J. Hourcade, L. Nathan, Panayiotis Zaphiris, Yoram Chisik, Cuauhtémoc Rivera Loaiza, Jason C. Yip
The fragmentation of the state and civil war in parts of Africa and the Middle East, the rise of xenophobic nationalistic fervor in some Western countries, and military intervention to change international borders have brought to the forefront the challenge and consequences of armed conflict. The ubiquity of interactive technologies, and their influence on how we communicate, get informed, and make decisions, give the HCI community an opportunity to play a positive role to address this challenge. This SIG is an opportunity for the HCI community to discuss its role.
{"title":"Conflict & HCI: Preventing, De-Escalating and Recovering","authors":"J. Hourcade, L. Nathan, Panayiotis Zaphiris, Yoram Chisik, Cuauhtémoc Rivera Loaiza, Jason C. Yip","doi":"10.1145/2851581.2886432","DOIUrl":"https://doi.org/10.1145/2851581.2886432","url":null,"abstract":"The fragmentation of the state and civil war in parts of Africa and the Middle East, the rise of xenophobic nationalistic fervor in some Western countries, and military intervention to change international borders have brought to the forefront the challenge and consequences of armed conflict. The ubiquity of interactive technologies, and their influence on how we communicate, get informed, and make decisions, give the HCI community an opportunity to play a positive role to address this challenge. This SIG is an opportunity for the HCI community to discuss its role.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"82 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":"114748667","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}
Hoyeong Song, Soobin Lee, Hyunsoo Kim, Gunmin Jang, Younggeun Choi, Dongseok Yang
In this demonstration paper, we introduce our RAPAEL rehabilitation system. It is designed for treatment of those who are suffering from brain diseases or disorders. The purpose of our system is to turn boring and unpleasant conventional rehabilitation exercises into more exciting and inspiring one. We developed an IoT-based wearable device and serious game for medical use.
{"title":"RAPAEL: Wearable Technology and Serious Game for Rehabilitation","authors":"Hoyeong Song, Soobin Lee, Hyunsoo Kim, Gunmin Jang, Younggeun Choi, Dongseok Yang","doi":"10.1145/2851581.2890229","DOIUrl":"https://doi.org/10.1145/2851581.2890229","url":null,"abstract":"In this demonstration paper, we introduce our RAPAEL rehabilitation system. It is designed for treatment of those who are suffering from brain diseases or disorders. The purpose of our system is to turn boring and unpleasant conventional rehabilitation exercises into more exciting and inspiring one. We developed an IoT-based wearable device and serious game for medical use.","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":"124340862","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}
Traditionally, user experience research has focused on consumer products, and there is little research on the role of experience design in business-to-business industry. This paper shortly reports the lessons learned on introducing experience design to Finnish metals and engineering industry during a 5-year research programme. It proved important to prepare the organization to the experience thinking, to give practical means to designing for experiences, to provide distinctive experiences in all touchpoints, and to widely advertise the benefits of experience-driven design. Investing in experiences ultimately pays off by enhanced competitive advantage. We call for more research on experience design in this domain by suggesting research topics for the future.
{"title":"UX Expeditions in Business-to-Business Heavy Industry: Lessons Learned","authors":"Virpi Roto, E. Kaasinen, M. Nuutinen, M. Seppänen","doi":"10.1145/2851581.2851600","DOIUrl":"https://doi.org/10.1145/2851581.2851600","url":null,"abstract":"Traditionally, user experience research has focused on consumer products, and there is little research on the role of experience design in business-to-business industry. This paper shortly reports the lessons learned on introducing experience design to Finnish metals and engineering industry during a 5-year research programme. It proved important to prepare the organization to the experience thinking, to give practical means to designing for experiences, to provide distinctive experiences in all touchpoints, and to widely advertise the benefits of experience-driven design. Investing in experiences ultimately pays off by enhanced competitive advantage. We call for more research on experience design in this domain by suggesting research topics for the future.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"61 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":"124046423","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}
Phil Cohen, Adam Cheyer, E. Horvitz, R. E. Kaliouby, S. Whittaker
The purpose of this panel is to explore issues that will arise in building future personal assistants (PAs), especially for family use. In this regard, we will consider implications of being an "assistant" and those of being "personal." The target timeframe is 3-10 years out, so that very near-term products will not be discussed. We will elaborate briefly on the kinds of communicative and inferential capabilities such PAs will need, and then examine their social and emotional capabilities. We will discuss pros and cons for their evolution and deployment. In this regard, we will discuss the kinds of support that could be provided by the HCI community in building personal assistant systems that are useful, delightful, functional, controllable, educational, ethical, and secure.
{"title":"On the Future of Personal Assistants","authors":"Phil Cohen, Adam Cheyer, E. Horvitz, R. E. Kaliouby, S. Whittaker","doi":"10.1145/2851581.2886425","DOIUrl":"https://doi.org/10.1145/2851581.2886425","url":null,"abstract":"The purpose of this panel is to explore issues that will arise in building future personal assistants (PAs), especially for family use. In this regard, we will consider implications of being an \"assistant\" and those of being \"personal.\" The target timeframe is 3-10 years out, so that very near-term products will not be discussed. We will elaborate briefly on the kinds of communicative and inferential capabilities such PAs will need, and then examine their social and emotional capabilities. We will discuss pros and cons for their evolution and deployment. In this regard, we will discuss the kinds of support that could be provided by the HCI community in building personal assistant systems that are useful, delightful, functional, controllable, educational, ethical, and secure.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"38 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":"126199861","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}
Human-Computer Interaction research is traditionally collaborative. However, the current authorship model -- i.e., placing authors' names in a particular order -- makes the contributions of collaborators who are not the "first author" (or not mentioned) less visible which negatively affects career paths. Still, if smaller and larger contributions are equally rewarded with a "good" position in the author list, a researcher's achievements may be overrated. We suggest a solution with interactive technology to highlight contributions. The benefits include high visibility of contributions, in-situ access to in-depth researcher profiles, in situ access to similar work by the contributors, and low incentive for artificial credits.
{"title":"Solving the Battle of First-Authorship: Using Interactive Technology to Highlight Contributions","authors":"BD Ac, Christine Bauer, Afsaneh Doryab","doi":"10.1145/2851581.2892582","DOIUrl":"https://doi.org/10.1145/2851581.2892582","url":null,"abstract":"Human-Computer Interaction research is traditionally collaborative. However, the current authorship model -- i.e., placing authors' names in a particular order -- makes the contributions of collaborators who are not the \"first author\" (or not mentioned) less visible which negatively affects career paths. Still, if smaller and larger contributions are equally rewarded with a \"good\" position in the author list, a researcher's achievements may be overrated. We suggest a solution with interactive technology to highlight contributions. The benefits include high visibility of contributions, in-situ access to in-depth researcher profiles, in situ access to similar work by the contributors, and low incentive for artificial credits.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"18 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":"126552768","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}
Yineng Chen, Xiaojun Su, Feng Tian, Jin Huang, X. Zhang, G. Dai, Hongan Wang
Mid-air gestures have become an important interaction technique in natural user interfaces, especially in augmented reality and virtual reality. Supporting a set of continuous gesture-based commands in mid-air gesture interaction systems, such as selecting and moving then placing an object, however, remains to be a challenge. This is largely because these intentional command gestures are connected through transitional, meaningless gestures, which are often misleading for gesture recognition systems. The inability to separate unintentional movements from intentional command gestures, also called the Midas problem, limits the application of mid-air gestures. This paper addresses the Midas problem via a physiological computing approach. With the help of sensors that capture physiological signals, we present a novel method, Pactolus, for segmenting mid-air gestures using arm electromyography. User studies demonstrate the high accuracy of our approach in segmenting mid-air gestures interleaved by transitional hand or finger movements.
{"title":"Pactolus: A Method for Mid-Air Gesture Segmentation within EMG","authors":"Yineng Chen, Xiaojun Su, Feng Tian, Jin Huang, X. Zhang, G. Dai, Hongan Wang","doi":"10.1145/2851581.2892492","DOIUrl":"https://doi.org/10.1145/2851581.2892492","url":null,"abstract":"Mid-air gestures have become an important interaction technique in natural user interfaces, especially in augmented reality and virtual reality. Supporting a set of continuous gesture-based commands in mid-air gesture interaction systems, such as selecting and moving then placing an object, however, remains to be a challenge. This is largely because these intentional command gestures are connected through transitional, meaningless gestures, which are often misleading for gesture recognition systems. The inability to separate unintentional movements from intentional command gestures, also called the Midas problem, limits the application of mid-air gestures. This paper addresses the Midas problem via a physiological computing approach. With the help of sensors that capture physiological signals, we present a novel method, Pactolus, for segmenting mid-air gestures using arm electromyography. User studies demonstrate the high accuracy of our approach in segmenting mid-air gestures interleaved by transitional hand or finger movements.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"116 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":"128009864","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}
We show a capacitive touch sensor called MonoTouch, which differentiates taps, swipe gestures, and swipe directions. MonoTouch consists of only an electrode and a circuit. To differentiate touch gestures with a single electrode, we designed the electrode's layout to satisfy the following two requirements: (1) The number of responses is different between the gestures; (2) The response time is different between swipe directions. We then developed an electrode that differentiates taps and four directional swipe gestures. When our MonoTouch electrode is downsized, gesture differentiation accuracy decreases because a finger might cross two or more conductive parts. To solve this "Multiple Crossing Problem", we added embossments on the electrode surface. Our evaluation of the MonoTouch sensor indicates that using the embossments solved the "Multiple Crossing Problem".
{"title":"MonoTouch: Single Capacitive Touch Sensor that Differentiates Touch Gestures","authors":"Ryosuke Takada, B. Shizuki, J. Tanaka","doi":"10.1145/2851581.2892350","DOIUrl":"https://doi.org/10.1145/2851581.2892350","url":null,"abstract":"We show a capacitive touch sensor called MonoTouch, which differentiates taps, swipe gestures, and swipe directions. MonoTouch consists of only an electrode and a circuit. To differentiate touch gestures with a single electrode, we designed the electrode's layout to satisfy the following two requirements: (1) The number of responses is different between the gestures; (2) The response time is different between swipe directions. We then developed an electrode that differentiates taps and four directional swipe gestures. When our MonoTouch electrode is downsized, gesture differentiation accuracy decreases because a finger might cross two or more conductive parts. To solve this \"Multiple Crossing Problem\", we added embossments on the electrode surface. Our evaluation of the MonoTouch sensor indicates that using the embossments solved the \"Multiple Crossing Problem\".","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"31 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":"125255450","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}
L. L. Priyadarshana, Victoria Porter, J. Carrascal, Aaron Visser, Roel Vertegaal
We introduce MagicWand, a cylindrical handheld display object made out of 2 Flexible Organic Light-Emitting Diode (FOLED) screens. Magic Wand features a smartphone running the Android operating system. Gesture recognition allows movements of the wand as a form of input. We were interested in exploring how a cylindrical form factor might offer physical affordances for action that are quite different from those of a traditional flat smartphone. We present an application scenario where MagicWand is used as a game controller that can display a variety of 3D game elements.
{"title":"MagicWand: Exploring Physical Affordances with a Handheld Cylindrical Display Object","authors":"L. L. Priyadarshana, Victoria Porter, J. Carrascal, Aaron Visser, Roel Vertegaal","doi":"10.1145/2851581.2890259","DOIUrl":"https://doi.org/10.1145/2851581.2890259","url":null,"abstract":"We introduce MagicWand, a cylindrical handheld display object made out of 2 Flexible Organic Light-Emitting Diode (FOLED) screens. Magic Wand features a smartphone running the Android operating system. Gesture recognition allows movements of the wand as a form of input. We were interested in exploring how a cylindrical form factor might offer physical affordances for action that are quite different from those of a traditional flat smartphone. We present an application scenario where MagicWand is used as a game controller that can display a variety of 3D game elements.","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":"125470898","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}
Marc Busch, Elke E. Mattheiss, Rita Orji, Peter Fröhlich, M. Lankes, M. Tscheligi
Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.
{"title":"Player Type Models: Towards Empirical Validation","authors":"Marc Busch, Elke E. Mattheiss, Rita Orji, Peter Fröhlich, M. Lankes, M. Tscheligi","doi":"10.1145/2851581.2892399","DOIUrl":"https://doi.org/10.1145/2851581.2892399","url":null,"abstract":"Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"18 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":"125606414","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}
The interactive artwork Dichroic Wade explores the hybrid and concrete form of data, light and space through a colorful display of dynamic reflected and transmitted light. This light is manipulated and treated in a painterly way, where the physical manipulation of light, shadow and colour facilitates audience engagement with the hybrid data and real space. The light changes in response to both people moving through the space and data streams describing the changing wind conditions in the San Francisco Bay. The bright colour reflections on the gallery walls, ceiling and floor facilitate audience engagement with this data. It is through this interpretation of behaviours in the data that the audience is able to make new meanings, working to relate themselves to both data and their surroundings in meaningful ways.
{"title":"Dichroic Wade","authors":"Jennifer Seevinck","doi":"10.1145/2851581.2891094","DOIUrl":"https://doi.org/10.1145/2851581.2891094","url":null,"abstract":"The interactive artwork Dichroic Wade explores the hybrid and concrete form of data, light and space through a colorful display of dynamic reflected and transmitted light. This light is manipulated and treated in a painterly way, where the physical manipulation of light, shadow and colour facilitates audience engagement with the hybrid data and real space. The light changes in response to both people moving through the space and data streams describing the changing wind conditions in the San Francisco Bay. The bright colour reflections on the gallery walls, ceiling and floor facilitate audience engagement with this data. It is through this interpretation of behaviours in the data that the audience is able to make new meanings, working to relate themselves to both data and their surroundings in meaningful ways.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"9 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":"121855039","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}