Online collectible card games (OCCGs) are digital, networked contemporaries of collectible card games (CCGs) which combine the collection of trading cards with strategic deck building and competitive gameplay. Despite their popularity and unique mechanics, we know very little about OCCG players, their motivations and play habits. A survey study using the Trojan player typology[11] with 856 players from two popular OCCGs (Hearthstone and Eternal) revealed four main player motivations: immersion seeker, socializer, competition and smarty-pants. Competition and immersion seeking were main motivations to play OCCGs whereas socializing and strategizing (smarty-pants) were the least. These differ from the findings with CCGs where the main motivations were socialization and strategy development. We found Eternal players had higher satisfaction of their autonomy and competence needs than Hearthstone players. These findings contribute to our understanding of why individuals play different types of video games. It also helps game designers to target the needs and motivations of their audience.
{"title":"Understanding online collectible card game players' motivations: a survey study with two games","authors":"S. Türkay, Sonam Adinolf","doi":"10.1145/3292147.3292216","DOIUrl":"https://doi.org/10.1145/3292147.3292216","url":null,"abstract":"Online collectible card games (OCCGs) are digital, networked contemporaries of collectible card games (CCGs) which combine the collection of trading cards with strategic deck building and competitive gameplay. Despite their popularity and unique mechanics, we know very little about OCCG players, their motivations and play habits. A survey study using the Trojan player typology[11] with 856 players from two popular OCCGs (Hearthstone and Eternal) revealed four main player motivations: immersion seeker, socializer, competition and smarty-pants. Competition and immersion seeking were main motivations to play OCCGs whereas socializing and strategizing (smarty-pants) were the least. These differ from the findings with CCGs where the main motivations were socialization and strategy development. We found Eternal players had higher satisfaction of their autonomy and competence needs than Hearthstone players. These findings contribute to our understanding of why individuals play different types of video games. It also helps game designers to target the needs and motivations of their audience.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"193 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":"114659495","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 reports on findings from a pilot usability study of the Google Home Smart Speaker undertaken with native English speakers and non-native English speakers to understand the differences in usability and user experiences of the two distinct groups. The study shows that, while both user groups felt satisfied in their use of the device, native English speakers had a better user experience overall than their counterparts. Importantly, preliminary findings from the study demonstrate that cultural distinctions in English expression and system engagement may be as significant to usability as English language proficiency. The findings provide a baseline for the next stages of this research and insights for developers and researchers in the design and use of Voice User Interfaces.
{"title":"Investigating differences between native english and non-native english speakers in interacting with a voice user interface: a case of google home","authors":"A. Pyae, Paul Scifleet","doi":"10.1145/3292147.3292236","DOIUrl":"https://doi.org/10.1145/3292147.3292236","url":null,"abstract":"This paper reports on findings from a pilot usability study of the Google Home Smart Speaker undertaken with native English speakers and non-native English speakers to understand the differences in usability and user experiences of the two distinct groups. The study shows that, while both user groups felt satisfied in their use of the device, native English speakers had a better user experience overall than their counterparts. Importantly, preliminary findings from the study demonstrate that cultural distinctions in English expression and system engagement may be as significant to usability as English language proficiency. The findings provide a baseline for the next stages of this research and insights for developers and researchers in the design and use of Voice User Interfaces.","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":"114614698","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}
Eduardo Velloso, Tilman Dingler, F. Vetere, Sam Horman, Harriet McDougall, Kasia Mierzejewska
Though user-centred design methods are excellent for fulfilling user needs using mature technologies, they are still limited in handling emerging technologies. On the other hand, technology-centric methods are great for designing cool new gadgets, though their outcomes often do not solve real users' needs. This full-day workshop will bring together academic researchers and industry practitioners to explore how we can bridge inquiry-led human-centred design methods with invention-led technology-centred methods. Participants will be invited to submit proposals where they answer a set of questions about this challenge for discussion during the workshop. On the day of the workshop, we will discuss challenges and opportunities in this space and work together in a practical ideation, prototyping, and evaluation activity to uncover potential solutions, guidelines, and directions for future research and practice.
{"title":"Challenges of emerging technologies for human-centred design: bridging the gap between inquiry and invention","authors":"Eduardo Velloso, Tilman Dingler, F. Vetere, Sam Horman, Harriet McDougall, Kasia Mierzejewska","doi":"10.1145/3292147.3293451","DOIUrl":"https://doi.org/10.1145/3292147.3293451","url":null,"abstract":"Though user-centred design methods are excellent for fulfilling user needs using mature technologies, they are still limited in handling emerging technologies. On the other hand, technology-centric methods are great for designing cool new gadgets, though their outcomes often do not solve real users' needs. This full-day workshop will bring together academic researchers and industry practitioners to explore how we can bridge inquiry-led human-centred design methods with invention-led technology-centred methods. Participants will be invited to submit proposals where they answer a set of questions about this challenge for discussion during the workshop. On the day of the workshop, we will discuss challenges and opportunities in this space and work together in a practical ideation, prototyping, and evaluation activity to uncover potential solutions, guidelines, and directions for future research and practice.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"116 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":"121436695","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 presents insights from a research study, which involved the use of a Rapid Modular Prototype (RMP) to augment user interviews. RMPs are a combination of interchangeable modules made from tangible materials and physical computing components, such as Arduinos and Raspberry Pi. In our research study, we created a prototype to inform the design of parking meter interfaces. The modular approach to designing the prototype, which led us to the concept of RMPs, was driven by the need to carefully assess and compare various input mechanisms, such as knobs versus buttons, and their efficacy, for example, for selecting the time period on a parking meter. Reflecting on our experiences developing the prototype and its role in supporting our participant interviews, we examine how RMPs can be used as a tool in interviews to gain rich insights from research participants.
{"title":"Tools to think with: augmenting user interviews with rapid modular prototypes","authors":"Hamish Henderson, M. Tomitsch, T. Leong","doi":"10.1145/3292147.3292209","DOIUrl":"https://doi.org/10.1145/3292147.3292209","url":null,"abstract":"This paper presents insights from a research study, which involved the use of a Rapid Modular Prototype (RMP) to augment user interviews. RMPs are a combination of interchangeable modules made from tangible materials and physical computing components, such as Arduinos and Raspberry Pi. In our research study, we created a prototype to inform the design of parking meter interfaces. The modular approach to designing the prototype, which led us to the concept of RMPs, was driven by the need to carefully assess and compare various input mechanisms, such as knobs versus buttons, and their efficacy, for example, for selecting the time period on a parking meter. Reflecting on our experiences developing the prototype and its role in supporting our participant interviews, we examine how RMPs can be used as a tool in interviews to gain rich insights from research participants.","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":"121862984","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}
Interviews are a widely used method in which the performance and knowledge of potential employees are evaluated. Fresh graduates who come out to the job industry are rarely armed with prior experience in facing a job and securing employment, which leads to them underperforming at actual interviews. The lack of exposure to an interviewing environment together with inadequate preparation is often found to be the main reason for this. In this paper we examine the design requirements for an interactive simulated interview training system, and we present an intelligent interactive system which follows these requirements InterviewMe. An exploratory study of the system with five participants suggests that a simulated environment supports confidence, and that immediate interactive feedback contributes to learning.
{"title":"A proposed system to increase work readiness of fresh IT graduates at interviews","authors":"R. H. A. D. H. Ehaliyagoda, Laurianne Sitbon","doi":"10.1145/3292147.3292182","DOIUrl":"https://doi.org/10.1145/3292147.3292182","url":null,"abstract":"Interviews are a widely used method in which the performance and knowledge of potential employees are evaluated. Fresh graduates who come out to the job industry are rarely armed with prior experience in facing a job and securing employment, which leads to them underperforming at actual interviews. The lack of exposure to an interviewing environment together with inadequate preparation is often found to be the main reason for this. In this paper we examine the design requirements for an interactive simulated interview training system, and we present an intelligent interactive system which follows these requirements InterviewMe. An exploratory study of the system with five participants suggests that a simulated environment supports confidence, and that immediate interactive feedback contributes to learning.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"33 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":"115327427","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 assesses the applicability of commercially available tablet applications targeting the development of social interactions of children with Autism Spectrum Disorder (ASD) in Sri Lanka. We identified seven tablet applications suitable for children with mild to moderate ASD in the age group of 3 to 10 years and evaluated them with 18 practitioners. Our results show that the commercially available applications do not satisfy the needs of Sri Lankan practitioners to support their children with ASD. Furthermore, we identified six key functionalities, which need to be considered while developing tablet applications to improve social skills of children with ASD. They are namely, 1) embedding social elements while teaching other skills such as academic skills, 2) customisability to facilitate relevant cultural contexts, 3) progress monitoring, 4) reinforcements only upon correct answers with suitable feedbacks and cues, 5) timers, and 6) bridging day-to-day physical objects with digital platforms.
{"title":"Assessing tablet applications focused on social interactions: what functionalities do Sri Lankan practitioners want for children with ASD?","authors":"Amani Indunil Soysa, A. Mahmud","doi":"10.1145/3292147.3292164","DOIUrl":"https://doi.org/10.1145/3292147.3292164","url":null,"abstract":"This paper assesses the applicability of commercially available tablet applications targeting the development of social interactions of children with Autism Spectrum Disorder (ASD) in Sri Lanka. We identified seven tablet applications suitable for children with mild to moderate ASD in the age group of 3 to 10 years and evaluated them with 18 practitioners. Our results show that the commercially available applications do not satisfy the needs of Sri Lankan practitioners to support their children with ASD. Furthermore, we identified six key functionalities, which need to be considered while developing tablet applications to improve social skills of children with ASD. They are namely, 1) embedding social elements while teaching other skills such as academic skills, 2) customisability to facilitate relevant cultural contexts, 3) progress monitoring, 4) reinforcements only upon correct answers with suitable feedbacks and cues, 5) timers, and 6) bridging day-to-day physical objects with digital platforms.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"56 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":"122517380","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}
Knowledge about how social robots should be designed is fragmented, and there is currently limited discussion around developing a consistent body of knowledge to describe the design process of these social machines. This paper describes eleven design principles for the development of interactions between humans and robots including programming practices, characteristics of robots as products, interactive behaviours, and even moral values for users. We draw inspiration from the development and design practices of a range of interactive systems and several fields of design that inform the interdisciplinary potential of social robotics. Finally, we propose the empirical validation of these design principles in future work.
{"title":"How the inclusion of design principles contribute to the development of social robots","authors":"E. B. Sandoval, S. Brown, Mari Velonaki","doi":"10.1145/3292147.3292239","DOIUrl":"https://doi.org/10.1145/3292147.3292239","url":null,"abstract":"Knowledge about how social robots should be designed is fragmented, and there is currently limited discussion around developing a consistent body of knowledge to describe the design process of these social machines. This paper describes eleven design principles for the development of interactions between humans and robots including programming practices, characteristics of robots as products, interactive behaviours, and even moral values for users. We draw inspiration from the development and design practices of a range of interactive systems and several fields of design that inform the interdisciplinary potential of social robotics. Finally, we propose the empirical validation of these design principles in future work.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"34 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":"126602218","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 aim of this work in progress is to present our experience of working with young adults in the context of designing a wearable technology to reduce back injury among nurses. Participatory considerations for involving young adults are reflected on in this paper. We will examine various research activities that either promoted meaningful participation or did not function as we had intended. Further, we propose that social media offers an opportunity to foster participation in this population. The discussion in this paper can help other researchers gain insight into the development and implementation of strategies to increase involvement from young adult co-designers.
{"title":"Exploring the use of social media: implications for participatory design with undergraduate students","authors":"L. Duffett-Leger, A. Beck","doi":"10.1145/3292147.3292242","DOIUrl":"https://doi.org/10.1145/3292147.3292242","url":null,"abstract":"The aim of this work in progress is to present our experience of working with young adults in the context of designing a wearable technology to reduce back injury among nurses. Participatory considerations for involving young adults are reflected on in this paper. We will examine various research activities that either promoted meaningful participation or did not function as we had intended. Further, we propose that social media offers an opportunity to foster participation in this population. The discussion in this paper can help other researchers gain insight into the development and implementation of strategies to increase involvement from young adult co-designers.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"36 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":"126712954","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}
Andreas Duenser, Daniel V. Smith, J. Freyne, Elizabeth Gilleran, K. Salas, Hilary Cinis
Designing engaging interfaces for young children poses a significant research challenge. In two studies we evaluated two different tablet computer prototypes of a tool designed to assist non-experts in administering a speech assessment and to support them in their referral decisions. The development of this application builds on our research and consultation with experts who identified problems in the process of early triaging of young children with potential speech problems. This paper presents our work towards the development of such a solution, focusing on the design and testing of interface concepts for adult test administrators and to engage children to actively participate in automated assessments. We discuss our findings and provide insights on how to design such novel assessment tools.
{"title":"Engaging assessments: interface design of a referral support tool for adults and children","authors":"Andreas Duenser, Daniel V. Smith, J. Freyne, Elizabeth Gilleran, K. Salas, Hilary Cinis","doi":"10.1145/3292147.3292166","DOIUrl":"https://doi.org/10.1145/3292147.3292166","url":null,"abstract":"Designing engaging interfaces for young children poses a significant research challenge. In two studies we evaluated two different tablet computer prototypes of a tool designed to assist non-experts in administering a speech assessment and to support them in their referral decisions. The development of this application builds on our research and consultation with experts who identified problems in the process of early triaging of young children with potential speech problems. This paper presents our work towards the development of such a solution, focusing on the design and testing of interface concepts for adult test administrators and to engage children to actively participate in automated assessments. We discuss our findings and provide insights on how to design such novel assessment tools.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"11 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":"128510302","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}
Traditional observation approaches fall down when the subjects of observation are young Deaf children involved in exploratory design activities, who want to interact with observers, and move rapidly and unpredictably between activities. This paper presents a reflective discussion of our experiences observing design research with young (3--5 years) Deaf children, and recommendations for researchers working with similar groups. Key lessons include: interactions between children and observers can be a source of design data; "passive" observers may not need to know sign language to capture detailed data; and having an appropriate ratio of observers to children is important but may be difficult to balance.
{"title":"Visual juggling: reflective recommendations for observers working with deaf children in design research","authors":"J. Korte, Alexandra Thompson","doi":"10.1145/3292147.3292198","DOIUrl":"https://doi.org/10.1145/3292147.3292198","url":null,"abstract":"Traditional observation approaches fall down when the subjects of observation are young Deaf children involved in exploratory design activities, who want to interact with observers, and move rapidly and unpredictably between activities. This paper presents a reflective discussion of our experiences observing design research with young (3--5 years) Deaf children, and recommendations for researchers working with similar groups. Key lessons include: interactions between children and observers can be a source of design data; \"passive\" observers may not need to know sign language to capture detailed data; and having an appropriate ratio of observers to children is important but may be difficult to balance.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"14 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":"130357590","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}