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Proceedings of the 33rd Australian Conference on Human-Computer Interaction最新文献

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Digitisation of maintenance work management - a work design perspective: Lessons Learned in an Industry Study 维修工作管理的数字化——工作设计的视角:从行业研究中获得的经验教训
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520526
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.
工作设计理论提供了一种对任务或工作特征的理解,使工作对个人有意义和激励。目前,在工业组织中从事手工操作的维修技术人员正在处理数字技术的引入,以取代或增强他们的工作实践。本文引出了技术人员对这项新技术对其工作性质的潜在变化的看法。我们报告了在引入基于平板电脑的数字工具以取代纸质程序之前,由合格技术人员组成的两个焦点小组的学习情况。该技术的潜在影响是根据六个工作特征来定义的:技能多样性、任务身份、任务重要性、自主性、反馈和社区。我们为人机交互(HCI)从业者确定了有关如何将这些想法呈现给以手工技能为基础的受众的经验教训。
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引用次数: 1
The effectiveness of gamified interactive programs relating to online safety for people with intellectual disability 与智障人士在线安全相关的游戏化互动项目的有效性
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520524
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.
智障人士使用互联网的原因多种多样,比如娱乐、与他人联系以及寻找信息。然而,他们面临着网络欺凌、诈骗和剥削的风险。本案例研究着眼于智障人士如何使用游戏化的在线学习程序来了解如何安全地浏览互联网。澳大利亚的一家残疾人服务机构开发并实施了该计划。研究小组被要求对这个项目进行评估。我们发现,虽然一些参与者能够回忆起他们从以前的课程中学到的东西,但大多数人需要护理人员的提示才能完成任务。研究结果为类似的项目提供了一些有用的指导方针,例如通过动画和脚手架来提示现有的能力。对支持的需要意味着护理人员参与这些培训软件的设计将是必不可少的。
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引用次数: 1
Swipe a Screen or Say the Word: Older Adults’ Preferences for Information-seeking with Touchscreen and Voice-User Interfaces 滑动屏幕或说一句话:老年人在触摸屏和语音用户界面上寻求信息的偏好
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520512
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.
十多年前,触摸屏的引入极大地提高了老年人在网上获取信息的能力。今天,语音用户界面(VUIs)预示着一场类似的革命。然而,对于老年人在使用触摸屏和使用ui访问不同类型的信息方面的偏好,我们所知相对较少。在这个实验和访谈研究中,老年人使用触摸屏(平板电脑)和VUI(智能扬声器)来搜索不同类型的信息,需要不同程度的探索和判断。与会者认为,VUI在获取简单信息方面通常是容易和有效的,但他们批评了它在提供更深入的信息方面的价值。触屏似乎提供了更大的控制,以获取足够广度和首选形式或演示的信息,参与者觉得他们可以信任。此外,VUI还引起了人们对隐私的有趣关注。这些发现表明,老年人有明确的偏好,他们希望有选择性地访问和使用在线信息。在为老年人设计时,仅仅关注效率和易用性可能会创造出简单的解决方案,忽视了人们对信息访问和使用控制的偏好。
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引用次数: 3
An investigation on strategies for remote interactions with cultural spaces 文化空间的远程互动策略研究
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520523
Zhuosi Lai, L. Hespanhol
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.
新冠肺炎疫情在全球蔓延,远程技术已成为人们参与日常社会生活的基本要求。因此,大流行病迫使文化机构适应并注重远程体验,以维持其提供的服务和赞助。在本研究中,我们分析了最近15个探索混合和虚拟文化场所新界面的案例研究,提供了从物理到虚拟交互的渐进方法。特别是,我们认为社交性和物理情境性是设计与文化空间远程交互时应该考虑的核心特征。在此基础上,我们提出了一种初步的方法来对这两个特征进行排名(本地社会指数),并利用它来比较不同的新兴实现彼此之间,以及与传统的实地访问。最后,我们讨论了设计混合社会访问的潜在方法,使本地和远程游客可以共同参与文化欣赏。
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引用次数: 0
Clinical decision support for increased-risk organ transplants: participatory design. 高风险器官移植的临床决策支持:参与式设计。
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520510
M. Dutch, J. Knott, G. Wadley
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.
目前有1600多名澳大利亚人在等待挽救生命的器官移植。大约20%的潜在献血者在死亡前有行为史,这些行为增加了他们感染艾滋病毒、乙型肝炎或丙型肝炎并将其传播给潜在接受者的风险。捐献和移植专业人员需要权衡疾病传播的风险和及时移植的好处。使用参与式设计方法,我们探索了移动和基于网络的疾病传播风险计算器的设计需求,以支持移植决策。我们举办了五场涉及不同职业的设计活动。参与者包括捐赠和移植临床医生、协调员、管理人员和专家顾问。方法包括调查、研讨会、访谈和可用性研究。本文描述了我们的设计过程,展示了研究结果,并描述了我们的设计决策和最终的应用程序。该应用程序将很快在澳大利亚的多家医院进行试用。
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引用次数: 0
Happy Text Entering: Promoting Subjective Well-Being Using an Input Method for Presenting Positive Words and Phrases 快乐文字输入:用积极的词语和短语的输入法促进主观幸福感
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520521
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.
促进人类主观幸福感的技术研究和发展对于当今全球信息社会至关重要。本研究以移动设备对社会交往中的积极心理干预为研究重点,提出了一种通过推荐积极的词语和短语来促进主观幸福感的输入法。因此,举办了一个设计研讨会,以开发日语的框架词典。本词典收录了否定词以及与之相对应的表达相同意思的肯定词和短语。我们还开发了一种输入法,鼓励用户在输入否定词时选择肯定词和短语。初步评价结果表明,使用所提出的输入法在社交网站上交流前后,积极影响评分有显著差异。因此,这种输入法有助于在日常信息活动中促进心理健康。
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引用次数: 0
…and That's What Gets Results: HCI Methods in OzCHI Publications 这就是结果:OzCHI出版物中的HCI方法
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520497
Dana Mckay, G. Buchanan
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.
HCI作为一门学科是什么?关于HCI社区的分析和方法实践的数据很少,特别是在多面手场所。本文建立在最近的研究基础上,该研究已经开始将OzCHI作为HCI场地进行研究。虽然其他HCI场所的研究考虑了研究主题和主题的相对受欢迎程度,但我们研究了OzCHI作者采用的方法。这是十多年来第一篇研究在HCI场所使用的方法的论文。我们介绍了在OzCHI的定性和定量工作的相对平衡的描述,并对一系列研究方法的相对流行进行了仔细的检查。我们还研究了分析方法与性别、地理和(依赖于ozchi最近的变化)论文长度之间的关系。我们发现质-量的分裂不是性别中立的,并且对论文的页面长度有影响,但不受地理位置的影响。根据这些见解,我们为未来的OzCHI组织者提供建议和指导,并为更好地理解HCI作为一门学科提供研究议程。
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引用次数: 0
Designing to Support Remote Working Relationships with Indigenous Communities 设计支持与土著社区的远程工作关系
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520522
M. Bettinson, Steve Bird
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.
与土著语言使用者的语言研究通常通过面对面的互动进行。这些互动的成功取决于学者和土著居民之间的关系,这种关系是在很长一段时间内建立起来的。在2019冠状病毒病大流行期间,研究人员往往被禁止前往偏远的土著社区,这使得维持这些关系和继续合作变得困难。我们描述了一种设备设计,用于支持外部学者和远程社区成员之间的咨询。请求通过异步视频消息被封装为个人邀请,并通过类似于多媒体答录机的便携式设备“Lingobox”传递给远程参与者。在澳大利亚北部一个极其偏远的地区,说昆温鸠语的人正在使用这种设备。
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引用次数: 3
AmbiDots: An Ambient Interface to Mediate Casual Social Settings through Peripheral Interaction AmbiDots:通过周边交互调节休闲社交设置的环境界面
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520504
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.
环境系统利用诸如颜色、形状、形式和运动等媒介,在用户周边传达有意义的信息表示。这允许用户在集中注意力之外关注多个信息流,而不会调用额外的认知负荷。虽然之前的研究探索了这种模式如何使用户承担更多的实用信息,但相对而言,很少有研究探索这种模式在调节休闲社交互动方面的潜力。在本文中,我们研究了有趣和抽象的环境界面如何利用模糊性和好奇心来创造不引人注目的外围互动,从而调解和促进社会互动。我们讨论了AmbiDots的设计和实现,这是一个以模糊性为中心的环境系统,它使用微妙的彩色点来支持咖啡馆、餐馆或酒吧等社交环境中的外围有趣互动。我们的研究展示了这个系统如何在不破坏社会互动的情况下实现各种形式的社会占有。
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引用次数: 0
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Proceedings of the 33rd Australian Conference on Human-Computer Interaction
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