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Proceedings of the 30th Australian Conference on Computer-Human Interaction最新文献

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Activated: designing for collective participation in media architecture 激活:设计集体参与媒体建筑
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292205
Liam Bray
This paper discusses the practical design methods that were used in the development of a media architecture sculpture presented at VIVID Light 2018. It includes a descriptive model of attention and motivation which frames the designer's intention for the public's experience of the work as well as an exploration of the challenges the designers faced in the implementation of a clear and tangible model of interaction. The design approach focuses on research through design and the iterative process of discovery it enabled.
本文讨论了在VIVID Light 2018上展示的媒体建筑雕塑的实际设计方法。它包括一个描述注意力和动机的模型,该模型框架了设计师对公众工作体验的意图,以及对设计师在实施清晰有形的互动模型时所面临的挑战的探索。设计方法侧重于通过设计进行研究,以及它所支持的发现的迭代过程。
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引用次数: 1
The right metric for the right stakeholder: a case study of improving product usability 为正确的利益相关者制定正确的度量标准:提高产品可用性的案例研究
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292224
A. Friedman, I. Flaounas
The integration of Agile practices with User-Centered Design studies the interactions between designers and software developers, and the alignment of the design and development processes. However, designers are often required to operate within a wider business context, driven by high-level metrics, like Monthly Active Users or Net Promoter Score. Within this context, they are challenged to show how design initiatives and improvements affect the business metrics. This paper describes a case study of a large scale effort to improve the usability of Jira, a project tracking software. It outlines the process that was followed to break down business goals into actionable work streams for the product teams, and to align the metrics that product teams iterate through to the metrics that high level management cares about.
敏捷实践与以用户为中心的设计的集成研究了设计师和软件开发人员之间的交互,以及设计和开发过程的一致性。然而,设计师通常需要在更广泛的商业环境中工作,并受到高级指标(如月活跃用户或净推荐值)的驱动。在这种情况下,他们面临的挑战是展示设计活动和改进如何影响业务度量标准。本文描述了一个大规模改进项目跟踪软件Jira可用性的案例研究。它概述了将业务目标分解为产品团队可操作的工作流所遵循的过程,并将产品团队迭代的指标与高层管理关心的指标结合起来。
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引用次数: 8
Stand in the place where you work: digital implications of the use of the physical elements of a library during browsing 站在你工作的地方:浏览图书馆时使用物理元素的数字含义
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292223
Dana Mckay
Information seeking is cognitively intense work, and browsing is particularly so. In complex environments, users will often support their work by using their bodies or artefacts around them to support the task at hand. When we move processes that have traditionally been performed in physical environments online, we need to consider any elements of cognition distribution, and how they might be supported in the new system. In this paper we discuss one form of external cognition during browsing: that of placemarking or context retention. We use data from an observational study to form detailed descriptions of five behaviours that constitute placemarking in some way and point to avenues for understanding how we might support these behaviours in a digital environment.
信息搜寻是一项认知强度很高的工作,浏览尤其如此。在复杂的环境中,用户通常会通过使用他们的身体或周围的工件来支持手头的任务来支持他们的工作。当我们将传统上在物理环境中进行的过程转移到网上时,我们需要考虑认知分布的任何元素,以及它们如何在新系统中得到支持。在本文中,我们讨论了一种形式的外部认知在浏览:位置标记或上下文保留。我们利用一项观察性研究的数据,对以某种方式构成位置标记的五种行为进行了详细描述,并指出了理解我们如何在数字环境中支持这些行为的途径。
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引用次数: 2
MIC, an interactive sign language teaching system MIC,交互式手语教学系统
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292237
H. Phan, K. Ellis, A. Dorin
We propose to demonstrate a novel sign language teaching system, My Interactive Coach (MIC). This system can teach learners Australian signs, allow them to practice, record their practiced performance, and provide different forms of visual feedback on how well they perform signs.
我们建议展示一种新的手语教学系统,我的互动教练(MIC)。该系统可以教授学习者澳大利亚手语,允许他们练习,记录他们练习的表现,并提供不同形式的视觉反馈,以了解他们的表现如何。
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引用次数: 2
Mapping learner-data journeys: evolution of a visual co-design tool 绘制学习者-数据旅程:视觉协同设计工具的演变
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292168
C. G. Prieto-Alvarez, Roberto Martínez Maldonado, S. B. Shum
In this paper we present a three-phase process for crafting Learner-Data Journey maps and using them as communication tools to involve other stakeholders in the co-design of a data-intensive educational tool. The three phases in this process are i) scaffolding groups of learners to collaboratively co-create a Learner-Data Journey based on their own experience, ii) distilling key insights from these journey maps, and iii) providing the means for multiple stakeholders to integrate and synthesise key insights from these journey maps to suggest design requirements. We illustrate the process and the kind of tools that can support the co-creation of Learner-Data Journeys in two educational scenarios where learners have become partners of their own 'surveillance'.
在本文中,我们提出了一个三个阶段的过程,用于制作学习者数据之旅地图,并将其作为沟通工具,让其他利益相关者参与数据密集型教育工具的共同设计。这个过程的三个阶段是:1)搭建学习者小组,根据他们自己的经验协作共同创建一个学习者数据之旅;2)从这些旅程地图中提取关键见解;3)为多个利益相关者提供整合和综合这些旅程地图中的关键见解的方法,以提出设计要求。我们在两种教育情景中阐述了支持共同创建学习者数据之旅的过程和工具类型,在这种情况下,学习者已成为自己“监督”的合作伙伴。
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引用次数: 18
Pathways & paws(es): engaging human-animal partnerships for community building and slow cities 路径和爪子:参与社区建设和慢城市的人与动物伙伴关系
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292197
Jane Turner, D. Browning, A. Morrison
We report on an early design concept that focuses on how we engage with our contemporary urban environments along with animal companions. The project recognises that dogs and dog walking both contribute to mental and physical health and well-being, and builds on a growing awareness that companion animals and walking in urban localities also fosters community cohesion and social capital. We put these themes together in the context of designing for Queensland's growing senior population with the intent of gaining insights into connections made through place-making activities of human and animal companions. The project is currently in its exploratory design phase as 'grounded' practice-based work with on-going emerging insights to underpin the development of a design scenario and cultural probe. We begin with insights generated from personal experiences and a desire to foster age-friendly, intergenerational 'slow' urban environments. This paper offers the background and context, and then considers some of the design dilemmas. We share an early design concept that draws on lessons learned from game design and theories of place-making that has the potential to reveal experience in place (for both humans and our animal companions).
我们报告了一个早期的设计概念,重点是我们如何与当代城市环境以及动物同伴互动。该项目认识到,狗和遛狗都有助于身心健康和福祉,并建立在越来越多的人意识到陪伴动物和在城市地区散步也能促进社区凝聚力和社会资本的基础上。我们将这些主题结合在一起,为昆士兰州日益增长的老年人口设计,目的是通过人类和动物同伴的场所活动来获得联系。该项目目前处于探索性设计阶段,以“接地气”的实践为基础,以不断涌现的见解为设计场景和文化探索的发展奠定基础。我们从个人经历中产生的见解开始,并希望营造对老年人友好的代际“慢”城市环境。本文提供了背景和背景,然后考虑了一些设计困境。我们分享了一个早期的设计理念,它借鉴了从游戏设计和场所创造理论中吸取的经验教训,这有可能揭示场所体验(对于人类和我们的动物同伴)。
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引用次数: 3
Communication in infrastructuring, or tales from a collaborative project 基础设施中的通信,或来自协作项目的故事
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292179
Peter Lyle, Mariacristina Sciannamblo, Cláudia Silva, Maurizio Teli
We present empirical examples of approaches to communication taken by the consortium of a large scale participatory design project in Europe, framed in terms of organisational communication in an infrastructuring process. The examples are understood generally in terms of the goal of fostering internal communication practices away from hierarchical relationships, which align with the political goals of participatory design and of the project. More specifically they are also understood in the framework of strategies and tactics in terms of actions taken within an infrastructuring process. The examples relate to the role of the words consortium partners use to describe and talk about the project across different disciplines; the metaphors we construct to assist the design, development and communication; and the use of tags to assist filtering and management of mailing lists.
我们提出了欧洲一个大型参与式设计项目财团采取的沟通方法的实证例子,以基础设施过程中的组织沟通为框架。这些例子通常是根据培养内部沟通实践的目标来理解的,远离等级关系,这与参与式设计和项目的政治目标是一致的。更具体地说,它们也可以在战略和战术框架中理解,即在基础设施过程中采取的行动。这些例子涉及财团合作伙伴在描述和谈论跨不同学科的项目时所使用的词语的作用;我们为帮助设计、开发和交流而构建的隐喻;并使用标签来帮助过滤和管理邮件列表。
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引用次数: 4
Towards a better video comparison: comparison as a way of browsing the video contents 走向更好的视频对比:将对比作为一种浏览视频内容的方式
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292183
Atima Tharatipyakul, Hyowon Lee
Comparison between videos is a basic task used in a wide variety of activities and domains. With ever-increasing social media contents that allow the mass consumption of video medium, our needs and uses for video comparison will only increase in the coming years. However, the interaction to support the task of comparing between videos is not well understood today, and there is very little theoretical foundation to guide future design for supporting video comparison. In this paper, we take the comparison as the primary angle to look at video-related interaction such as watching, browsing, and editing. By reinterpreting those interaction and synthesising available knowledge from HCI, visualisation and multimedia fields, we construct a theoretical structure that embeds essential conceptual components for supporting video comparison. These concepts not only help explain the existing user-interfaces of video applications as a comparison interaction, but also generate discussion and implications for novel interactive features to enhance our everyday consumption of video contents.
视频之间的比较是一项基本任务,用于各种各样的活动和领域。随着社交媒体内容的不断增加,视频媒体的大规模消费,我们对视频比较的需求和用途在未来几年只会增加。然而,支持视频比较任务的交互作用目前还没有得到很好的理解,并且很少有理论基础来指导未来支持视频比较的设计。在本文中,我们将比较作为主要的角度来看待视频相关的互动,如观看、浏览和编辑。通过重新解释这些交互并综合来自HCI、可视化和多媒体领域的现有知识,我们构建了一个理论结构,该结构嵌入了支持视频比较的基本概念组件。这些概念不仅有助于解释作为比较交互的视频应用程序的现有用户界面,而且还引发了对新的交互功能的讨论和影响,以增强我们对视频内容的日常消费。
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引用次数: 7
Visualisations elicit knowledge to refine citizen science technology design: spectrograms resonate with birders 可视化引出知识来完善公民科学技术设计;频谱图与观鸟者产生共鸣
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292171
Jessica L. Oliver, M. Brereton, D. Watson, P. Roe
Acoustic sensors offer a promising new tool to detect furtive animals; however, sifting through years of audio data is fraught with challenges. Developing automatic detection software still requires a large dataset of calls that have been accurately annotated by experts. Few studies have explored how people identify species by vocalisations in the wild, and how this skill can be applied to designing technologies for locating and identifying calls in recordings. To explore how birders often find and identify animals by calls and share their observations, we conducted qualitative interviews and a visualization-review activity with nine birders, eliciting insight into their existing practices, knowledge, and visualisation interpretation. We found that visualisations evoked memories demonstrating birder expertise on the natural history, behaviours, and habitats of birds. Birders were curious and learned from exploring the abstract patterns in visualisations of acoustic data, relying on past experiences with nature to interpret acoustic visualisations. Birders often wanted to corroborate findings with other birders by reviewing acoustic recordings and local bird lists. This study demonstrates how qualitative review of visualisations can elicit a nuanced understanding of community practices, knowledge, and sensemaking, which are essential to improve design of future technologies.
声学传感器提供了一种很有前途的新工具来探测隐蔽的动物;然而,筛选多年来的音频数据充满了挑战。开发自动检测软件仍然需要专家准确注释的大量电话数据集。很少有研究探索人们如何在野外通过发声来识别物种,以及如何将这种技能应用于设计定位和识别录音中的呼叫的技术。为了探索观鸟者如何通过叫声发现和识别动物并分享他们的观察结果,我们对9名观鸟者进行了定性访谈和可视化回顾活动,以深入了解他们的现有实践、知识和可视化解释。我们发现,可视化唤起的记忆展示了鸟类的自然历史、行为和栖息地方面的专业知识。观鸟者很好奇,并从探索声学数据可视化中的抽象模式中学习,依靠过去与自然的经验来解释声学可视化。观鸟者经常想通过查看声音记录和当地鸟类名单来证实其他观鸟者的发现。本研究展示了对可视化的定性回顾如何能够引发对社区实践、知识和意义的细致理解,这对于改进未来技术的设计至关重要。
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引用次数: 10
High computer gaming experience may cause higher virtual reality sickness 高水平的电脑游戏体验可能导致更高程度的虚拟现实病
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292225
Xavier Hunt, L. Potter
This paper describes one work-in-progress finding of a larger pilot study, investigating simulator sickness in virtual reality. The investigation asked participants (n = 10) to play though a VR application, and then complete a Simulator Sickness Qestionnaire. Participants were also asked for some demographic data, including rating their level of traditional gaming experience (0 to 5). A weak Spearman correlation between gaming experience and virtual reality sickness was found (rs = 0.56) in this sample group. Two hypotheses on why this correlation may exist are also presented in this paper - one described using the postural instability theory, and the other described with the rest frame hypothesis.
本文描述了一项正在进行的大型试点研究的发现,该研究调查了虚拟现实中的模拟器病。调查要求参与者(n = 10)玩VR应用程序,然后完成一份模拟器疾病问卷。参与者还被要求提供一些人口统计数据,包括对他们的传统游戏体验水平进行评级(0到5)。在这个样本组中,游戏体验和虚拟现实疾病之间存在微弱的Spearman相关性(rs = 0.56)。关于为什么这种相关性可能存在的两种假设也在本文中提出-一种描述使用姿势不稳定理论,另一种描述与休息框架假设。
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引用次数: 7
期刊
Proceedings of the 30th Australian Conference on Computer-Human Interaction
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