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Understanding online collectible card game players' motivations: a survey study with two games 理解在线收集卡牌游戏玩家的动机:基于两款游戏的调查研究
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292216
S. Türkay, Sonam Adinolf
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.
在线收集卡牌游戏(occg)是与收集卡牌游戏(ccg)相结合的数字化网络游戏,它将收集交易卡牌与战略套牌构建和竞争性游戏玩法结合在一起。尽管它们很受欢迎,机制也很独特,但我们对OCCG玩家、他们的动机和游戏习惯却知之甚少。一项针对来自两款流行OCCGs(《炉石传说》和《永恒》)的856名玩家的特洛伊玩家类型调查研究[11]揭示了4种主要玩家动机:沉浸式追求、社交、竞争和自私自利。竞争和寻求沉浸感是玩家玩occg的主要动机,而社交和策略化则是次要动机。这与ccg的研究结果不同,ccg的主要动机是社会化和策略发展。我们发现《永恒》玩家比《炉石传说》玩家对自己的自主性和能力需求有更高的满意度。这些发现有助于我们理解为什么个人玩不同类型的电子游戏。它还能帮助游戏设计师瞄准用户的需求和动机。
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引用次数: 8
Investigating differences between native english and non-native english speakers in interacting with a voice user interface: a case of google home 调查英语母语者和非英语母语者在与语音用户界面交互方面的差异:以google home为例
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292236
A. Pyae, Paul Scifleet
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.
本文报告了谷歌家用智能音箱可用性试点研究的结果,该研究对母语为英语的人和非母语为英语的人进行了研究,以了解这两个不同群体在可用性和用户体验方面的差异。研究表明,虽然两个用户群体都对他们的设备使用感到满意,但以英语为母语的人总体上比其他用户有更好的用户体验。重要的是,该研究的初步结果表明,英语表达和系统参与的文化差异可能与英语语言熟练程度一样重要。这些发现为这项研究的下一阶段提供了基线,并为设计和使用语音用户界面的开发人员和研究人员提供了见解。
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引用次数: 29
Challenges of emerging technologies for human-centred design: bridging the gap between inquiry and invention 以人为本的设计的新兴技术的挑战:弥合调查和发明之间的差距
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3293451
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.
虽然以用户为中心的设计方法在使用成熟技术满足用户需求方面非常出色,但它们在处理新兴技术方面仍然有限。另一方面,以技术为中心的方法非常适合设计很酷的新设备,尽管它们的结果往往不能解决真正的用户需求。这个为期一整天的研讨会将汇集学术研究人员和行业从业者,探讨如何将以探究为导向的以人为本的设计方法与以发明为导向的以技术为中心的方法结合起来。参与者将被邀请提交提案,他们将回答一系列关于这一挑战的问题,以便在研讨会期间进行讨论。在研讨会当天,我们将讨论这一领域的挑战和机遇,并在实践构思、原型设计和评估活动中共同努力,为未来的研究和实践发现潜在的解决方案、指导方针和方向。
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引用次数: 1
Tools to think with: augmenting user interviews with rapid modular prototypes 思考工具:用快速模块化原型增加用户访谈
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292209
Hamish Henderson, M. Tomitsch, T. Leong
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.
本文介绍了一项研究的见解,该研究涉及使用快速模块化原型(RMP)来增加用户访谈。rmp是由有形材料和物理计算组件(如Arduinos和Raspberry Pi)制成的可互换模块的组合。在我们的研究中,我们创建了一个原型来指导停车计时器接口的设计。设计原型的模块化方法使我们产生了RMPs的概念,这是由于需要仔细评估和比较各种输入机制,如旋钮和按钮,以及它们的功效,例如,在停车计时器上选择时间段。根据我们开发原型的经验及其在支持参与者访谈中的作用,我们研究了RMPs如何在访谈中用作工具,以从研究参与者那里获得丰富的见解。
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引用次数: 2
A proposed system to increase work readiness of fresh IT graduates at interviews 建议设立制度,提高资讯科技毕业生在面试时的工作准备
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292182
R. H. A. D. H. Ehaliyagoda, Laurianne Sitbon
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.
面试是一种广泛使用的方法,用来评估潜在员工的表现和知识。刚毕业的应届毕业生很少有面对工作和获得工作的经验,这导致他们在实际面试中表现不佳。缺乏面试环境以及准备不足通常被认为是造成这种情况的主要原因。本文研究了交互式模拟面试训练系统的设计需求,并根据这些需求设计了一个智能交互系统InterviewMe。一项有五名参与者参与的系统探索性研究表明,模拟环境有助于增强信心,即时互动反馈有助于学习。
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引用次数: 0
Assessing tablet applications focused on social interactions: what functionalities do Sri Lankan practitioners want for children with ASD? 评估专注于社交互动的平板电脑应用:斯里兰卡从业者希望为自闭症儿童提供哪些功能?
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292164
Amani Indunil Soysa, A. Mahmud
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.
本文评估了针对斯里兰卡自闭症谱系障碍(ASD)儿童社会互动发展的市售平板应用程序的适用性。我们确定了7种适用于3至10岁轻度至中度ASD儿童的片剂应用,并与18名从业人员进行了评估。我们的研究结果表明,商业上可用的应用程序不能满足斯里兰卡从业人员对自闭症儿童的支持需求。此外,我们确定了六个关键功能,在开发平板应用程序以提高自闭症儿童的社交技能时需要考虑这些功能。它们分别是:1)在教授其他技能(如学术技能)的同时嵌入社交元素;2)可定制性以促进相关文化背景;3)进度监控;4)只有在正确的答案上才有适当的反馈和提示;5)计时器;6)将日常物理对象与数字平台连接起来。
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引用次数: 10
How the inclusion of design principles contribute to the development of social robots 设计原则的纳入如何促进社交机器人的发展
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292239
E. B. Sandoval, S. Brown, Mari Velonaki
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.
关于社交机器人应该如何设计的知识是碎片化的,目前关于开发一致的知识体系来描述这些社交机器的设计过程的讨论有限。本文描述了人类与机器人之间交互发展的11个设计原则,包括编程实践,机器人作为产品的特征,交互行为,甚至用户的道德价值观。我们从一系列互动系统和几个设计领域的开发和设计实践中汲取灵感,这些设计领域为社交机器人的跨学科潜力提供了信息。最后,我们提出在未来的工作中对这些设计原则进行实证验证。
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引用次数: 6
Exploring the use of social media: implications for participatory design with undergraduate students 探索社会媒体的使用:对本科生参与式设计的影响
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292242
L. Duffett-Leger, A. Beck
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.
这项正在进行的工作的目的是展示我们在设计可穿戴技术以减少护士背部伤害的背景下与年轻人一起工作的经验。本文反映了青年人参与的考虑因素。我们将审查各种研究活动,这些活动要么促进了有意义的参与,要么没有按照我们的预期发挥作用。此外,我们建议社交媒体提供了一个促进这一人群参与的机会。本文的讨论可以帮助其他研究人员深入了解提高青年共同设计师参与的策略的发展和实施。
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引用次数: 0
Engaging assessments: interface design of a referral support tool for adults and children 参与评估:成人和儿童转介支持工具的界面设计
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292166
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.
为幼儿设计引人入胜的界面是一个重大的研究挑战。在两项研究中,我们评估了两种不同的平板电脑原型工具,该工具旨在帮助非专家进行语音评估并支持他们的转诊决策。这个应用程序的开发是建立在我们的研究和咨询专家的基础上的,这些专家在对有潜在语言问题的幼儿进行早期分类的过程中发现了问题。本文介绍了我们为开发这样一个解决方案所做的工作,重点是为成人考试管理员设计和测试界面概念,并吸引儿童积极参与自动评估。我们讨论了我们的发现,并就如何设计这种新颖的评估工具提供了见解。
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引用次数: 0
Visual juggling: reflective recommendations for observers working with deaf children in design research 视觉杂耍:对设计研究中与聋儿一起工作的观察者的反思建议
Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292198
J. Korte, Alexandra Thompson
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.
当观察对象是参与探索性设计活动的聋儿时,传统的观察方法就失效了,因为他们想要与观察者互动,并且在活动之间快速而不可预测地移动。本文对我们观察年幼(3- 5岁)聋儿设计研究的经验进行了反思讨论,并对研究人员在类似群体中工作提出了建议。主要经验包括:儿童和观察者之间的互动可以成为设计数据的来源;“被动”观察者可能不需要知道手语就能捕捉到详细的数据;观察人员与孩子的比例适当很重要,但可能很难平衡。
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引用次数: 2
期刊
Proceedings of the 30th Australian Conference on Computer-Human Interaction
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