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Defining Usability Problems 定义可用性问题
P. Manakhov, Vyacheslav D. Ivanov
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.
可用性评估方法或显式或隐式地依赖于可用性问题的定义来指定评估范围和可用性问题报告格式。然而,大多数定义是模糊的,或者不能捕捉到人机交互范围内的所有相关现象。本文提出了可用性问题的详细定义,以解决理论问题,并指导各种评估方法的问题分析策略。
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引用次数: 10
Murphy Miserable Robot: A Companion to Support Children's Well-being in Emotionally Difficult Situations 墨菲悲惨机器人:在情感困难的情况下支持儿童幸福的伴侣
Daniel Ullrich, S. Diefenbach, A. Butz
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.
目前的研究探讨了社交机器人可能为社会更广泛部分的福祉发挥的潜在作用。本案例集中在一个典型的情感困难的情况下,为儿童和家长一样:在儿科实践的等待情况。孩子们感到无聊或害怕,但父母不能在视线水平处享受安慰,因为他们自己不是病人。这就是墨菲悲惨机器人的用武之地。与现有的概念不同,在健康领域使用机器人作为助手或老师,墨菲扮演的是痛苦中的伴侣。这是基于心理学理论和情感相似性假设(“悲惨的人喜欢悲惨的同伴”)。我们展示了我们的概念和技术愿景,以及早期概念评估的结果,并讨论了下一步的研究步骤。
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引用次数: 21
Adapting Design Thinking and Cultural Probes to the Experiences of Immigrant Youth: Uncovering the Roles of Visual Media and Music in ICT Wayfaring 将设计思维和文化探索融入移民青年的经历:揭示视觉媒体和音乐在ICT旅行中的作用
K. Fisher, Katya Yefimova, A. Bishop
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.
我们的案例研究集中在我们与移民和难民青年的第五次合作设计研讨会上,旨在了解信息和通信技术(ict)在他们日常生活中的作用,特别是作为帮助他人医疗、交通、教育、就业等方面的辅助工具。我们的案例研究的重要性在于它为与移民青年相关的共同设计研究技术提供了经验教训。我们发现,最佳实践包括适应来自东非、缅甸、叙利亚和拉丁美洲的移民和难民青年的不同文化和经历。我们的适应体现了我们对青少年文化的日益了解,以及青年创造、使用和管理的信息通信技术的快速发展。我们的第五个讲习班有22名拉丁裔青少年参加,体现了与视觉和音乐在塑造青年数字身份及其ICT出行行为方面的重要性有关的最佳做法。
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引用次数: 21
Exploring the Effects of Encouragement in Educational Games 教育游戏中激励作用的探讨
Dominic Kao, D. Harrell
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.
定期给予鼓励(例如,“你做得很好”)可以提高各种运动领域的表现。这种改善与参与者的实际表现无关。然而,还没有研究过这种类型的鼓励如何影响电子游戏玩家。在当前的研究中(N = 662),我们观察了以下鼓励条件:(1)积极的(例如,“你做得很好”),(2)消极的(例如,“你做得很差”),(3)中性的(例如,“你做得一般”),(4)没有。通过游戏体验问卷(GEQ),处于中立状态的参与者比处于无状态的参与者有更强的心流、沉浸感和情感。此外,积极和中性条件下的参与者都有最高的总体GEQ评分。这些发现与教育类游戏直接相关。
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引用次数: 16
Interactivity: Looking at the Vagina through Labella 互动性:透过唇瓣看阴道
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.
Labella是一个增强系统,旨在支持盆腔健身的妇女。它结合了一条内衣来体现亲密互动,以及一个手机来作为体现发现的工具。在这篇摘要中,我们概述了Labella背后的动机,然后解释了如何体验交互以及我们的移动应用程序背后的技术。这个演示伴随着我们的Labella论文,为对身体亲密互动感兴趣的观众进一步了解Labella增强系统。
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引用次数: 4
Proxemic Mobile Collocated Interactions 邻近移动协同交互
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.
最近关于移动并置交互的研究一直在关注用户使用移动设备进行协作活动的情况。然而,现有的实践未能充分考虑到人与其数字设备之间的文化依赖空间关系(即邻近关系)。基于邻近互动的理念,本次研讨会的动机是“邻近移动协同互动”的概念,利用新的或现有的技术来创造引人入胜和互动相关的体验。这种方法将允许设备不仅对存在和互动做出反应,而且还对其他指标做出反应,例如人们在日常生活中自然使用的人际距离。这个为期一天的研讨会的目的是将研究人员、设计师和实践者聚集在一起,他们对探索近身学和移动搭配互动感兴趣。
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引用次数: 6
Let's Get Lost: Exploring Social Norms In Predominately Blind Environments 《让我们迷失:在盲人占主导地位的环境中探索社会规范
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.
一个人独立航行的能力对于维持就业、照顾自己和过上充实的生活至关重要。然而,对于盲人来说,如果没有适当的工具、培训或社会背景,在公共场所进行与导航相关的任务——比如定位空座——可能会很困难。我们提出了一项研究,主要是盲人导航的环境中的社会规范,并讨论这些可能与正常人的期望有何不同。基于这些发现,我们提倡创造更多的普及技术,以帮助视障人士在视力占主导地位的环境中弥合社会规范之间的差距。
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引用次数: 13
Scented Material: Changing Features of Physical Creations based on Odors 气味材料:基于气味的物理创作的变化特征
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.
当设计更广泛的体验和界面(例如,有形的,多模式的,多感官的交互)时,设计师和用户之间的沟通是一个挑战。本研究旨在探索嗅觉体验的非语言交流方式。在本文中,我们提出了初步的研究结果,在物理创作的影响有气味的材料和无气味的模型粘土。我们比较了三组抽象创作的特征(即香草味、柠檬味或无香味的材料)。我们的初步结果证实了形状和气味之间已经存在的映射。我们将讨论这些创造的各种属性,并基于之前的工作讨论它们的相关性,特别是它们在未来互动体验设计中的HCI潜力。
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引用次数: 11
Access: A Mobile Application to Improve Accessibility 访问:移动应用程序,以提高可访问性
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.
本短片介绍一款名为Access的流动应用程式,提供本地机构及公共场所的无障碍资讯。我们与密歇根州杰克逊当地的一家非营利组织合作,他们允许我们访问他们在密歇根州杰克逊、希尔斯代尔和莱纳威三个县地区收集的现有数据。该应用程序的重点是提供有关当地机构和公共空间的无障碍信息,以及该机制如何运作将在视频中清楚地解释。此外,视频还展示了Access的用户界面和信息流的细节,并提供了用户场景,描述了该解决方案如何适应轮椅使用者的生活并解决问题。
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引用次数: 0
Understanding Nurses' Perception Regarding the Use of NFC Application During Medication Administration 了解护士对在给药过程中使用NFC应用的看法
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.
近场通信是一种有效的短距离无线技术,用于安全识别物体。虽然许多医疗保健领域受益于近距离通信技术的使用,但目前在医院的药物管理中使用有限。本研究的长期目标是通过设计一个基于nfc的给药五权检查框架来简化和加强给药过程。在我们设计这样一个框架之前,我们必须首先了解护士对在给药过程中使用NFC技术的看法。其次,我们必须收集可以用作设计框架的指导方针的建议。因此,在本文中,我们对框架的一个小样本进行了可用性测试,以帮助实现这些目标。
{"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}
引用次数: 4
期刊
Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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