Caitlin Woods, M. Griffin, M. Hodkiewicz, Tim French
Work design theory provides an understanding of the characteristics of a task or job that makes work meaningful and motivating for individuals. Currently, maintenance technicians in hands-on manual trades roles working in industrial organisations are dealing with the introduction of digital technology to replace or augment their work practices. This paper elicits technicians’ views on potential changes to the nature of their work as a result of this new technology. We report on learnings from two focus groups with qualified technicians prior to the introduction of a tablet-based digital tool to replace paper-based procedures. The potential impact of the technology is framed in terms of six job characteristics: skill variety, task identity, task significance, autonomy, feedback and community. We identify lessons for Human-Computer Interaction (HCI) practitioners relating to how to present these ideas to audiences whose work is grounded in manual skills.
{"title":"Digitisation of maintenance work management - a work design perspective: Lessons Learned in an Industry Study","authors":"Caitlin Woods, M. Griffin, M. Hodkiewicz, Tim French","doi":"10.1145/3520495.3520526","DOIUrl":"https://doi.org/10.1145/3520495.3520526","url":null,"abstract":"Work design theory provides an understanding of the characteristics of a task or job that makes work meaningful and motivating for individuals. Currently, maintenance technicians in hands-on manual trades roles working in industrial organisations are dealing with the introduction of digital technology to replace or augment their work practices. This paper elicits technicians’ views on potential changes to the nature of their work as a result of this new technology. We report on learnings from two focus groups with qualified technicians prior to the introduction of a tablet-based digital tool to replace paper-based procedures. The potential impact of the technology is framed in terms of six job characteristics: skill variety, task identity, task significance, autonomy, feedback and community. We identify lessons for Human-Computer Interaction (HCI) practitioners relating to how to present these ideas to audiences whose work is grounded in manual skills.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116851726","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}
Saminda Sundeepa Balasuriya, Laurianne Sitbon, Stewart Koplick, Ya-Wen Chang
People with intellectual disability use the internet for a wide variety of reasons such as entertainment, connecting with other people and looking for information. However, they are at risk of cyberbullying, scams, and exploitation. This case study looks at how people with intellectual disability used a gamified online learning program to understand how to safely navigate the internet. A disability service provider in Australia developed and implemented the program. The research team was asked to evaluate the program. We found that while some participants were able to recall what they learned from previous sessions, most required prompting from carers to complete tasks. The research observations offer some useful guidelines for similar projects moving forward, such as including prompting through animations and scaffolding existing competencies. The need for support means that the involvement of carers in the design of these training software will be essential.
{"title":"The effectiveness of gamified interactive programs relating to online safety for people with intellectual disability","authors":"Saminda Sundeepa Balasuriya, Laurianne Sitbon, Stewart Koplick, Ya-Wen Chang","doi":"10.1145/3520495.3520524","DOIUrl":"https://doi.org/10.1145/3520495.3520524","url":null,"abstract":"People with intellectual disability use the internet for a wide variety of reasons such as entertainment, connecting with other people and looking for information. However, they are at risk of cyberbullying, scams, and exploitation. This case study looks at how people with intellectual disability used a gamified online learning program to understand how to safely navigate the internet. A disability service provider in Australia developed and implemented the program. The research team was asked to evaluate the program. We found that while some participants were able to recall what they learned from previous sessions, most required prompting from carers to complete tasks. The research observations offer some useful guidelines for similar projects moving forward, such as including prompting through animations and scaffolding existing competencies. The need for support means that the involvement of carers in the design of these training software will be essential.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131410930","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}
S. Coghlan, Jenny Waycott, Lei Nui, Kelly E. Caine, B. Stigall
Over a decade ago, the introduction of touchscreens greatly enhanced older adults’ access to information online. Today, voice-user interfaces (VUIs) promise a similar revolution. However, relatively little is known about older adults’ preferences for using touchscreens versus VUIs to access different kinds of information. In this lab and interview study, older adults used both a touchscreen (tablet) and VUI (smart speaker) to search for various types of information requiring different levels of exploration and judgment. Participants found the VUI generally easy and efficient for obtaining simple information, but they critiqued its value for providing more in-depth information. The touchscreen seemed to offer greater control over accessing information that was of sufficient breadth and in preferred forms or presentations, and which participants felt they could trust. Further, the VUI raised interesting concerns about privacy. These findings suggest that older adults have clear preferences and want to be selective in how they access and use online information. When designing for older adults, focusing solely on efficiency and ease-of-use risks creating simplistic solutions that overlook people's preferences for control over information access and use.
{"title":"Swipe a Screen or Say the Word: Older Adults’ Preferences for Information-seeking with Touchscreen and Voice-User Interfaces","authors":"S. Coghlan, Jenny Waycott, Lei Nui, Kelly E. Caine, B. Stigall","doi":"10.1145/3520495.3520512","DOIUrl":"https://doi.org/10.1145/3520495.3520512","url":null,"abstract":"Over a decade ago, the introduction of touchscreens greatly enhanced older adults’ access to information online. Today, voice-user interfaces (VUIs) promise a similar revolution. However, relatively little is known about older adults’ preferences for using touchscreens versus VUIs to access different kinds of information. In this lab and interview study, older adults used both a touchscreen (tablet) and VUI (smart speaker) to search for various types of information requiring different levels of exploration and judgment. Participants found the VUI generally easy and efficient for obtaining simple information, but they critiqued its value for providing more in-depth information. The touchscreen seemed to offer greater control over accessing information that was of sufficient breadth and in preferred forms or presentations, and which participants felt they could trust. Further, the VUI raised interesting concerns about privacy. These findings suggest that older adults have clear preferences and want to be selective in how they access and use online information. When designing for older adults, focusing solely on efficiency and ease-of-use risks creating simplistic solutions that overlook people's preferences for control over information access and use.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133726397","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 global spread of Covid-19 has turned remote technologies into a basic requirement for people to participate in daily social life. Accordingly, the pandemic has forced cultural institutions to adapt and focus on remote experiences in order to sustain their service offerings and patronage. In this study, we analyse 15 recent case studies exploring novel interfaces for hybrid and virtual cultural venues, offering progressive approaches from physical to virtual interactions. In particular, we posit sociability and physical situatedness as core features that should be considered when designing remote interactions with cultural spaces. Based on that, we propose a preliminary method to rank those two features (the Local-Social Index), and utilise it to compare the different emerging implementations against each other, as well as against traditional in situ visits. Finally, we discuss potential ways forward for designing hybrid social visits where local and remote visitors can jointly partake in cultural appreciation.
{"title":"An investigation on strategies for remote interactions with cultural spaces","authors":"Zhuosi Lai, L. Hespanhol","doi":"10.1145/3520495.3520523","DOIUrl":"https://doi.org/10.1145/3520495.3520523","url":null,"abstract":"The global spread of Covid-19 has turned remote technologies into a basic requirement for people to participate in daily social life. Accordingly, the pandemic has forced cultural institutions to adapt and focus on remote experiences in order to sustain their service offerings and patronage. In this study, we analyse 15 recent case studies exploring novel interfaces for hybrid and virtual cultural venues, offering progressive approaches from physical to virtual interactions. In particular, we posit sociability and physical situatedness as core features that should be considered when designing remote interactions with cultural spaces. Based on that, we propose a preliminary method to rank those two features (the Local-Social Index), and utilise it to compare the different emerging implementations against each other, as well as against traditional in situ visits. Finally, we discuss potential ways forward for designing hybrid social visits where local and remote visitors can jointly partake in cultural appreciation.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122357162","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}
Currently there are over 1,600 Australians awaiting a life-saving organ transplant. Approximately 20% of potential donors have a history of behaviors before their death that increased their risk of acquiring and transmitting HIV, Hepatitis B or Hepatitis C to potential recipients. Donation and transplant professionals need to weigh the risks of disease transmission against the benefits of timely transplantation. Using participatory design methodology, we explored the design needs for a mobile and web-based disease transmission risk calculator to support transplant decisions. We held five design activities involving different occupation groups. Participants included donation and transplantation clinicians, coordinators, administrators, and specialist consultants. Methods included surveys, workshops, interviews, and usability studies. This paper describes our design process, presents the findings, and describes our design decisions and the resulting app. The application will soon be trialed within multiple hospitals in Australia.
{"title":"Clinical decision support for increased-risk organ transplants: participatory design.","authors":"M. Dutch, J. Knott, G. Wadley","doi":"10.1145/3520495.3520510","DOIUrl":"https://doi.org/10.1145/3520495.3520510","url":null,"abstract":"Currently there are over 1,600 Australians awaiting a life-saving organ transplant. Approximately 20% of potential donors have a history of behaviors before their death that increased their risk of acquiring and transmitting HIV, Hepatitis B or Hepatitis C to potential recipients. Donation and transplant professionals need to weigh the risks of disease transmission against the benefits of timely transplantation. Using participatory design methodology, we explored the design needs for a mobile and web-based disease transmission risk calculator to support transplant decisions. We held five design activities involving different occupation groups. Participants included donation and transplantation clinicians, coordinators, administrators, and specialist consultants. Methods included surveys, workshops, interviews, and usability studies. This paper describes our design process, presents the findings, and describes our design decisions and the resulting app. The application will soon be trialed within multiple hospitals in Australia.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116041751","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}
K. Go, Yuki Moriya, Yuichiro Kinoshita, Jiyi Li, Fumiyo Fukumoto
Research on and the development of technology that promotes human subjective well-being is crucial for the current global information society. Focusing on positive psychological intervention in social communication through mobile devices, this study proposes an input method to promote subjective well-being by recommending positive words and phrases for their negative counterparts. Accordingly, a design workshop was conducted to develop a reframing dictionary in Japanese. This dictionary constitutes a collection of negative words and their corresponding positive words and phrases that convey the same meaning. We also developed an input method that encourages users to select positive words and phrases when they enter a negative word. Preliminary evaluation results indicate a significant difference in positive affect ratings before and after communicating on social networking sites using the proposed input method. Thus, this input method contributes to promoting psychological well-being during daily information activities.
{"title":"Happy Text Entering: Promoting Subjective Well-Being Using an Input Method for Presenting Positive Words and Phrases","authors":"K. Go, Yuki Moriya, Yuichiro Kinoshita, Jiyi Li, Fumiyo Fukumoto","doi":"10.1145/3520495.3520521","DOIUrl":"https://doi.org/10.1145/3520495.3520521","url":null,"abstract":"Research on and the development of technology that promotes human subjective well-being is crucial for the current global information society. Focusing on positive psychological intervention in social communication through mobile devices, this study proposes an input method to promote subjective well-being by recommending positive words and phrases for their negative counterparts. Accordingly, a design workshop was conducted to develop a reframing dictionary in Japanese. This dictionary constitutes a collection of negative words and their corresponding positive words and phrases that convey the same meaning. We also developed an input method that encourages users to select positive words and phrases when they enter a negative word. Preliminary evaluation results indicate a significant difference in positive affect ratings before and after communicating on social networking sites using the proposed input method. Thus, this input method contributes to promoting psychological well-being during daily information activities.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128964994","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}
What is HCI as a discipline? There is little data available on the analytical and methodological practices of the HCI community, particularly in generalist venues. This paper builds on recent research that has started to examine OzCHI as an HCI venue. While other examinations of HCI venues have considered the relative popularity of research topics and themes, we examine the methods being adopted by OzCHI authors. This is the first paper for over a decade to examine the methodologies being used at an HCI venue. We present a description of the relative balance of qualitative and quantitative work at OzCHI, and a close examination of the relative prevalence of a range of research methods. We also examine the relationships between analytical approach and gender, geography and—relying on recent changes to OzCHI—paper length. We find that the qualitative-quantitative split is not gender neutral, and has impact on page length of a paper, but is not affected by geography. Drawing on these insights we provide advice and guidance for future OzCHI organisers, and a research agenda for better understanding HCI as a discipline.
{"title":"…and That's What Gets Results: HCI Methods in OzCHI Publications","authors":"Dana Mckay, G. Buchanan","doi":"10.1145/3520495.3520497","DOIUrl":"https://doi.org/10.1145/3520495.3520497","url":null,"abstract":"What is HCI as a discipline? There is little data available on the analytical and methodological practices of the HCI community, particularly in generalist venues. This paper builds on recent research that has started to examine OzCHI as an HCI venue. While other examinations of HCI venues have considered the relative popularity of research topics and themes, we examine the methods being adopted by OzCHI authors. This is the first paper for over a decade to examine the methodologies being used at an HCI venue. We present a description of the relative balance of qualitative and quantitative work at OzCHI, and a close examination of the relative prevalence of a range of research methods. We also examine the relationships between analytical approach and gender, geography and—relying on recent changes to OzCHI—paper length. We find that the qualitative-quantitative split is not gender neutral, and has impact on page length of a paper, but is not affected by geography. Drawing on these insights we provide advice and guidance for future OzCHI organisers, and a research agenda for better understanding HCI as a discipline.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125326671","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}
Linguistic research with speakers of Aboriginal languages usually takes place though face-to-face interaction. The success of these interactions depends on relationships between scholars and Aboriginal people, relationships which are built up over an extended period. During the COVID-19 pandemic, researchers have often been prevented from travelling to remote Aboriginal communities, making it difficult to sustain these relationships and continue the collaboration. We describe an appliance design for supporting consultations between outside scholars and remote community members. Requests are framed as personal invitations via a asynchronous video messaging and delivered to the remote participant via “Lingobox”, a portable appliance akin to a multimedia answering machine. The device is being used with speakers of the Kunwinjku language in an extremely remote region of northern Australia.
{"title":"Designing to Support Remote Working Relationships with Indigenous Communities","authors":"M. Bettinson, Steve Bird","doi":"10.1145/3520495.3520522","DOIUrl":"https://doi.org/10.1145/3520495.3520522","url":null,"abstract":"Linguistic research with speakers of Aboriginal languages usually takes place though face-to-face interaction. The success of these interactions depends on relationships between scholars and Aboriginal people, relationships which are built up over an extended period. During the COVID-19 pandemic, researchers have often been prevented from travelling to remote Aboriginal communities, making it difficult to sustain these relationships and continue the collaboration. We describe an appliance design for supporting consultations between outside scholars and remote community members. Requests are framed as personal invitations via a asynchronous video messaging and delivered to the remote participant via “Lingobox”, a portable appliance akin to a multimedia answering machine. The device is being used with speakers of the Kunwinjku language in an extremely remote region of northern Australia.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128475852","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}
E. Thompson, Dominic Potts, John Hardy, Barry Porter, Steven Houben
Ambient systems leverage mediums such as colour, shape, form, and motion to convey meaningful representations of information in the periphery of the user. This allows users to attend to several streams of information outside of their central attention without invoking additional cognitive load. While previous work explored how this paradigm might enable the user to take on a greater load of practical information, comparatively little work explored the potential this holds to mediate casual social interactions. In this paper, we examine how playful and abstract ambient interfaces leverage ambiguity and curiosity to create unobtrusive peripheral interactions that mediate and facilitate social interactions. We discuss the design and implementation of AmbiDots, an ambiguity-centric ambient system that uses subtle, coloured dots to support peripheral playful interactions in social settings like cafes, restaurants or bars. Our study demonstrates how this system enables various forms of social appropriation without disrupting social interaction.
{"title":"AmbiDots: An Ambient Interface to Mediate Casual Social Settings through Peripheral Interaction","authors":"E. Thompson, Dominic Potts, John Hardy, Barry Porter, Steven Houben","doi":"10.1145/3520495.3520504","DOIUrl":"https://doi.org/10.1145/3520495.3520504","url":null,"abstract":"Ambient systems leverage mediums such as colour, shape, form, and motion to convey meaningful representations of information in the periphery of the user. This allows users to attend to several streams of information outside of their central attention without invoking additional cognitive load. While previous work explored how this paradigm might enable the user to take on a greater load of practical information, comparatively little work explored the potential this holds to mediate casual social interactions. In this paper, we examine how playful and abstract ambient interfaces leverage ambiguity and curiosity to create unobtrusive peripheral interactions that mediate and facilitate social interactions. We discuss the design and implementation of AmbiDots, an ambiguity-centric ambient system that uses subtle, coloured dots to support peripheral playful interactions in social settings like cafes, restaurants or bars. Our study demonstrates how this system enables various forms of social appropriation without disrupting social interaction.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126600446","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}