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Sharing Earthquake Narratives: Making Space for Others in our Autobiographical Design Process 分享地震叙事:在我们的自传式设计过程中为他人创造空间
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580977
Claudia Núñez-Pacheco, Emma Frid
As interaction designers are venturing to design for others based on autobiographical experiences, it becomes particularly relevant to critically distinguish the designer’s voice from others’ experiences. However, few reports go into detail about how self and others mutually shape the design process and how to incorporate external evaluation into these designs. We describe a one-year process involving the design and evaluation of a prototype combining haptics and storytelling, aiming to materialise and share somatic memories of earthquakes experienced by a designer and her partner. We contribute with three strategies for bringing others into our autobiographical processes, avoiding the dilution of first-person voices while critically addressing design flaws that might hinder the representation of our stories.
当交互设计师冒险根据自己的经历为他人设计时,将设计师的声音与他人的经历区分开来就变得尤为重要。然而,很少有报告详细介绍自我和他人如何相互影响设计过程,以及如何将外部评估纳入这些设计中。我们描述了一个为期一年的过程,包括设计和评估一个原型,结合触觉和讲故事,旨在实现和分享设计师和她的合作伙伴所经历的地震的躯体记忆。我们提供了三种策略,将他人引入我们的自传过程,避免第一人称声音的淡化,同时批判性地解决可能阻碍我们的故事呈现的设计缺陷。
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引用次数: 1
You spin me right round, baby, right round: Examining the Impact of Multi-Sensory Self-Motion Cues on Motion Sickness During a VR Reading Task 你把我转过来,宝贝,转过来:在VR阅读任务中检查多感官自我运动线索对晕动病的影响
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580966
Katharina Margareta Theresa Pöhlmann, Gang Li, Mark Mcgill, Reuben Markoff, S. Brewster
Motion sickness is a problem for many in everyday travel and will become more prevalent with the rise of automated vehicles. Virtual Reality (VR) headsets have shown significant promise in-transit, enabling passengers to engage in immersive entertainment and productivity experiences. In a controlled multi-session motion sickness study using an actuated rotating chair, we examine the potential of multi-sensory visual and auditory motion cues, presented during a VR reading task, for mitigating motion sickness. We found that visual cues are most efficient in reducing symptoms, with auditory cues showing some beneficial effects when combined with the visual. Motion sickness had negative effects on presence as well as task performance, and despite the cognitive demand and multi-sensory cues, motion sickness still reached problematic levels. Our work emphasises the need for effective mitigations and the design of stronger multi-sensory motion cues if VR is to fulfil its potential for passengers.
晕动病是许多人在日常旅行中遇到的一个问题,随着自动驾驶汽车的兴起,晕动病将变得更加普遍。虚拟现实(VR)头显在交通运输中显示出巨大的前景,使乘客能够参与沉浸式娱乐和生产力体验。在一项使用驱动旋转椅的受控多回合晕动病研究中,我们研究了在VR阅读任务中呈现的多感官视觉和听觉运动线索对缓解晕动病的潜力。我们发现视觉线索在减轻症状方面是最有效的,听觉线索与视觉线索结合起来也会产生一些有益的效果。晕动病对存在感和任务表现都有负面影响,尽管有认知需求和多感官提示,晕动病仍然达到了问题水平。我们的工作强调,如果VR要为乘客发挥其潜力,就需要有效的缓解和设计更强的多感官运动线索。
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引用次数: 4
Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS 比较电子游戏中的感知挑战和需求:探讨CORGIS和VGDS的概念维度
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581409
Alexander Flint, A. Denisova, N. Bowman
Measuring perceived challenge and demand in video games is crucial as these player experiences are essential to creating enjoyable games. Two recent measures that identified seemingly distinct structures of challenge (Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - cognitive, emotional, performative, decision-making) and demand (Video Game Demand Scale (VGDS) - cognitive, emotional, controller, exertional, social) have been theorised to overlap, reflecting the five-factor demand structure. To investigate the overlap between these two scales we compared a five (complete overlap) and nine-factor (no overlap) model by surveying 1,101 players asking them to recall their last gaming experience before completing CORGIS and VGDS. After failing to confirm both models, we conducted an exploratory factor analysis. Our findings reveal seven dimensions, where the five-factor VGDS model holds alongside two additional CORGIS dimensions of performative and decision-making, ultimately providing a more holistic understanding of the concepts whilst highlighting unique aspects of each approach.
衡量电子游戏中的感知挑战和需求至关重要,因为这些玩家体验对于创造有趣的游戏至关重要。最近有两种方法能够识别出看似不同的挑战结构(游戏邦注:源自近期游戏玩法互动量表(CORGIS)—-认知、情感、行为和决策)和需求(电子游戏需求量表(VGDS)—-认知、情感、控制、努力和社交),这两种方法在理论上是重叠的,反映了五要素需求结构。为了调查这两个量表之间的重叠,我们通过调查1101名玩家,让他们回忆在完成CORGIS和VGDS之前的最后一次游戏体验,比较了5因素(完全重叠)和9因素(不重叠)模型。在两种模型都无法确认后,我们进行了探索性因子分析。我们的研究结果揭示了七个维度,其中五因素VGDS模型与两个额外的CORGIS执行和决策维度一起,最终提供了对概念的更全面的理解,同时突出了每种方法的独特方面。
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引用次数: 2
Understanding Version Control as Material Interaction with Quickpose 理解版本控制与Quickpose的材质交互
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581394
Eric Rawn, Jingyi Li, E. Paulos, Sarah E. Chasins
Whether a programmer with code or a potter with clay, practitioners engage in an ongoing process of working and reasoning with materials. Existing discussions in HCI have provided rich accounts of these practices and processes, which we synthesize into three themes: (1) reciprocal discovery of goals and materials, (2) local knowledge of materials, and (3) annotation for holistic interpretation. We then apply these design principles generatively to the domain of version control to present Quickpose: a version control system for creative coding. In an in-situ, longitudinal study of Quickpose guided by our themes, we collected usage data, version history, and interviews. Our study explored our participants’ material interaction behaviors and the initial promise of our proposed measures for recognizing these behaviors. Quickpose is an exploration of version control as material interaction, using existing discussions to inform domain-specific concepts, measures, and designs for version control systems.
无论是用代码编写的程序员还是用粘土制作的陶工,从业人员都在不断地对材料进行工作和推理。HCI的现有讨论提供了这些实践和过程的丰富描述,我们将其综合为三个主题:(1)目标和材料的相互发现,(2)材料的局部知识,(3)整体解释的注释。然后,我们将这些设计原则生成应用到版本控制领域,以呈现Quickpose:一个用于创造性编码的版本控制系统。根据我们的主题,我们对Quickpose进行了现场纵向研究,收集了使用数据、版本历史和访谈。我们的研究探讨了参与者的物质互动行为以及我们提出的识别这些行为的措施的初步承诺。Quickpose是对版本控制作为物质交互的探索,使用现有的讨论来告知特定领域的概念、度量和版本控制系统的设计。
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引用次数: 5
Conformal, Seamless, Sustainable: Multimorphic Textile-forms as a Material-Driven Design Approach for HCI 保形、无缝、可持续:多形态纺织品形式作为HCI材料驱动的设计方法
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581156
Holly McQuillan, E. Karana
Technology embeddedness in HCI textiles has great potential for enabling novel interactions and enriched experiences, but unless carefully designed, could inadvertently worsen HCI’s sustainability problem. In an attempt to bridge sustainable debates and practical material-driven scholarship in HCI, we propose Multimorphic Textile-forms (MMTF), as a design approach developed through a lens of multiplicity and extended life cycles, that facilitate change in both design/production and use-time via the simultaneous thinking of the qualities and behaviour of material and form. We provide a number of cases, textile-form methods and vocabulary to enable exploration in this emerging design space. MMTF grants insights into textiles as complex material systems whose behaviour can be tuned across material, interaction and ecological scales for conformal, seamless, and sustainable outcomes.
在HCI纺织品中嵌入技术具有实现新颖互动和丰富体验的巨大潜力,但除非精心设计,否则可能会无意中恶化HCI的可持续性问题。为了在可持续发展的争论和实用材料驱动的HCI学术之间架起桥梁,我们提出了多形态纺织品形式(MMTF),作为一种通过多样性和延长生命周期的视角开发的设计方法,通过同时思考材料和形式的质量和行为,促进设计/生产和使用时间的变化。我们提供了大量的案例、纺织品形式的方法和词汇来探索这个新兴的设计空间。MMTF提供了对纺织品作为复杂材料系统的见解,其行为可以在材料,相互作用和生态尺度上进行调整,以实现适形,无缝和可持续的结果。
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引用次数: 1
How bold can we be? The impact of adjusting font grade on readability in light and dark polarities 我们能有多大胆?调整字体等级对明暗极性下可读性的影响
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581552
Hilary Palmén, Michael Gilbert, David Crossland
Variable font file technology enables adjusting fonts on scaled axes that can include weight, and grade. While making text bold increases the character width, grade achieves boldness without increasing character width or causing text reflow. Through two studies with a total of 459 participants, we examined the effect of varying grade levels on both glancing and paragraph reading tasks in light and dark modes. We show that dark text on a light background (Light Mode) is read reliably faster than its polar opposite (Dark Mode). We found an effect of mode for both glance and paragraph reading and an effect of grade for LM with heavier, increased grade levels. Paragraph readers are not choosing, or preferring, LM over DM despite fluency benefits and reported visual clarity. Software designers can vary grade across the tested font formats to influence design aesthetics and user preferences without worrying about reducing reading fluency.
可变字体文件技术可以在缩放轴上调整字体,包括粗细和等级。加粗可以增加字符宽度,而加粗不会增加字符宽度,也不会引起文本回流。通过两项共有459名参与者的研究,我们研究了不同年级水平在明亮和黑暗模式下对略读和段落阅读任务的影响。我们表明,浅色背景(浅色模式)上的深色文本比其反面(深色模式)的阅读速度更快。我们发现模式对浏览和段落阅读都有影响,而等级对阅读水平越高、阅读水平越高的LM也有影响。段落阅读者并不会选择LM而不是DM,尽管LM有流畅性和视觉清晰度的好处。软件设计师可以在测试的字体格式中改变等级,以影响设计美学和用户偏好,而不必担心降低阅读流畅性。
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引用次数: 2
Engaging Passers-by with Rhythm: Applying Feedforward Learning to a Xylophonic Media Architecture Facade 以节奏吸引路人:将前馈学习应用于木琴媒体建筑立面
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580761
Binh Duc Nguyen, Jihae Han, M. Houben, Y. Bayoumi, A. Vande Moere
Media architecture exploits interactive technology to encourage passers-by to engage with an architectural environment. Whereas most media architecture installations focus on visual stimulation, we developed a permanent media facade that rhythmically knocks xylophone blocks embedded beneath 11 window sills, according to the human actions constantly traced via an overhead camera. In an attempt to overcome its apparent limitations in engaging passers-by more enduringly and purposefully, our study investigates the impact of feedforward learning, a constructive interaction method that instructs passers-by about the results of their actions. Based on a comparative (n=25) and a one-month in-the-wild (n=1877) study, we propose how feedforward learning could empower passers-by to understand the interaction of more abstract types of media architecture, and how particular quantitative indicators capturing this learning could predict how enduringly and purposefully a passer-might engage. We believe these contributions could inspire more creative integrations of non-visual modalities in future public interactive interventions.
媒体建筑利用互动技术来鼓励路人参与到建筑环境中。鉴于大多数媒体建筑装置都注重视觉刺激,我们开发了一个永久性的媒体立面,有节奏地敲击嵌入在11个窗台下的木乐器块,根据人类的行为,通过头顶上的摄像头不断跟踪。为了克服它在更持久和有目的地吸引路人方面的明显局限性,我们的研究调查了前馈学习的影响,前馈学习是一种建设性的互动方法,指导路人了解他们行为的结果。基于一项比较研究(n=25)和一项为期一个月的野外研究(n=1877),我们提出了前馈学习如何使路人能够理解更抽象类型的媒体架构的相互作用,以及捕获这种学习的特定定量指标如何能够预测路人可能参与的持久性和目的性。我们相信这些贡献可以在未来的公共互动干预中激发更多非视觉方式的创造性整合。
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引用次数: 1
ONYX: Assisting Users in Teaching Natural Language Interfaces Through Multi-Modal Interactive Task Learning ONYX:通过多模态交互任务学习,帮助用户教授自然语言界面
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3580964
Marcel Ruoff, B. Myers, A. Maedche
Users are increasingly empowered to personalize natural language interfaces (NLIs) by teaching how to handle new natural language (NL) inputs. However, our formative study found that when teaching new NL inputs, users require assistance in clarifying ambiguities that arise and want insight into which parts of the input the NLI understands. In this paper we introduce ONYX, an intelligent agent that interactively learns new NL inputs by combining NL programming and programming-by-demonstration, also known as multi-modal interactive task learning. To address the aforementioned challenges, ONYX provides suggestions on how ONYX could handle new NL inputs based on previously learned concepts or user-defined procedures, and poses follow-up questions to clarify ambiguities in user demonstrations, using visual and textual aids to clarify the connections. Our evaluation shows that users provided with ONYX’s new features achieved significantly higher accuracy in teaching new NL inputs (median: 93.3%) in contrast to those without (median: 73.3%).
用户越来越有能力通过教授如何处理新的自然语言(NL)输入来个性化自然语言界面(nli)。然而,我们的形成性研究发现,在教授新的NLI输入时,用户需要帮助来澄清出现的歧义,并希望了解NLI理解输入的哪些部分。在本文中,我们介绍了ONYX,它是一个智能代理,通过结合自然语言编程和演示编程来交互式地学习新的自然语言输入,也称为多模态交互式任务学习。为了解决上述挑战,ONYX提供了关于ONYX如何基于先前学习的概念或用户定义的过程处理新的自然语言输入的建议,并提出后续问题以澄清用户演示中的歧义,使用视觉和文本辅助来澄清连接。我们的评估显示,与没有提供ONYX新功能的用户(中位数:73.3%)相比,提供ONYX新功能的用户在教授新的NL输入方面取得了显著更高的准确性(中位数:93.3%)。
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引用次数: 1
What Makes Creators Engage with Online Critiques? Understanding the Role of Artifacts’ Creation Stage, Characteristics of Community Comments, and their Interactions 是什么让创作者参与在线评论?了解工件创造阶段的角色,社区评论的特征,以及它们之间的相互作用
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581054
Qingyu Guo, Chao Zhang, Hanfang Lyu, Zhenhui Peng, Xiaojuan Ma
Online critique communities (OCCs) provide a convenient space for creators to solicit feedback on their artifacts and improve skills. Creators’ behavioral, emotional, and cognitive engagement with comments on their works contribute to their skill development. However, what kinds of critique creators feel engaging may change with the creation stage of their shared artifacts. In this paper, we first model three dimensions of engagement expressed in creators’ replies to peer comments. Then we quantitatively examine how their engagement is affected by artifacts’ stage and feedback characteristics via regression analysis. Results show that creators sharing works-in-progress tend to exhibit lower behavioral and emotional engagement, but higher cognitive engagement than those sharing complete works. The increase in the valence of the feedback is associated with a stronger increase in behavior engagement for seekers sharing complete works than works-in-progress. Finally, we discuss how our insights could benefit OCCs and other online help-seeking platforms.
在线评论社区(occ)为创作者提供了一个方便的空间来征求对其作品的反馈并提高技能。创作者的行为、情感和认知参与对他们作品的评论有助于他们的技能发展。然而,什么样的批评创作者觉得参与可能会随着他们共享的工件的创作阶段而改变。在本文中,我们首先对创作者对同行评论的回复所表达的参与度的三个维度进行建模。然后,我们通过回归分析定量地考察了他们的参与是如何受到工件的阶段和反馈特征的影响的。结果表明,分享创作中的作品的创作者表现出较低的行为和情感投入,但比分享完成作品的创作者表现出更高的认知投入。反馈效价的增加与寻求者分享已完成作品而不是正在进行的作品的行为参与的更强增长有关。最后,我们讨论了我们的见解如何使occ和其他在线求助平台受益。
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引用次数: 0
Visualization of Speech Prosody and Emotion in Captions: Accessibility for Deaf and Hard-of-Hearing Users 语言韵律和情感在字幕中的可视化:聋人和听力障碍者的可及性
Pub Date : 2023-04-19 DOI: 10.1145/3544548.3581511
Caluã de Lacerda Pataca, Matthew Watkins, Roshan Peiris, Sooyeon Lee, Matt Huenerfauth
Speech is expressive in ways that caption text does not capture, with emotion or emphasis information not conveyed. We interviewed eight Deaf and Hard-of-Hearing (dhh) individuals to understand if and how captions’ inexpressiveness impacts them in online meetings with hearing peers. Automatically captioned speech, we found, lacks affective depth, lending it a hard-to-parse ambiguity and general dullness. Interviewees regularly feel excluded, which some understand is an inherent quality of these types of meetings rather than a consequence of current caption text design. Next, we developed three novel captioning models that depicted, beyond words, features from prosody, emotions, and a mix of both. In an empirical study, 16 dhh participants compared these models with conventional captions. The emotion-based model outperformed traditional captions in depicting emotions and emphasis, with only a moderate loss in legibility, suggesting its potential as a more inclusive design for captions.
言语的表达方式是文字标题无法捕捉到的,它带有情感或强调信息,无法传达。我们采访了8位聋人和听力障碍者(dhh),以了解字幕的缺乏表达是否以及如何影响他们与听力障碍者的在线会议。我们发现,自动配字幕的演讲缺乏情感深度,导致难以解析的模糊性和普遍的沉闷。受访者经常感到被排除在外,有些人认为这是这些类型会议的固有品质,而不是当前标题文本设计的结果。接下来,我们开发了三种新的字幕模型,除了文字之外,还描述了韵律、情感和两者的混合特征。在一项实证研究中,16名dhh参与者将这些模型与传统字幕进行了比较。基于情感的模型在描述情感和强调方面优于传统的字幕,仅在易读性上有适度的损失,这表明它有潜力成为更具包容性的字幕设计。
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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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