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Proceedings of the 28th Australian Conference on Computer-Human Interaction最新文献

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Text entry of physical and virtual keyboards on tablets and the user perception 文本输入的物理和虚拟键盘上的平板电脑和用户的感知
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3011006
Patrick Armstrong, B. Wilkinson
We examined the text entry speed on a tablet for users using physical and software keyboards; a Bluetooth keyboard, a default software keyboard and a gesture based keyboard. We compared these to a laptop and measured adjusted words per minute and error rate. User perceptions were gathered to see if there was a noticeable difference between text entry speeds and how users viewed each keyboard's accuracy, frustration and ease of use. We found was that while there was a difference in entry speed between virtual and physical keyboards, there was no difference in speed between physical keyboards or between software keyboards. There was limited error difference between all keyboards. However despite the Bluetooth keyboard being closest to the laptop in results, user preference was greater for the gesture keyboard.
我们测试了使用物理键盘和软件键盘的用户在平板电脑上的文本输入速度;一个蓝牙键盘,一个默认的软件键盘和一个手势键盘。我们将其与笔记本电脑进行了比较,并测量了调整后的每分钟字数和错误率。收集用户的感知,看看文本输入速度之间是否存在显著差异,以及用户如何看待每种键盘的准确性、挫败感和易用性。我们发现,虽然虚拟键盘和物理键盘的输入速度有所不同,但物理键盘和软件键盘之间的输入速度没有差异。所有键盘之间的错误差异有限。然而,尽管蓝牙键盘在结果上最接近笔记本电脑,但用户对手势键盘的偏好更大。
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引用次数: 6
Companions: objects accruing value and memories by being a part of our lives 同伴:作为我们生活的一部分而积累价值和记忆的对象
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010958
Annemarie F. Zijlema, E. V. D. Hoven, Berry Eggen
Cherished utilitarian objects can provide comfort and pleasure through their associations to our personal past and the time and energy we have invested in and with them. In this paper, we present a specific type of object relationship, which we call the companion. They are mundane objects that accrued meaning over time, and evoke tiny pleasures when we interact with them. We then draw insights from the HCI research literature on digital possessions and attachment that could be applied to enhance digital products or processes with companion qualities. We argue the importance to design for digital companionship in everyday use products, for example by enabling the accruement of subtle marks of the owners past with the product. We wish to evoke thought and awareness of the role of companions, and how this relationship can be supported in digital products.
珍爱的实用物品可以通过与我们个人的过去以及我们在它们身上投入的时间和精力的联系来提供舒适和快乐。在本文中,我们提出了一种特殊类型的对象关系,我们称之为伙伴关系。它们是平凡的东西,随着时间的推移会积累意义,当我们与它们互动时,会唤起微小的快乐。然后,我们从HCI研究文献中得出关于数字财产和依恋的见解,这些见解可以用于增强具有伴侣质量的数字产品或过程。我们认为在日常使用的产品中设计数字陪伴的重要性,例如,通过使产品的所有者过去的微妙标记积累起来。我们希望唤起人们对同伴角色的思考和意识,以及如何在数字产品中支持这种关系。
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引用次数: 6
But what's here is mine: materialities of physical personal workspaces 但这里是我的:物理个人工作空间的物质性
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010946
G. Buchanan, Dana Mckay
The dominance of desktop computers for much of the past 30 years has meant the study of physical workspaces focused on the ergonomics of the machine and its surrounds, rather than design. The recent explosion of laptop, tablet and powerful mobile computing means that workspaces have new flexibility and constraints. We return to the early study of physical workspaces that informed the design of the desktop GUI and numerous digital workspace systems. Focusing on information work by students in libraries, we show that the allocation of physical space and devices to tasks is subtle and multi-faceted, and even transient workspaces show patterns that help the user manage complex tasks. We focus on the materiality of physical workspaces, as how itcaninform primary design considerations for workspace systems.
在过去30年的大部分时间里,台式电脑占据主导地位,这意味着对物理工作空间的研究主要集中在机器及其周围环境的人体工程学上,而不是设计上。最近笔记本电脑、平板电脑和强大的移动计算的爆炸式增长意味着工作空间有了新的灵活性和限制。我们回到物理工作空间的早期研究,它为桌面GUI和许多数字工作空间系统的设计提供了信息。以图书馆学生的信息工作为重点,我们展示了物理空间和设备对任务的分配是微妙和多方面的,即使是临时工作空间也显示了帮助用户管理复杂任务的模式。我们专注于物理工作空间的物质性,因为它如何告知工作空间系统的主要设计考虑因素。
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引用次数: 4
Augmented reality and home modifications: a tool to empower older adults in fall prevention 增强现实和家庭改造:一种增强老年人预防跌倒能力的工具
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010929
M. L. Bianco, S. Pedell, G. Renda
The ability for older adults to comprehend fall preventative home modifications is critical to achieve empowering outcomes. Existing design methods limit older individuals' ability to see their goals reflected in fall prevention practice and service. This inhibits compliancy with interventions, and fosters disempowerment. Augmented reality (AR) allows occupational therapists to walk-through and envision modifications with older adults, facilitating a two-way discussion according to the goals of older clients. This qualitative research assesses an AR tool with ten older adults. Results highlight that current fall prevention processes can diminish the role of older adults and discourage them from voicing their own design ideas. The use of an AR tool is promising in this process; as older adults understand the benefits when planning home modifications. The tool aids opportunities for participation and discussion. However, the balance of power between clinician and client regarding usage of the AR tool requires careful consideration.
老年人理解预防跌倒的家庭改造的能力对于实现赋权结果至关重要。现有的设计方法限制了老年人在预防跌倒的实践和服务中看到他们的目标的能力。这抑制了对干预措施的遵守,并助长了权力的丧失。增强现实(AR)允许职业治疗师与老年人一起演练和设想修改,根据老年客户的目标促进双向讨论。本定性研究对10名老年人的AR工具进行了评估。结果强调,目前的跌倒预防过程可能会减少老年人的作用,并阻止他们表达自己的设计想法。在这个过程中,AR工具的使用是有希望的;老年人在规划房屋改造时了解其好处。该工具为参与和讨论提供了机会。然而,关于AR工具的使用,临床医生和客户之间的权力平衡需要仔细考虑。
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引用次数: 17
Session details: Emotion 会议详情:情绪
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引用次数: 0
#naorobot: exploring Nao discourse on Twitter # naorrobot:探索推特上的Nao话语
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3011002
Omar Mubin, Aila Khan, M. Obaid
The Nao robot from Aldebaran Robotics is a fairly popular humanoid robot. In this study, we aimed to conduct a discourse analysis around the Nao through content analysis of posts on Twitter (N=235 tweets in English). The analysis aimed to understand discourse around the robot, the usage trends of the robot, the existence of social relationships between user and robot and if there were any patterns in tweeting. Our main results show that the Nao is attributed with high anthropomorphism and social rapport and the popular usages of the robot extend to research and education but not to health and domestic applications. In conclusion, we speculate on our results obtained and present a direction for future research.
Aldebaran Robotics公司的Nao机器人是一款相当受欢迎的人形机器人。在本研究中,我们旨在通过对Twitter上的帖子(N=235条英文推文)进行内容分析,对Nao进行话语分析。分析的目的是了解围绕机器人的话语,机器人的使用趋势,用户和机器人之间是否存在社会关系,以及在推特上是否有任何模式。我们的主要结果表明,Nao具有高度的拟人化和社会亲和力,机器人的流行用途扩展到研究和教育,而不是健康和家庭应用。最后,对研究结果进行了推测,并提出了今后的研究方向。
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引用次数: 12
MelodicTap: fingering hotkey for touch tablets MelodicTap:触摸平板电脑的指法热键
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010993
Seongkook Heo, J. Jung, Geehyuk Lee
Whereas hotkeys are an important user interface for PCs, they are not usually available for touchscreen tablets. We present MelodicTap, a novel hotkey technique utilizing fingering gestures for touchscreen tablets. Users can access a hierarchical menu by performing consecutive sequential taps on the touchscreen. MelodicTap has the following advantages. 1) The use of finger tap sequences allows users to access a large number of menu items. 2) The use of finger-mapped buttons enables eyes-free operation. 3) The sequential traversal of the hierarchical menu helps users develop an expert skill. In this paper, we describe the design and implementation of MelodicTap and our findings gained from the user study.
尽管热键是pc的重要用户界面,但它们通常不适用于触摸屏平板电脑。我们提出MelodicTap,一种新颖的热键技术,利用触摸屏平板电脑的手指手势。用户可以通过连续点击触摸屏来访问分层菜单。MelodicTap有以下优点。1)使用手指点击序列允许用户访问大量菜单项。2)使用手指映射按钮,无需眼睛操作。3)层次菜单的顺序遍历有助于用户培养专业技能。在本文中,我们描述了MelodicTap的设计和实现,以及我们从用户研究中获得的发现。
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引用次数: 9
Measuring flow in an interactive tangible touch table environment 测量流量在一个互动的有形触摸表环境
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3011845
Mark Brown, Matthew Springer
User engagement is a highly desired feature of user interfaces, yet it fails to sufficiently articulate the most extreme type of engagement - flow. The measurement of flow in this paper was motivated by action research participation at the initial field test of the "Preparing for Bushfire" touch table Tangible User Interface (TUI) (Brown et al. 2015)). It was evident that measuring engagement alone would not adequately describe and quantify the engrossed behaviour demonstrated by the general public participants. A Flow Index was constructed to measure and quantify the level of intense focus. Since no standard Flow Index exists, this paper outlines the development process of the construction of the index, including its mathematical validation. It then shows how the Flow Index was used to assess success or failure of the implemented user interface design that was strategically designed for high engagement. The flow was measured during the TUI "Preparing for Bushfire" study using 64 adult members of the general public.
用户粘性是用户界面非常需要的功能,但它却不能充分表达最极端的粘性类型——流。本文中流量测量的动机是参与“准备丛林大火”触摸表有形用户界面(TUI)的初始现场测试的行动研究(Brown et al. 2015)。很明显,仅衡量参与度并不能充分描述和量化普通公众参与者所表现出的专注行为。建立血流指数来衡量和量化强聚焦的水平。由于目前还没有标准的流量指数,本文概述了流量指数构建的发展过程,包括流量指数的数学验证。然后展示了如何使用流量指数来评估高粘性用户界面设计的成功或失败。流量是在TUI“为丛林大火做准备”研究期间测量的,研究对象是64名成年公众。
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引用次数: 0
Session details: Assistive technologies 会话细节:辅助技术
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引用次数: 0
Does textual word-of-mouth affect look and feel? 文字口碑会影响外观和感觉吗?
Pub Date : 2016-11-29 DOI: 10.1145/3010915.3010926
Milica Stojmenovic, John C. Grundy, V. Farrell, R. Biddle, Leonard Hoon
In the field of HCI, website usability and visual appeal have been studied extensively. Participant experience with a website genre influences the use and perception of the website. Word-of-Mouth (WOM), such as user reviews, influences users in hotel, restaurant, movie, and many other e-commerce domains. Thus, a company's or product's reputation can alter a consumer's behaviour towards that product. Our work aimed to acquire an understanding of the effect of textual WOM on usability and visual appeal. This is a novel approach to the topic. This research was undertaken using an unfamiliar city council website to exclude the influence of one's own past experiences and to allow for greater control of the textual WOM. We found that visual appeal, objective and subjective usability were all influenced by text that established reputations.
在人机交互领域,网站可用性和视觉吸引力已经得到了广泛的研究。参与者对网站类型的体验会影响网站的使用和感知。口碑(Word-of-Mouth, WOM),例如用户评论,会影响酒店、餐馆、电影和许多其他电子商务领域的用户。因此,一个公司或产品的声誉可以改变消费者对该产品的行为。我们的工作旨在了解文本口碑对可用性和视觉吸引力的影响。这是研究这个问题的新颖方法。这项研究是在一个不熟悉的市议会网站上进行的,以排除个人过去经历的影响,并允许对文本的更大控制。我们发现视觉吸引力,客观和主观可用性都受到建立声誉的文本的影响。
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引用次数: 3
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Proceedings of the 28th Australian Conference on Computer-Human Interaction
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