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.
{"title":"Activated: designing for collective participation in media architecture","authors":"Liam Bray","doi":"10.1145/3292147.3292205","DOIUrl":"https://doi.org/10.1145/3292147.3292205","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125329565","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 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.
{"title":"The right metric for the right stakeholder: a case study of improving product usability","authors":"A. Friedman, I. Flaounas","doi":"10.1145/3292147.3292224","DOIUrl":"https://doi.org/10.1145/3292147.3292224","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122535212","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}
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.
{"title":"Stand in the place where you work: digital implications of the use of the physical elements of a library during browsing","authors":"Dana Mckay","doi":"10.1145/3292147.3292223","DOIUrl":"https://doi.org/10.1145/3292147.3292223","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121873582","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}
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.
{"title":"MIC, an interactive sign language teaching system","authors":"H. Phan, K. Ellis, A. Dorin","doi":"10.1145/3292147.3292237","DOIUrl":"https://doi.org/10.1145/3292147.3292237","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123816827","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}
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'.
{"title":"Mapping learner-data journeys: evolution of a visual co-design tool","authors":"C. G. Prieto-Alvarez, Roberto Martínez Maldonado, S. B. Shum","doi":"10.1145/3292147.3292168","DOIUrl":"https://doi.org/10.1145/3292147.3292168","url":null,"abstract":"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'.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121392991","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}
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).
{"title":"Pathways & paws(es): engaging human-animal partnerships for community building and slow cities","authors":"Jane Turner, D. Browning, A. Morrison","doi":"10.1145/3292147.3292197","DOIUrl":"https://doi.org/10.1145/3292147.3292197","url":null,"abstract":"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).","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124037339","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}
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.
{"title":"Communication in infrastructuring, or tales from a collaborative project","authors":"Peter Lyle, Mariacristina Sciannamblo, Cláudia Silva, Maurizio Teli","doi":"10.1145/3292147.3292179","DOIUrl":"https://doi.org/10.1145/3292147.3292179","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132492174","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}
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.
{"title":"Towards a better video comparison: comparison as a way of browsing the video contents","authors":"Atima Tharatipyakul, Hyowon Lee","doi":"10.1145/3292147.3292183","DOIUrl":"https://doi.org/10.1145/3292147.3292183","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134180788","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}
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.
{"title":"Visualisations elicit knowledge to refine citizen science technology design: spectrograms resonate with birders","authors":"Jessica L. Oliver, M. Brereton, D. Watson, P. Roe","doi":"10.1145/3292147.3292171","DOIUrl":"https://doi.org/10.1145/3292147.3292171","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134393925","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}
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.
{"title":"High computer gaming experience may cause higher virtual reality sickness","authors":"Xavier Hunt, L. Potter","doi":"10.1145/3292147.3292225","DOIUrl":"https://doi.org/10.1145/3292147.3292225","url":null,"abstract":"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.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116856191","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}