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.
{"title":"Text entry of physical and virtual keyboards on tablets and the user perception","authors":"Patrick Armstrong, B. Wilkinson","doi":"10.1145/3010915.3011006","DOIUrl":"https://doi.org/10.1145/3010915.3011006","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122725930","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}
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.
{"title":"Companions: objects accruing value and memories by being a part of our lives","authors":"Annemarie F. Zijlema, E. V. D. Hoven, Berry Eggen","doi":"10.1145/3010915.3010958","DOIUrl":"https://doi.org/10.1145/3010915.3010958","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121930944","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 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.
{"title":"But what's here is mine: materialities of physical personal workspaces","authors":"G. Buchanan, Dana Mckay","doi":"10.1145/3010915.3010946","DOIUrl":"https://doi.org/10.1145/3010915.3010946","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122161143","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 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.
{"title":"Augmented reality and home modifications: a tool to empower older adults in fall prevention","authors":"M. L. Bianco, S. Pedell, G. Renda","doi":"10.1145/3010915.3010929","DOIUrl":"https://doi.org/10.1145/3010915.3010929","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122189897","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}
{"title":"Session details: Emotion","authors":"","doi":"10.1145/3254136","DOIUrl":"https://doi.org/10.1145/3254136","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124987618","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 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.
{"title":"#naorobot: exploring Nao discourse on Twitter","authors":"Omar Mubin, Aila Khan, M. Obaid","doi":"10.1145/3010915.3011002","DOIUrl":"https://doi.org/10.1145/3010915.3011002","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130370554","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}
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.
{"title":"MelodicTap: fingering hotkey for touch tablets","authors":"Seongkook Heo, J. Jung, Geehyuk Lee","doi":"10.1145/3010915.3010993","DOIUrl":"https://doi.org/10.1145/3010915.3010993","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116291622","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}
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。
{"title":"Measuring flow in an interactive tangible touch table environment","authors":"Mark Brown, Matthew Springer","doi":"10.1145/3010915.3011845","DOIUrl":"https://doi.org/10.1145/3010915.3011845","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121636679","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}
{"title":"Session details: Assistive technologies","authors":"","doi":"10.1145/3254130","DOIUrl":"https://doi.org/10.1145/3254130","url":null,"abstract":"","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126349004","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}
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.
{"title":"Does textual word-of-mouth affect look and feel?","authors":"Milica Stojmenovic, John C. Grundy, V. Farrell, R. Biddle, Leonard Hoon","doi":"10.1145/3010915.3010926","DOIUrl":"https://doi.org/10.1145/3010915.3010926","url":null,"abstract":"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.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132546794","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}