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

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AgentSmith: Exploring Agentic Systems 代理史密斯:探索代理系统
D. Miller
The design of systems with independent agency to act on the environment or which can act as persuasive agents requires consideration of not only the technical aspects of design, but of the psychological, sociological, and philosophical aspects as well. Creating usable, safe, and ethical systems will require research into human-computer communication, in order to design systems that can create and maintain a relationship with users, explain their workings, and act in the best interests of both users and of the larger society.
设计具有独立代理的系统来作用于环境或充当有说服力的代理,不仅需要考虑设计的技术方面,还需要考虑心理学、社会学和哲学方面。创建可用的、安全的、合乎道德的系统需要对人机通信进行研究,以便设计出能够与用户建立并保持关系的系统,解释他们的工作原理,并以用户和更大社会的最佳利益行事。
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引用次数: 4
Game-based HCI Methods: Workshop on Playfully Engaging Users in Design 基于游戏的HCI方法:在设计中有趣地吸引用户的研讨会
K. Slegers, Bernhard Maurer, Lizzy Bleumers, Alina Krischkowsky, Pieter Duysburgh, M. Blythe
The idea of using game elements outside of the domains of game and play is not new. Similar to the approach of participatory design games, more and more HCI researchers are adopting game design elements in their research methods, e.g. to create a safe and comfortable setting for their participants, to improve group dynamics during research, or to stimulate future thinking. This workshop aims to further experiment with using game design elements to improve HCI research, and to explore how such elements can become part of the different phases of design.
在游戏和玩法领域之外使用游戏元素的想法并不新鲜。与参与式设计游戏的方法类似,越来越多的HCI研究人员在他们的研究方法中采用了游戏设计元素,例如为参与者创造一个安全舒适的环境,在研究过程中提高团队动力,或者激发未来的思考。本次研讨会旨在进一步尝试使用游戏设计元素来改进HCI研究,并探索这些元素如何成为不同设计阶段的一部分。
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引用次数: 6
First-time Security Audits as a Turning Point?: Challenges for Security Practices in an Industry Software Development Team 首次安全审计是一个转折点?:工业软件开发团队安全实践的挑战
A. Poller, Laura Kocksch, K. Kinder-Kurlanda, F. A. Epp
Software development is often accompanied by security audits such as penetration tests, usually performed on behalf of the software vendor. In penetration tests security experts identify entry points for attacks in a software product. Many development teams undergo such audits for the first time if their product is attacked or faces new security concerns. The audits often serve as an eye-opener for development teams: they realize that security requires much more attention. However, there is a lack of clarity with regard to what lasting benefits developers can reap from penetration tests. We report from a one-year study of a penetration test run at a major software vendor, and describe how a software development team managed to incorporate the test findings. Results suggest that penetration tests improve developers' security awareness, but that long-lasting enhancements of development practices are hampered by a lack of dedicated security stakeholders and if security is not properly reflected in the communicative and collaborative structures of the organization.
软件开发通常伴随着安全审计,例如渗透测试,通常代表软件供应商执行。在渗透测试中,安全专家识别软件产品中的攻击入口点。如果他们的产品受到攻击或面临新的安全问题,许多开发团队都是第一次接受这样的审计。审计通常会让开发团队大开眼界:他们意识到安全性需要更多的关注。然而,对于开发人员可以从渗透测试中获得的持久好处,却缺乏明确的认识。我们报告了在一个主要软件供应商运行的渗透测试的一年研究,并描述了软件开发团队如何设法合并测试结果。结果表明,渗透测试提高了开发人员的安全意识,但是由于缺乏专门的安全涉众,并且如果安全没有在组织的沟通和协作结构中得到适当的反映,那么开发实践的持久增强就会受到阻碍。
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引用次数: 10
Look! A Healthy Neighborhood: Means to Motivate Participants in Using an App for Monitoring Community Health 看!一个健康的社区:激励参与者使用监测社区健康的应用程序
Nazli Cila, Guido Jansen, M. Groen, W. Meys, L. D. Broeder, B. Kröse
Participatory data collection relies on the commitment of the participants to report data continuously, which makes providing incentives to people crucial. In this case study, we describe how we designed a web app by using different incentive mechanisms to collect participatory data for monitoring community health. The insights we gathered through evaluating the prototype in focus groups and the lessons we learned about sustaining motivation and interest are discussed in the paper. We expect that these lessons would be useful for other participatory sensing projects that aim for constant and systematic data contribution from a large group of people.
参与式数据收集依赖于参与者持续报告数据的承诺,这使得向人们提供激励至关重要。在这个案例研究中,我们描述了我们如何通过使用不同的激励机制来设计一个web应用程序,以收集监测社区健康的参与性数据。我们通过在焦点小组中评估原型而获得的见解以及我们在维持动机和兴趣方面学到的经验教训将在本文中进行讨论。我们期望这些经验教训对其他参与性传感项目有用,这些项目旨在从一大群人那里获得持续和系统的数据贡献。
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引用次数: 17
Information Seeking and Evaluation of Online Sexual Health Resources among Late Adolescents 晚近青少年在线性健康资源的信息获取与评价
Summer Starling, Coye Cheshire
Adolescents increasingly rely on the Internet as a private resource for sexual health information. Despite growing interest in adults' use of online health resources in HCI, we lack a deeper understanding of adolescents' information-seeking processes and assessments of trustworthy online health information. We conducted a qualitative, observational study of late adolescents as they searched for sexual health and sexuality information and a "think aloud" protocol to concurrently capture user thoughts and perceptions of online content in situ. Our results reveal a four-phased process that late adolescent users employ for searching and evaluating sexual health information on the web, as well as several emergent themes regarding credible and trustworthy information.
青少年越来越依赖互联网作为性健康信息的私人资源。尽管人们对成人在HCI中使用在线健康资源越来越感兴趣,但我们对青少年的信息寻求过程和对可信赖的在线健康信息的评估缺乏更深入的了解。我们对晚期青少年进行了定性观察研究,他们搜索性健康和性信息,并采用“大声思考”协议,同时捕捉用户对在线内容的想法和感知。我们的研究结果揭示了一个四阶段的过程,青春期后期的用户在网络上搜索和评估性健康信息,以及一些关于可信和值得信赖信息的新兴主题。
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引用次数: 6
EGDE, A Soft Keyboard for Fast Typing for the Visually Challenged EGDE,为视觉障碍人士提供快速打字的软键盘
Chandni Rajendran, Chinmay Parab, Shreya Gupta
EDGE is an accessible text-input overlay on touch screen phones that is designed specifically to enable speedier typing by users with vision impairment. The model uses the edges of the phone because all the tactile references available on a touch screen are concentrated along the edges. The characters are laid out along the edges in the same grouping as a 3x4 International Standard Key Pad, building on users' familiarity [1]. It can be initiated in the same manner as any keyboard service on a smart phone. However, it occupies the full extent of the screen as an overlay and can be dismissed by an on-screen gesture. The model has the ability to switch between single-tap and multi-tap mode and features that provide context awareness while typing. Along with text prediction as an added feature, EDGE could be a very effective text input method that visually impaired users will be able to use with confidence even without audio feedback.
EDGE是一种可访问的触摸屏手机上的文本输入覆盖层,专门为视力受损的用户提供更快的打字速度。该模型使用了手机的边缘,因为触摸屏上所有可用的触觉参考都集中在边缘上。字符沿边缘排列,与3x4国际标准键盘相同,以用户熟悉度为基础[1]。它可以像智能手机上的任何键盘服务一样启动。然而,它占据了整个屏幕的覆盖范围,可以通过屏幕上的手势解除。该模型具有在单点和多点模式之间切换的能力,并具有在打字时提供上下文感知的功能。随着文本预测功能的增加,EDGE可以成为一种非常有效的文本输入法,即使没有音频反馈,视障用户也可以放心使用。
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引用次数: 3
beEco: Co-designing a Game with Children to Promote Environmental Awareness - A Case Study beEco:与儿童共同设计游戏以提高环保意识-个案研究
N. Nunes, Valentina Nisi, K. Rennert
In this paper we describe the goals and challenges posed by the development of beEco an interactive game aiming to increasing environmental awareness. Here we recount the HCI based process and design strategy for an interactive game aiming at promoting a new and more positive dialogue between the local population and a Nature Reserve Park. Recognizing the power of relationships and the creative potential and emotional impact of children, the team ended up involving local schools in the visual design of the interactive game. Here, we present and discuss our field research, design decisions and the results from several iterative prototype testing. We conclude with a discussion about our results compared to the aims of the project. The project targeted an increase of environmental awareness of the local professionals and the creation of a new and more positive dialogue between the local population and the Nature Park.
在本文中,我们描述了beEco的发展目标和挑战,beEco是一个旨在提高环境意识的互动游戏。在这里,我们讲述了基于人机交互的过程和互动游戏的设计策略,旨在促进当地居民和自然保护区公园之间新的更积极的对话。该团队认识到关系的力量、儿童的创造潜力和情感影响,最终让当地学校参与到互动游戏的视觉设计中。在这里,我们展示并讨论了我们的实地研究、设计决策和几次迭代原型测试的结果。最后,我们将讨论我们的结果与项目目标的对比。该项目旨在提高当地专业人士的环保意识,并在当地居民和自然公园之间建立一种新的、更积极的对话。
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引用次数: 8
Lessons Learned from Conducting Group-Based Research on Facebook 在Facebook上开展群组研究的经验教训
H. MacLeod, Ben Jelen, A. Prabhakar, L. Oehlberg, K. Siek, Kay Connelly
Existing research methods are largely intended to be conducted co-located and synchronously with a study population, but this approach is not feasible with remote or distributed populations. We describe a group-based study we conducted asynchronously on Facebook with a remote population. This study made use of adapted versions of a number of commonly used HCI research methods. We provide a thorough description of our research process, and a discussion of the lessons learned from this approach.
现有的研究方法主要是在同一地点与研究人群同步进行,但这种方法对于偏远或分布的人群是不可行的。我们描述了一项基于群体的研究,我们在Facebook上对偏远地区的人群进行了异步研究。本研究采用了一些常用的HCI研究方法的改编版本。我们对我们的研究过程进行了全面的描述,并讨论了从这种方法中学到的经验教训。
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引用次数: 11
Practical UX Research Methodologies 实用的用户体验研究方法
S. E. Garcia, Laura M. Hammond
Half-Day course on the practical research methods used to understand the changing technology climate. Experts from UEGroup, a Silicon Valley research and design company, will lead an interactive discussion and give practical suggestions for developing methodologies including: Ethnography, Out of Box Experiences, and Usability Testing.
半天的实践研究方法课程,以了解不断变化的技术气候。来自硅谷研究和设计公司UEGroup的专家将主持互动讨论,并为开发方法提供实用建议,包括:人种学,开箱即用体验和可用性测试。
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引用次数: 0
Interaction Design for Online Video and Television 在线视频和电视的交互设计
D. Geerts, Pablo César, Marianna Obrist
This course will teach attendees how to design and evaluate interaction with online video and television. It provides attendees a pragmatic toolset, including techniques and guidelines, which can be directly applied in practice. The different tools will be contextualized based on current developments, giving participants a complete overview of the state of the art and industry.
本课程将教导学员如何设计及评估与线上视讯及电视的互动。它为与会者提供了一个实用的工具集,包括技术和指导方针,可以直接应用于实践。不同的工具将根据当前的发展进行背景化,让参与者对艺术和行业的现状有一个完整的概述。
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引用次数: 1
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Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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