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This Watchface Fits with my Tattoos: Investigating Customisation Needs and Preferences in Personal Tracking 这个表盘适合我的纹身:调查个人跟踪的定制需求和偏好
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580955
Rúben Gouveia, Daniel A. Epstein
People engage in self-tracking with diverse data collection and visualisation needs and preferences. Customisable self-tracking tools offer the potential to support individualized preferences by letting people make changes to the aesthetics and functionality of tracker displays. In this paper, we use the customisation options offered by the displays of commercial fitness smartwatches as a lens to investigate when, why and how 386 self-trackers engage in customisations in their daily lives. We find that people largely customise their trackers’ display frequently, multiple times a day, or not at all, with frequent customisations reflecting situational data, aesthetic and personal meaning needs. We discuss implications for the design of tracking tools aiming to support customisation and discuss the utility of customisations towards goal scaffolding and maintaining interest in tracking.
人们从事自我跟踪,有不同的数据收集和可视化需求和偏好。可定制的自我跟踪工具通过允许人们更改跟踪器显示的美观性和功能,提供了支持个性化偏好的潜力。在本文中,我们以商业健身智能手表显示器提供的定制选项为视角,调查386名自我追踪者在日常生活中何时、为何以及如何进行定制。我们发现,人们在很大程度上频繁定制追踪器的显示,每天多次,或者根本不定制,频繁的定制反映了情境数据、审美和个人意义需求。我们讨论了旨在支持定制的跟踪工具设计的含义,并讨论了定制对目标脚手架和保持跟踪兴趣的效用。
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引用次数: 1
‘Treat me as your friend, not a number in your database’: Co-designing with Children to Cope with Datafication Online “把我当作你的朋友,而不是你数据库中的数字”:与孩子共同设计应对在线数据化
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580933
Ge Wang, Jun Zhao, Max Van Kleek, N. Shadbolt
Datafication refers to the practices through which children’s online actions are pervasively recorded, tracked, aggregated, analysed, and exploited by online services in ways including behavioural engineering and monetisation. Previous research has shown that not only do children care significantly about various aspects of datafication, but they demand a chance to take action. Through 10 co-design sessions with 53 children, we examined how children in the UK want to be supported to cope with the datafication practices. Our findings provide insights for creating age-appropriate support for children’s algorithmic literacy development, highlighting and unpacking the importance of no one-size-fitting-all designs to support children’s coping with datafication. We contribute a first understanding of how children aged 7–14 would like to be supported with datafication and what future data-driven digital experiences should be like for them, who demand a shift of the current data ecosystem towards a more humane-by-design and autonomy-supportive future.
数据化是指儿童的在线行为被广泛记录、跟踪、汇总、分析,并被在线服务以行为工程和货币化等方式利用。先前的研究表明,孩子们不仅非常关心数据化的各个方面,而且他们需要一个采取行动的机会。通过与53名儿童的10次共同设计会议,我们研究了英国的儿童希望如何得到支持来应对数据化实践。我们的研究结果为创建适合儿童算法读写能力发展的年龄支持提供了见解,强调并揭示了没有一刀切的设计来支持儿童应对数据化的重要性。我们首次了解了7-14岁的儿童希望如何得到数据化的支持,以及未来数据驱动的数字体验对他们来说应该是什么样子,他们要求当前的数据生态系统向更加人性化的设计和自主支持的未来转变。
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引用次数: 2
“Together but not together”: Evaluating Typing Indicators for Interaction-Rich Communication “在一起但不在一起”:评价互动丰富的交流的打字指标
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581248
Zainab Iftikhar, Yu-Chen Ma, Jeff Huang
Messaging is a ubiquitous digital communication medium. It is also a minimal medium of communication because of its inability to convey immediate feedback, tone, facial expressions, hesitations, and pauses, or follow the train of the other person’s thoughts. This paper combines quantitative and qualitative approaches for analyzing richer forms of typing indicators in messaging interfaces, such as showing text as it is typed. By assessing users’ subjective workload and interpreting these findings in the context of users’ experiences, we found that more expressive typing indicators were perceived as “rich in communication”, as they helped people communicate more allowing for closer connections. These indicators also increased users’ perceived co-presence. In addition, our research suggests there may be benefits of designing customized typing indicators for relationship maintenance and task-based communication.
消息传递是一种无处不在的数字通信媒介。它也是一种最小的沟通媒介,因为它无法传达即时反馈、语气、面部表情、犹豫和停顿,也无法跟随他人的思想。本文结合了定量和定性方法来分析消息传递接口中更丰富的输入指示形式,例如在输入时显示文本。通过评估用户的主观工作量,并在用户体验的背景下解释这些发现,我们发现更具表现力的打字指标被认为是“丰富的沟通”,因为它们有助于人们更多地沟通,从而建立更紧密的联系。这些指标也增加了用户的共同存在感。此外,我们的研究表明,设计定制的打字指标可能对关系维护和基于任务的沟通有好处。
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引用次数: 0
Decolonizing Content Moderation: Does Uniform Global Community Standard Resemble Utopian Equality or Western Power Hegemony? 非殖民化的内容管理:统一的全球社区标准是否类似于乌托邦式的平等或西方强权霸权?
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581538
F. Shahid, Aditya Vashistha
Social media platforms use content moderation to reduce and remove problematic content. However, much of the discourse on the benefits and pitfalls of moderation has so far focused on users in the West. Little is known about how users in the Global South interact with the humans and algorithms behind opaque moderation systems. To fill this gap, we conducted interviews with 19 Bangladeshi social media users who received restrictions for violating community standards on Facebook. We found that the users perceived the underlying human-AI infrastructure to imbibe coloniality in the form of amplifying power relations, centering Western norms, and perpetuating historical injustices and erasure of minoritized expressions. Based on the findings, we establish that the current moderation systems often propagate historical power relations and patterns of oppression, and discuss ways to rethink moderation in a fundamentally decolonial way.
社交媒体平台使用内容审核来减少和删除有问题的内容。然而,到目前为止,关于节制的好处和弊端的讨论大多集中在西方用户身上。对于全球南方的用户如何与不透明审核系统背后的人类和算法互动,我们知之甚少。为了填补这一空白,我们采访了19名孟加拉国社交媒体用户,他们因在Facebook上违反社区标准而受到限制。我们发现,用户认为潜在的人类-人工智能基础设施以放大权力关系、以西方规范为中心、延续历史不公正和消除少数民族表达的形式吸收殖民主义。基于这些发现,我们认为当前的适度制度经常传播历史上的权力关系和压迫模式,并讨论了从根本上以非殖民化的方式重新思考适度的方法。
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引用次数: 6
Save A Tree or 6 kg of CO2? Understanding Effective Carbon Footprint Interventions for Eco-Friendly Vehicular Choices 节约一棵树还是6公斤二氧化碳?了解环保车辆选择的有效碳足迹干预措施
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580675
V. Mohanty, Alexandre L. S. Filipowicz, N. Bravo, Scott Carter, David A. Shamma
From ride-hailing to car rentals, consumers are often presented with eco-friendly options. Beyond highlighting a “green” vehicle and CO2 emissions, CO2 equivalencies have been designed to provide understandable amounts; we ask which equivalencies will lead to eco-friendly decisions. We conducted five ride-hailing scenario surveys where participants picked between regular and eco-friendly options, testing equivalencies, social features, and valence-based interventions. Further, we tested a car-rental embodiment to gauge how an individual (needing a car for several days) might behave versus the immediate ride-hailing context. We find that participants are more likely to choose green rides when presented with additional information about emissions; CO2 by weight was found to be the most effective. Further, we found that information framing—be it individual or collective footprint, positive or negative valence—had an impact on participants’ choices. Finally, we discuss how our findings inform the design of effective interventions for reducing car-based carbon-emissions.
从网约车到汽车租赁,消费者经常会有环保的选择。除了强调“绿色”汽车和二氧化碳排放,二氧化碳当量的设计提供了可理解的数量;我们要问的是,什么样的等价物会导致生态友好的决定。我们进行了五次网约车场景调查,参与者在常规和环保选项之间进行选择,测试等效性、社会特征和基于价格的干预措施。此外,我们测试了一个汽车租赁实例,以衡量一个人(需要一辆车好几天)与即时打车环境的表现。我们发现,当提供有关排放的额外信息时,参与者更有可能选择绿色骑行;按重量计算,二氧化碳被发现是最有效的。此外,我们发现信息框架——无论是个人的还是集体的足迹,积极的还是消极的价值——对参与者的选择有影响。最后,我们讨论了我们的发现如何为减少汽车碳排放的有效干预措施的设计提供信息。
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引用次数: 1
PunchPrint: Creating Composite Fiber-Filament Craft Artifacts by Integrating Punch Needle Embroidery and 3D Printing PunchPrint:通过集成打孔针刺绣和3D打印创建复合纤维-长丝工艺文物
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581298
Ashley Del Valle, Mert Toka, Alejandro Aponte, Jennifer Jacobs
New printing strategies have enabled 3D-printed materials that imitate traditional textiles. These filament-based textiles are easy to fabricate but lack the look and feel of fiber textiles. We seek to augment 3D-printed textiles with needlecraft to produce composite materials that integrate the programmability of additive fabrication with the richness of traditional textile craft. We present PunchPrint: a technique for integrating fiber and filament in a textile by combining punch needle embroidery and 3D printing. Using a toolpath that imitates textile weave structure, we print a flexible fabric that provides a substrate for punch needle production. We evaluate our material’s robustness through tensile strength and needle compatibility tests. We integrate our technique into a parametric design tool and produce functional artifacts that show how PunchPrint broadens punch needle craft by reducing labor in small, detailed artifacts, enabling the integration of openings and multiple yarn weights, and scaffolding soft 3D structures.
新的打印策略使3d打印材料能够模仿传统纺织品。这些以长丝为基础的纺织品易于制造,但缺乏纤维纺织品的外观和手感。我们试图用刺绣来增强3d打印纺织品,以生产将增材制造的可编程性与传统纺织工艺的丰富性相结合的复合材料。我们提出了PunchPrint:一种结合打孔针刺绣和3D打印,将纤维和长丝整合在纺织品中的技术。使用模仿纺织组织结构的工具路径,我们打印了一种柔性织物,为冲孔针的生产提供了基板。我们通过拉伸强度和针相容性测试来评估材料的坚固性。我们将我们的技术集成到参数化设计工具中,并生产功能性工件,展示了PunchPrint如何通过减少小而详细的工件的劳动来扩大冲孔针工艺,从而实现开口和多个纱线重量的集成,以及脚手架软3D结构。
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引用次数: 0
Investigating an Equity-based Participatory Approach to Technology-rich Learning in Community Recreation Centers 基于公平的参与式社区娱乐中心技术丰富学习方法的研究
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581567
E. Higgins, Jennifer Posada, Quinlan Kimble-Brown, Susan Abler, Andrew Coy, Foad Hamidi
Understanding how to design and implement equity-based approaches to technology-rich learning can lead to increased and diversified participation in computing. Do-it-yourself (DIY) and maker approaches to interactive technology learning have been hailed as potential equalizers of science, technology, engineering, and math (STEM) education for underserved youth, a narrative challenged by scholarship that has shown that if not designed carefully, making can be exclusionary and hegemonic. Equity-based approaches to making have identified the crucial role of community educators to prioritize community assets and learner participation. We studied educators’ strategies and youth outcomes in four afterschool maker programs in urban recreation centers. Community educators used several equity-based strategies to engage youth that included: identifying their interests through direct conversation and indirect signaling, customizing program activities to respond to interests, and encouraging self-expression and authenticity. These strategies led to increased social connections among youth, and increased technology self-efficacy and project ownership.
了解如何设计和实施基于公平的方法来实现技术丰富的学习,可以增加和多样化地参与计算。交互式技术学习的DIY和创客方法被誉为科学、技术、工程和数学(STEM)教育的潜在均衡器,适用于缺乏教育的年轻人。这一说法受到了学术界的挑战,学术界表明,如果设计不当,制作可能会被排斥和霸权化。基于公平的教育方法确定了社区教育者在优先考虑社区资产和学习者参与方面的关键作用。我们研究了城市娱乐中心四个课后创客项目中教育者的策略和青少年的结果。社区教育工作者使用了几种基于公平的策略来吸引年轻人,包括:通过直接对话和间接信号来确定他们的兴趣,定制项目活动来回应兴趣,鼓励自我表达和真实性。这些策略增加了年轻人之间的社会联系,提高了技术自我效能和项目所有权。
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引用次数: 0
Assisting with Fingertip Force Control by Active Bio-Acoustic Sensing and Electrical Muscle Stimulation 主动生物声学传感和肌肉电刺激辅助指尖力控制
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581192
Arinobu Niijima, Yuki Kubo
Fingertip force control plays an important role in learning motor skills. Exoskeleton gloves have been developed to assist with fingertip force control, but having the equipment on the fingers interferes with finger motion control and tactile sensation. Thus, we present a system for assisting with voluntary fingertip force control that does not require any devices to be worn on the fingers. In this study, we focused particularly on lateral pinch force, which is grip force achieved with the pad of the thumb and the lateral surface of the index finger to grasp objects. We use active bio-acoustic sensing to estimate voluntary pinch force with piezo elements attached to the back of the hand and electrical muscle stimulation (EMS) to the forearm to control involuntary pinch force in a closed-loop system. We developed three prototypes and conducted user studies to investigate whether our system can assist with pinch force control under several target forces, from weak to strong. Our user studies showed that the combination of active bio-acoustic sensing and EMS can assist users in maintaining the pinch force closer to the target force.
指尖力控制在运动技能的学习中起着重要的作用。外骨骼手套的开发是为了帮助控制指尖的力量,但是将设备戴在手指上会干扰手指的运动控制和触觉。因此,我们提出了一个系统,以协助自愿指尖力控制,不需要在手指上佩戴任何设备。在本研究中,我们特别关注横向捏力,即用拇指垫和食指外侧面来抓取物体的握力。在闭环系统中,我们使用主动生物声学传感技术,利用附着在手背的压电元件和前臂的电肌肉刺激(EMS)来估计非自愿捏力。我们开发了三个原型,并进行了用户研究,以调查我们的系统是否可以在几种目标力(从弱到强)下辅助夹紧力控制。我们的用户研究表明,主动生物声学传感和EMS的结合可以帮助用户保持更接近目标力的捏力。
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引用次数: 0
VRGit: A Version Control System for Collaborative Content Creation in Virtual Reality VRGit:虚拟现实中协同内容创作的版本控制系统
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581136
Lei Zhang, Ashutosh Agrawal, Steve Oney, Anhong Guo
Immersive authoring tools allow users to intuitively create and manipulate 3D scenes while immersed in Virtual Reality (VR). Collaboratively designing these scenes is a creative process that involves numerous edits, explorations of design alternatives, and frequent communication with collaborators. Version Control Systems (VCSs) help users achieve this by keeping track of the version history and creating a shared hub for communication. However, most VCSs are unsuitable for managing the version history of VR content because their underlying line differencing mechanism is designed for text and lacks the semantic information of 3D content; and the widely adopted commit model is designed for asynchronous collaboration rather than real-time awareness and communication in VR. We introduce VRGit, a new collaborative VCS that visualizes version history as a directed graph composed of 3D miniatures, and enables users to easily navigate versions, create branches, as well as preview and reuse versions directly in VR. Beyond individual uses, VRGit also facilitates synchronous collaboration in VR by providing awareness of users’ activities and version history through portals and shared history visualizations. In a lab study with 14 participants (seven groups), we demonstrate that VRGit enables users to easily manage version history both individually and collaboratively in VR.
沉浸式创作工具允许用户在沉浸在虚拟现实(VR)中直观地创建和操作3D场景。协同设计这些场景是一个创造性的过程,包括大量的编辑、对设计方案的探索以及与合作者的频繁沟通。版本控制系统(vcs)通过跟踪版本历史记录和创建用于通信的共享中心来帮助用户实现这一目标。然而,由于vc的底层行差机制是针对文本设计的,缺乏3D内容的语义信息,大多数vc不适合管理VR内容的版本历史;广泛采用的提交模型是为异步协作而设计的,而不是VR中的实时感知和通信。我们介绍了VRGit,一个新的协同VCS,将版本历史可视化为3D微缩图组成的有向图,使用户可以轻松地在VR中导航版本,创建分支,以及预览和重用版本。除了个人使用之外,VRGit还通过门户和共享的历史可视化提供用户活动和版本历史的意识,从而促进VR中的同步协作。在一项有14名参与者(7组)的实验室研究中,我们证明了VRGit使用户能够轻松地在VR中单独或协作地管理版本历史。
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引用次数: 3
HUGO, a High-Resolution Tactile Emulator for Complex Surfaces HUGO,用于复杂表面的高分辨率触觉模拟器
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581064
Yair Herbst, A. Wolf, Lihi Zelnik-Manor
Many of our activities rely on tactile feedback perceived through mechanoreceptors in our skin. While visual and auditory devices provide immersive experiences, cutaneous feedback devices are typically limited in the range of sensations they provide and are hence usually used and tested on relatively simple synthetic surfaces. We present a device designed in a human-centered process, triggering the mechanoreceptors sensitive to pressure, low-frequency vibrations, and high-frequency vibrations, enabling one to experience touch of complex real-world surfaces. The device is based on a parallel manipulator and a pin-array, that operate simultaneously at 200Hz and emulate coarse and fine geometrical features, respectively. The decomposition into coarse and fine features, alongside the high operation frequency, enable simulation of virtual surfaces. This was corroborated via experiments on complex real-world surfaces via both a quantitative recognition test and a usability questionnaire. We believe that this design can be incorporated in numerous applications.
我们的许多活动依赖于通过皮肤上的机械感受器感知到的触觉反馈。虽然视觉和听觉设备提供身临其境的体验,但皮肤反馈设备通常在其提供的感觉范围内受到限制,因此通常在相对简单的合成表面上使用和测试。我们提出了一种以人为中心设计的设备,可以触发对压力、低频振动和高频振动敏感的机械感受器,使人们能够体验到复杂的现实世界表面的触摸。该装置基于一个并行机械手和一个引脚阵列,同时以200Hz的频率工作,分别模拟粗糙和精细的几何特征。将其分解为粗细特征,加上高操作频率,使虚拟表面的仿真成为可能。通过定量识别测试和可用性问卷,在复杂的现实世界表面上进行了实验,证实了这一点。我们相信,这种设计可以纳入许多应用程序。
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引用次数: 1
期刊
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
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