Usability evaluation methods rely, either explicitly or implicitly, on a definition of a usability problem to specify an evaluation scope and a usability problem report format. However, the majority of definitions are vague or fail to capture all relevant phenomena in the scope of human-computer interaction. This paper proposes the elaborate definition of a usability problem to address theoretical issues and guide a problem analysis strategy for various evaluation methods.
{"title":"Defining Usability Problems","authors":"P. Manakhov, Vyacheslav D. Ivanov","doi":"10.1145/2851581.2892387","DOIUrl":"https://doi.org/10.1145/2851581.2892387","url":null,"abstract":"Usability evaluation methods rely, either explicitly or implicitly, on a definition of a usability problem to specify an evaluation scope and a usability problem report format. However, the majority of definitions are vague or fail to capture all relevant phenomena in the scope of human-computer interaction. This paper proposes the elaborate definition of a usability problem to address theoretical issues and guide a problem analysis strategy for various evaluation methods.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"27 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":"121860104","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 present research explores the potential roles that social robots could play for the well-being of wider parts of society. The present case focuses on a typical emotionally difficult situation for children and parents alike: The waiting situation in a pediatric practice. The children are bored or frightened, but parents cannot spend comfort at eye level, since they are not patients themselves. This is where Murphy Miserable Robot steps in. Unlike existing concepts, using robots in the health domain as an assistant or teacher, Murphy acts as a companion in misery. This is based on psychological theory and the emotional similarity hypothesis ("misery loves miserable company"). We present our concept and technical vision, as well as the results of an early concept evaluation and discuss next research steps.
{"title":"Murphy Miserable Robot: A Companion to Support Children's Well-being in Emotionally Difficult Situations","authors":"Daniel Ullrich, S. Diefenbach, A. Butz","doi":"10.1145/2851581.2892409","DOIUrl":"https://doi.org/10.1145/2851581.2892409","url":null,"abstract":"The present research explores the potential roles that social robots could play for the well-being of wider parts of society. The present case focuses on a typical emotionally difficult situation for children and parents alike: The waiting situation in a pediatric practice. The children are bored or frightened, but parents cannot spend comfort at eye level, since they are not patients themselves. This is where Murphy Miserable Robot steps in. Unlike existing concepts, using robots in the health domain as an assistant or teacher, Murphy acts as a companion in misery. This is based on psychological theory and the emotional similarity hypothesis (\"misery loves miserable company\"). We present our concept and technical vision, as well as the results of an early concept evaluation and discuss next research steps.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"41 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":"121788200","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}
Our case study focuses on our fifth collaborative design workshop with immigrant and refugee youth, geared to understanding the role of information and communication technologies (ICTs) in their daily lives, especially as wayfaring aids for helping others with healthcare, transportation, education, employment, etc. The importance of our case study lies in its lessons for co-design research techniques related to immigrant youth. We have found that best practice includes adapting to the different cultures and experiences of immigrant and refugee youth from East Africa, Myanmar, Syria, and Latin America. Our adaptations exemplify our growing understanding of teen culture and the rapid evolution of ICTs created, employed and managed by youth. Our fifth workshop, with 22 Latino teens, embodies best practices related to the importance of visuals and music in forging youth's digital identities and their ICT wayfaring behavior.
{"title":"Adapting Design Thinking and Cultural Probes to the Experiences of Immigrant Youth: Uncovering the Roles of Visual Media and Music in ICT Wayfaring","authors":"K. Fisher, Katya Yefimova, A. Bishop","doi":"10.1145/2851581.2851603","DOIUrl":"https://doi.org/10.1145/2851581.2851603","url":null,"abstract":"Our case study focuses on our fifth collaborative design workshop with immigrant and refugee youth, geared to understanding the role of information and communication technologies (ICTs) in their daily lives, especially as wayfaring aids for helping others with healthcare, transportation, education, employment, etc. The importance of our case study lies in its lessons for co-design research techniques related to immigrant youth. We have found that best practice includes adapting to the different cultures and experiences of immigrant and refugee youth from East Africa, Myanmar, Syria, and Latin America. Our adaptations exemplify our growing understanding of teen culture and the rapid evolution of ICTs created, employed and managed by youth. Our fifth workshop, with 22 Latino teens, embodies best practices related to the importance of visuals and music in forging youth's digital identities and their ICT wayfaring behavior.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"15 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":"131434710","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}
Encouragement (e.g., 'You're doing well') given at regular intervals improves performance in a variety of sporting domains. This improvement is regardless of the actual performance of participants. However, it has not been studied how this type of encouragement can affect players of video games. In the current study (N = 662), we look at the following encouragement conditions: (1) Positive (e.g., 'You're doing good'), (2) Negative (e.g., 'You're doing badly'), (3) Neutral (e.g., 'You're doing average'), and (4) None. Via the Game Experience Questionnaire (GEQ), participants in the Neutral condition had significantly improved flow, immersion, and affect than participants in the None condition. Moreover, participants in both the Positive and Neutral conditions had the highest overall GEQ ratings. These findings are directly relevant to educational games.
{"title":"Exploring the Effects of Encouragement in Educational Games","authors":"Dominic Kao, D. Harrell","doi":"10.1145/2851581.2892335","DOIUrl":"https://doi.org/10.1145/2851581.2892335","url":null,"abstract":"Encouragement (e.g., 'You're doing well') given at regular intervals improves performance in a variety of sporting domains. This improvement is regardless of the actual performance of participants. However, it has not been studied how this type of encouragement can affect players of video games. In the current study (N = 662), we look at the following encouragement conditions: (1) Positive (e.g., 'You're doing good'), (2) Negative (e.g., 'You're doing badly'), (3) Neutral (e.g., 'You're doing average'), and (4) None. Via the Game Experience Questionnaire (GEQ), participants in the Neutral condition had significantly improved flow, immersion, and affect than participants in the None condition. Moreover, participants in both the Positive and Neutral conditions had the highest overall GEQ ratings. These findings are directly relevant to educational games.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"3 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":"130282086","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}
Teresa Almeida, Gavin Wood, R. Comber, Madeline Balaam
Labella is an augmented system designed to support pelvic fitness in women. It combines a pair of underwear for embodied intimate interaction and a mobile phone as a tool for embodied discovery. In this abstract we outline the motivation behind Labella, before explaining how the interaction is experienced and the technology behind our mobile application. This demo accompanies our Labella paper and contributes a further understanding of the Labella augmented system to an audience interested in on-body intimate interactions.
{"title":"Interactivity: Looking at the Vagina through Labella","authors":"Teresa Almeida, Gavin Wood, R. Comber, Madeline Balaam","doi":"10.1145/2851581.2890261","DOIUrl":"https://doi.org/10.1145/2851581.2890261","url":null,"abstract":"Labella is an augmented system designed to support pelvic fitness in women. It combines a pair of underwear for embodied intimate interaction and a mobile phone as a tool for embodied discovery. In this abstract we outline the motivation behind Labella, before explaining how the interaction is experienced and the technology behind our mobile application. This demo accompanies our Labella paper and contributes a further understanding of the Labella augmented system to an audience interested in on-body intimate interactions.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"33 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":"134272344","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}
Martin Porcheron, A. Lucero, A. Quigley, Nicolai Marquardt, James Clawson, Kenton O'hara
Recent research on mobile collocated interactions has been looking at situations in which collocated users engage in collaborative activities using their mobile devices. However, existing practices fail to fully account for the culturally-dependent spatial relationships between people and their digital devices (i.e. the proxemic relationships). Building on the ideas of proxemic interactions, this workshop is motivated by the concept of 'proxemic mobile collocated interactions', to harness new or existing technologies to create engaging and interactionally relevant experiences. Such approaches would allow devices to not only react to presence and interaction, but also other indicators, such as the interpersonal distance people naturally use in everyday life. The aim of this one-day workshop is to bring together a community of researchers, designers and practitioners who are interested in exploring proxemics and mobile collocated interactions.
{"title":"Proxemic Mobile Collocated Interactions","authors":"Martin Porcheron, A. Lucero, A. Quigley, Nicolai Marquardt, James Clawson, Kenton O'hara","doi":"10.1145/2851581.2856471","DOIUrl":"https://doi.org/10.1145/2851581.2856471","url":null,"abstract":"Recent research on mobile collocated interactions has been looking at situations in which collocated users engage in collaborative activities using their mobile devices. However, existing practices fail to fully account for the culturally-dependent spatial relationships between people and their digital devices (i.e. the proxemic relationships). Building on the ideas of proxemic interactions, this workshop is motivated by the concept of 'proxemic mobile collocated interactions', to harness new or existing technologies to create engaging and interactionally relevant experiences. Such approaches would allow devices to not only react to presence and interaction, but also other indicators, such as the interpersonal distance people naturally use in everyday life. The aim of this one-day workshop is to bring together a community of researchers, designers and practitioners who are interested in exploring proxemics and mobile collocated interactions.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"43 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":"131482491","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}
William Easley, Michele A. Williams, A. Abdolrahmani, C. Galbraith, Stacy M. Branham, A. Hurst, Shaun K. Kane
The ability for one to navigate independently can be essential to maintaining employment, taking care of oneself, and leading a fulfilling life. However, for people who are blind, navigation-related tasks in public spaces--such as locating an empty seat--can be difficult without appropriate tools, training, or social context. We present a study of social norms in environments with predominately blind navigators and discuss how these may differ from what sighted people expect. Based on these findings, we advocate for the creation of more pervasive technologies to help bridge the gap between social norms when people with visual impairments are in predominately sighted environments.
{"title":"Let's Get Lost: Exploring Social Norms In Predominately Blind Environments","authors":"William Easley, Michele A. Williams, A. Abdolrahmani, C. Galbraith, Stacy M. Branham, A. Hurst, Shaun K. Kane","doi":"10.1145/2851581.2892470","DOIUrl":"https://doi.org/10.1145/2851581.2892470","url":null,"abstract":"The ability for one to navigate independently can be essential to maintaining employment, taking care of oneself, and leading a fulfilling life. However, for people who are blind, navigation-related tasks in public spaces--such as locating an empty seat--can be difficult without appropriate tools, training, or social context. We present a study of social norms in environments with predominately blind navigators and discuss how these may differ from what sighted people expect. Based on these findings, we advocate for the creation of more pervasive technologies to help bridge the gap between social norms when people with visual impairments are in predominately sighted environments.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"27 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":"131528196","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}
Olivia Jezler, E. Gatti, Marco Gilardi, Marianna Obrist
Communication between designer and user is a challenge when designing for a wider spectrum of experiences and interfaces (e.g., tangible, multimodal, multisensory interaction). Our research aims to explore non-verbal communication methods for expressing olfactory experiences. In this paper, we present preliminary findings on the effect of scented material on physical creations using scented and unscented modeling clay. We compare features of abstract creations of three groups (i.e., vanilla scented, lemon scented, or unscented material). Our preliminary results confirm pre-existing mappings across shapes and scents. We discuss the various properties of the creations and discuss their relevance based on previous work and in particular its potential for HCI in the design of future interactive experiences.
{"title":"Scented Material: Changing Features of Physical Creations based on Odors","authors":"Olivia Jezler, E. Gatti, Marco Gilardi, Marianna Obrist","doi":"10.1145/2851581.2892471","DOIUrl":"https://doi.org/10.1145/2851581.2892471","url":null,"abstract":"Communication between designer and user is a challenge when designing for a wider spectrum of experiences and interfaces (e.g., tangible, multimodal, multisensory interaction). Our research aims to explore non-verbal communication methods for expressing olfactory experiences. In this paper, we present preliminary findings on the effect of scented material on physical creations using scented and unscented modeling clay. We compare features of abstract creations of three groups (i.e., vanilla scented, lemon scented, or unscented material). Our preliminary results confirm pre-existing mappings across shapes and scents. We discuss the various properties of the creations and discuss their relevance based on previous work and in particular its potential for HCI in the design of future interactive experiences.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"231 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":"131724047","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}
Yi Yang, Yunqi Hu, Yidi Hong, Varun Joshi, Radhika Kolathumani
This video introduces Access, a mobile application to provide information about accessibility information of local establishment and public spaces. We partnered with a local nonprofit in Jackson, MI which allowed us to access existing data they had collected in the three county areas of Jackson, Hillsdale and Lenawee in Michigan. The application is focused on providing information on accessibility of local establishments and public spaces, and how the mechanism works will be clearly explained in the video. Additionally, the video demonstrates details of user interfaces of Access and information flow, and also provides user scenarios depicting how the solution fits in the life of wheelchair users and solves problems.
{"title":"Access: A Mobile Application to Improve Accessibility","authors":"Yi Yang, Yunqi Hu, Yidi Hong, Varun Joshi, Radhika Kolathumani","doi":"10.1145/2851581.2889440","DOIUrl":"https://doi.org/10.1145/2851581.2889440","url":null,"abstract":"This video introduces Access, a mobile application to provide information about accessibility information of local establishment and public spaces. We partnered with a local nonprofit in Jackson, MI which allowed us to access existing data they had collected in the three county areas of Jackson, Hillsdale and Lenawee in Michigan. The application is focused on providing information on accessibility of local establishments and public spaces, and how the mechanism works will be clearly explained in the video. Additionally, the video demonstrates details of user interfaces of Access and information flow, and also provides user scenarios depicting how the solution fits in the life of wheelchair users and solves problems.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"83 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":"132953473","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}
Maali Alabdulhafith, Abdulhadi Alqarni, S. Sampalli
Near Field Communication is an effective short-range wireless technology that has been used to securely identify objects. While many healthcare domains have benefited from the use of NFC, it currently is in limited use in medication administration in hospitals. The long-term objectives of this research are to ease and enhance the process of medication administration through designing an NFC-based framework for checking the five rights of medication administration. Before we can design such a framework, we must first understand the nurses' perception regarding the use of the NFC technology during the medication administration process. Second, we must gather recommendations that can be used as guidelines to design the framework. Therefore, in this paper we present a usability testing of a small sample of the framework to help reach these objectives.
{"title":"Understanding Nurses' Perception Regarding the Use of NFC Application During Medication Administration","authors":"Maali Alabdulhafith, Abdulhadi Alqarni, S. Sampalli","doi":"10.1145/2851581.2892473","DOIUrl":"https://doi.org/10.1145/2851581.2892473","url":null,"abstract":"Near Field Communication is an effective short-range wireless technology that has been used to securely identify objects. While many healthcare domains have benefited from the use of NFC, it currently is in limited use in medication administration in hospitals. The long-term objectives of this research are to ease and enhance the process of medication administration through designing an NFC-based framework for checking the five rights of medication administration. Before we can design such a framework, we must first understand the nurses' perception regarding the use of the NFC technology during the medication administration process. Second, we must gather recommendations that can be used as guidelines to design the framework. Therefore, in this paper we present a usability testing of a small sample of the framework to help reach these objectives.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"74 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":"133384617","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}