,减少了实际的物理材料浪费,并允许更复杂和不规则的设计。
{"title":"CompuWoven: A Computer-Aided Fabrication Approach to Hand-Woven Craft","authors":"Ye Tao, Nannan Lu, Caowei Zhang, Guanyun Wang, Cheng Yao, Fangtian Ying","doi":"10.1145/2851581.2892293","DOIUrl":"https://doi.org/10.1145/2851581.2892293","url":null,"abstract":"Weaving is a traditional technology for making everyday products by hand that involves interlacing planar pieces to endow tough and pliable properties, (e.g., bamboo and stiff paper) to create 3D shapes. The technique has been extensively applied throughout history by various means, and is favored due to its low cost, accessibility, and environmental friendliness. Traditional weaving technology, however, requires accumulated craft expertise and actual production through numerous iterations, which is generally very time-consuming -- this limits its design aesthetic and ubiquitous use. Inspired by these problems, we present a novel hand-woven fabrication approach called CompuWoven to customize and weave 3D objects from planar pieces. The key idea is to establish an approach for producing 3D objects that is similar to weaving tradition, but without the need for manual experience. In addition, CompuWoven eliminates the former need for supporting structures, reduces actual physical material waste and allows for more complicated and irregular designs.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129312950","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: 12
Making the Case for an Existential Perspective in HCI Research on Mortality and Death 在关于死亡率和死亡的HCI研究中提出存在主义观点的理由
V. Kaptelinin
The paper discusses some of the key HCI studies dealing with mortality and death and concludes that the overall research perspective, adopted in most of the studies -- namely, conducting empirical analyses of user practices and trying to improve the practices through iterative cycles of design and evaluation -- is not fully appropriate for understanding the impact of technology on how people experience their own mortality. The paper discusses an alternative research perspective, existential HCI, and argues that adopting that perspective can usefully complement existing studies related to mortality and death. A tentative analysis of "digital afterlife", understood as the persistence of a person's digital possessions and traces beyond the person's life span, from an existential HCI perspective, is presented. Prospects and challenges for future development of an existential perspective in HCI research are discussed.
本文讨论了一些关于死亡率和死亡的关键HCI研究,并得出结论认为,大多数研究采用的整体研究视角——即对用户实践进行实证分析,并试图通过设计和评估的迭代周期改进实践——并不完全适合理解技术对人们如何体验自己的死亡的影响。本文讨论了另一种研究视角,即存在性HCI,并认为采用这种视角可以有效地补充与死亡率和死亡有关的现有研究。从存在HCI的角度,对“数字来世”进行了尝试性分析,将其理解为一个人的数字财产和超越其生命周期的痕迹的持久性。讨论了存在主义视角在人机交互研究中的未来发展前景和挑战。
{"title":"Making the Case for an Existential Perspective in HCI Research on Mortality and Death","authors":"V. Kaptelinin","doi":"10.1145/2851581.2892585","DOIUrl":"https://doi.org/10.1145/2851581.2892585","url":null,"abstract":"The paper discusses some of the key HCI studies dealing with mortality and death and concludes that the overall research perspective, adopted in most of the studies -- namely, conducting empirical analyses of user practices and trying to improve the practices through iterative cycles of design and evaluation -- is not fully appropriate for understanding the impact of technology on how people experience their own mortality. The paper discusses an alternative research perspective, existential HCI, and argues that adopting that perspective can usefully complement existing studies related to mortality and death. A tentative analysis of \"digital afterlife\", understood as the persistence of a person's digital possessions and traces beyond the person's life span, from an existential HCI perspective, is presented. Prospects and challenges for future development of an existential perspective in HCI research are discussed.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129442407","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: 22
3D Printing and Camera Mapping - Artwork: Digital Buddha 3D打印和相机映射-艺术品:数字佛像
He-Lin Luo, I-Chun Chen, Y. Hung
The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of "coding" and "decoding", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik.
新媒体艺术作品“数字佛”结合了3D打印和相机映射。数码佛像的创意方案运用工业设计理念和方法,利用多种复杂的数字工具,以达到精密雕刻计算的效果。在这个作品中,一个预先构建的抽象雕塑被解码并转化为一个具象的佛像,当它被马达拉入图像中时。作品采用“编码”和“解码”的概念,让现实中的雕塑运用自定义的编码方法,创造出一个抽象的雕塑,其中隐藏着现实中的某些信息。通过摄像机和计算机程序的计算和解码,在虚拟世界中还原出佛像的形象。这件作品是向录像艺术大师白南准的作品《电视佛》致敬。
{"title":"3D Printing and Camera Mapping - Artwork: Digital Buddha","authors":"He-Lin Luo, I-Chun Chen, Y. Hung","doi":"10.1145/2851581.2891102","DOIUrl":"https://doi.org/10.1145/2851581.2891102","url":null,"abstract":"The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of \"coding\" and \"decoding\", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130500750","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: 0
User Story Mapping: The Hands-on Course 用户故事映射:实践课程
Stephanie Foehrenbach, Christian Heldstab
Agile development practice breaks requirements down into small building blocks that are used to steer development and product progress. However, with this pile of small blocks it can be challenging to keep the big picture of what the product should provide and what is needed for users to conduct their task flows. User story mapping [1] addresses this challenge. It is a method and a visual representation that further helps building a bridge between scenario oriented usability methods and the fragmentation of requirements. This hands-on course introduces user story mapping with a balanced combination of up front presentation and group exercises.
敏捷开发实践将需求分解为用于引导开发和产品进度的小构建块。然而,有了这些小块,保持产品应该提供什么以及用户需要什么来执行任务流的大局可能是一项挑战。用户故事映射[1]解决了这个挑战。它是一种方法和可视化表示,进一步帮助在面向场景的可用性方法和需求碎片之间建立桥梁。这个实践课程介绍了用户故事映射与前端演示和小组练习的平衡组合。
{"title":"User Story Mapping: The Hands-on Course","authors":"Stephanie Foehrenbach, Christian Heldstab","doi":"10.1145/2851581.2856670","DOIUrl":"https://doi.org/10.1145/2851581.2856670","url":null,"abstract":"Agile development practice breaks requirements down into small building blocks that are used to steer development and product progress. However, with this pile of small blocks it can be challenging to keep the big picture of what the product should provide and what is needed for users to conduct their task flows. User story mapping [1] addresses this challenge. It is a method and a visual representation that further helps building a bridge between scenario oriented usability methods and the fragmentation of requirements. This hands-on course introduces user story mapping with a balanced combination of up front presentation and group exercises.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"397 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120892135","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: 0
Avian Attractor 鸟类吸引子
J. Doyle, Naoto Hieda
Avian Attractor is a gestural projection combining depth images of viewers and pre-captured shots of birds in natural and architectural environment. Surface impressions of viewers merge with those of urban birds and procedural agents that extend their flight paths and trajectories. These moving images are both seen and seen through -- motionscapes that combine figurative elements with cross-hatchings, tendrils and flocking agents. The Avian Attractor installation is supported by other art research activity that aims to provide tools for a diversity of users without programming skills or collaborators. This includes development of a point cloud camera-recorder and interface for non-programmers. Inspired by a bird feeder in a cold city, Avian Attractor uses off-the-shelf depth cameras and projection to generate a hybrid form of space where post-human embodiment can be explored and expanded.
鸟类吸引器是一种结合了观众的深度图像和预先捕获的鸟类在自然和建筑环境中的姿势投影。观众的表面印象与城市鸟类的印象和扩展其飞行路径和轨迹的程序代理融合在一起。这些动态图像既可以被看到,也可以被看穿——动态景观结合了交叉孵化、卷须和群集的元素。鸟类吸引器的安装得到了其他艺术研究活动的支持,旨在为没有编程技能或合作者的各种用户提供工具。这包括为非程序员开发点云摄像机记录器和接口。“鸟类吸引器”的灵感来自于寒冷城市中的一个喂鸟器,它使用现成的深度摄像头和投影来产生一种混合形式的空间,在这里,后人类的化身可以被探索和扩展。
{"title":"Avian Attractor","authors":"J. Doyle, Naoto Hieda","doi":"10.1145/2851581.2891093","DOIUrl":"https://doi.org/10.1145/2851581.2891093","url":null,"abstract":"Avian Attractor is a gestural projection combining depth images of viewers and pre-captured shots of birds in natural and architectural environment. Surface impressions of viewers merge with those of urban birds and procedural agents that extend their flight paths and trajectories. These moving images are both seen and seen through -- motionscapes that combine figurative elements with cross-hatchings, tendrils and flocking agents. The Avian Attractor installation is supported by other art research activity that aims to provide tools for a diversity of users without programming skills or collaborators. This includes development of a point cloud camera-recorder and interface for non-programmers. Inspired by a bird feeder in a cold city, Avian Attractor uses off-the-shelf depth cameras and projection to generate a hybrid form of space where post-human embodiment can be explored and expanded.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"286 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116327993","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: 3
Plenary: Kimberly Bryant & Sarah Guthals in Conversation 全体会议:Kimberly Bryant和Sarah Guthals在对话
Kimberly Bryant, Sarah Guthals
Kimberly Bryant Kimberly Bryant is the Founder and Executive Director of Black Girls CODE, a non-profit organization dedicated to--changing the face of technology? by introducing girls of color (ages 7-17) to the field of technology and computer science with a concentration on entrepreneurial concepts. Kimberly has enjoyed a successful 25+ year professional career in the pharmaceutical and biotech industries as an Engineering Manager in a series of technical leadership roles for various Fortune 100 companies such as Genentech, Merck, and Pfizer. Since 2011 Kimberly has helped Black Girls CODE grow from a local organization serving only the Bay Area, to an international organization with seven chapters across the U.S. and in Johannesburg, South Africa. Sarah Guthals Sarah Guthals received her PhD from UCSD in Computer Science specializing in CS Education in 2014. During graduate school she built the beta version of CodeSpells, a 3D immersive video game designed to teach children to code through playing a wizard and writing "spells". She went on to co-found ThoughtSTEM, a company that builds software (e.g. LearnToMod), curriculum, and pedagogies for teaching children to code and empowering K-12 teachers to teach their students. She has written two books around modding Minecraft, launched a Coursera course for teachers interested in teaching coding and was recently named Forbes 30 under 30 in Science. Her passion is making coding accessible to everyone, with the goal of making it a basic literacy.
金伯利·布莱恩特是黑人女孩代码的创始人和执行董事,这是一个致力于改变技术面貌的非营利组织?通过将有色人种女孩(7-17岁)引入技术和计算机科学领域,专注于创业概念。金伯利在制药和生物技术行业拥有超过25年的成功职业生涯,曾在多家财富100强公司(如基因泰克、默克和辉瑞)担任工程经理和技术领导职务。自2011年以来,金伯利帮助黑人女孩代码从一个只服务于湾区的当地组织发展成为一个在美国和南非约翰内斯堡设有七个分会的国际组织。Sarah Guthals于2014年获得加州大学圣地亚哥分校计算机科学博士学位,专攻计算机科学教育。在读研究生期间,她开发了codesells的测试版,这是一款3D沉浸式视频游戏,旨在通过扮演巫师和写“咒语”来教孩子们编程。随后,她与人共同创立了ThoughtSTEM公司,该公司开发软件(例如LearnToMod)、课程和教学方法,用于教授儿童编程,并授权K-12教师教授学生。她写了两本关于修改《我的世界》(Minecraft)的书,为对编程教学感兴趣的教师开设了一门Coursera课程,最近还被《福布斯》(Forbes)评为30位30岁以下科学人物。她的热情是让每个人都能接触到编程,目标是让编程成为一种基本的素养。
{"title":"Plenary: Kimberly Bryant & Sarah Guthals in Conversation","authors":"Kimberly Bryant, Sarah Guthals","doi":"10.1145/2851581.2912559","DOIUrl":"https://doi.org/10.1145/2851581.2912559","url":null,"abstract":"Kimberly Bryant Kimberly Bryant is the Founder and Executive Director of Black Girls CODE, a non-profit organization dedicated to--changing the face of technology? by introducing girls of color (ages 7-17) to the field of technology and computer science with a concentration on entrepreneurial concepts. Kimberly has enjoyed a successful 25+ year professional career in the pharmaceutical and biotech industries as an Engineering Manager in a series of technical leadership roles for various Fortune 100 companies such as Genentech, Merck, and Pfizer. Since 2011 Kimberly has helped Black Girls CODE grow from a local organization serving only the Bay Area, to an international organization with seven chapters across the U.S. and in Johannesburg, South Africa. Sarah Guthals Sarah Guthals received her PhD from UCSD in Computer Science specializing in CS Education in 2014. During graduate school she built the beta version of CodeSpells, a 3D immersive video game designed to teach children to code through playing a wizard and writing \"spells\". She went on to co-found ThoughtSTEM, a company that builds software (e.g. LearnToMod), curriculum, and pedagogies for teaching children to code and empowering K-12 teachers to teach their students. She has written two books around modding Minecraft, launched a Coursera course for teachers interested in teaching coding and was recently named Forbes 30 under 30 in Science. Her passion is making coding accessible to everyone, with the goal of making it a basic literacy.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116470694","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: 0
期刊
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1