首页 > 最新文献

ACM Transactions on Computer-Human Interaction (TOCHI)最新文献

英文 中文
Commanding and Re-Dictation 指挥和复述
Pub Date : 2020-08-03 DOI: 10.1145/3390889
Debjyoti Ghosh, Can Liu, Shengdong Zhao, Kotaro Hara
Existing voice-based interfaces have limited support for text editing, especially when seeing the text is difficult, e.g., while walking or cooking. This research develops voice interaction techniques for eyes-free text editing. First, with a Wizard-of-Oz study, we identified two primary user strategies: using commands, e.g., “replace go with goes” and re-dictating over an erroneous portion, e.g., correcting “he go there” by saying “he goes there.” To support these user strategies with an actual system implementation, we developed two eyes-free voice interaction techniques, Commanding and Re-dictation, and evaluated them with a controlled experiment. Results showed that while Re-dictation performs significantly better for more semantically complex edits, Commanding is more suitable for making one-word edits, especially deletions. We developed VoiceRev to combine both the techniques in the same interface and evaluated it with realistic tasks. Results showed improved usability of the combined techniques over either of the two techniques used individually.
现有的基于语音的界面对文本编辑的支持有限,尤其是在看文本比较困难的时候,比如走路或做饭的时候。本研究开发了用于无眼文本编辑的语音交互技术。首先,通过《绿野仙踪》的研究,我们确定了两种主要的用户策略:使用命令,例如,“将go替换为goes”,并对错误部分进行重新口述,例如,通过说“他去那里”来纠正“他去那里”。为了在实际的系统实现中支持这些用户策略,我们开发了两种无眼语音交互技术,命令和重新听写,并通过对照实验对它们进行了评估。结果表明,虽然“重新听写”在语义更复杂的编辑中表现得更好,但“命令”更适合做一个词的编辑,尤其是删除。我们开发了VoiceRev,将这两种技术结合在同一个界面中,并通过实际任务对其进行了评估。结果表明,与单独使用的两种技术中的任何一种相比,组合技术的可用性有所提高。
{"title":"Commanding and Re-Dictation","authors":"Debjyoti Ghosh, Can Liu, Shengdong Zhao, Kotaro Hara","doi":"10.1145/3390889","DOIUrl":"https://doi.org/10.1145/3390889","url":null,"abstract":"Existing voice-based interfaces have limited support for text editing, especially when seeing the text is difficult, e.g., while walking or cooking. This research develops voice interaction techniques for eyes-free text editing. First, with a Wizard-of-Oz study, we identified two primary user strategies: using commands, e.g., “replace go with goes” and re-dictating over an erroneous portion, e.g., correcting “he go there” by saying “he goes there.” To support these user strategies with an actual system implementation, we developed two eyes-free voice interaction techniques, Commanding and Re-dictation, and evaluated them with a controlled experiment. Results showed that while Re-dictation performs significantly better for more semantically complex edits, Commanding is more suitable for making one-word edits, especially deletions. We developed VoiceRev to combine both the techniques in the same interface and evaluated it with realistic tasks. Results showed improved usability of the combined techniques over either of the two techniques used individually.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116963640","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}
引用次数: 8
A Longitudinal Study of Pervasive Display Personalisation 无孔不入展示个性化的纵向研究
Pub Date : 2020-08-01 DOI: 10.1145/3418352
Mateusz Mikusz, Peter Shaw, N. Davies, P. Nurmi, S. Clinch, Ludwig Trotter, Ivan Elhart, Marc Langheinrich, A. Friday
Widespread sensing devices enable a world in which physical spaces become personalised in the presence of mobile users. An important example of such personalisation is the use of pervasive displays to show content that matches the requirements of proximate viewers. Despite prior work on prototype systems that use mobile devices to personalise displays, no significant attempts to trial such systems have been carried out. In this article, we report on our experiences of designing, developing and operating the world’s first comprehensive display personalisation service for mobile users. Through a set of rigorous quantitative measures and 11 potential user/stakeholder interviews, we demonstrate the success of the platform in realising display personalisation, and offer a series of reflections to inform the design of future systems.
广泛的传感设备使物理空间在移动用户面前变得个性化。这种个性化的一个重要例子是使用无处不在的显示器来显示符合近距离观众要求的内容。尽管之前有使用移动设备个性化显示的原型系统的工作,但还没有对这种系统进行重大的试验尝试。在这篇文章中,我们报告了我们设计、开发和运营世界上第一个针对移动用户的综合显示个性化服务的经验。通过一系列严格的定量测量和11个潜在用户/利益相关者访谈,我们展示了该平台在实现显示个性化方面的成功,并提供了一系列反思,为未来系统的设计提供信息。
{"title":"A Longitudinal Study of Pervasive Display Personalisation","authors":"Mateusz Mikusz, Peter Shaw, N. Davies, P. Nurmi, S. Clinch, Ludwig Trotter, Ivan Elhart, Marc Langheinrich, A. Friday","doi":"10.1145/3418352","DOIUrl":"https://doi.org/10.1145/3418352","url":null,"abstract":"Widespread sensing devices enable a world in which physical spaces become personalised in the presence of mobile users. An important example of such personalisation is the use of pervasive displays to show content that matches the requirements of proximate viewers. Despite prior work on prototype systems that use mobile devices to personalise displays, no significant attempts to trial such systems have been carried out. In this article, we report on our experiences of designing, developing and operating the world’s first comprehensive display personalisation service for mobile users. Through a set of rigorous quantitative measures and 11 potential user/stakeholder interviews, we demonstrate the success of the platform in realising display personalisation, and offer a series of reflections to inform the design of future systems.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134411181","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}
引用次数: 3
Engagement by Design 设计参与
Pub Date : 2020-07-26 DOI: 10.1145/3412844
Mochen Yang, Yuqing Ren, G. Adomavicius
We study the impact and interplay of social design features on the engagement behaviors toward user-generated content on Facebook business pages. By examining the introduction of the “Reactions” feature on Facebook, we aim to understand how the introduction of a new engagement feature affects the overall engagement activities and the use of existing engagement features. We found evidence of a positive effect of Reactions on overall engagement levels. Furthermore, the introduction of the Reactions feature had heterogeneous effects on the use of existing engagement features. Posts that received Reactions also ended up receiving more Likes and Comments than what they would have received before the feature change. However, the opposite is true for posts that received no Reactions, although the effect sizes were small. These effects were detected within the first four weeks after the feature introduction, and persisted after six months, indicating long-term structural changes in users’ engagement behaviors.
我们研究了社交设计特征对Facebook商业页面上用户生成内容的参与行为的影响和相互作用。通过研究Facebook上“反应”功能的引入,我们的目标是了解新用户粘性功能的引入如何影响整体用户粘性活动和现有用户粘性功能的使用。我们发现了反应对整体参与度产生积极影响的证据。此外,反应功能的引入对现有参与功能的使用产生了不同的影响。与功能改变前相比,收到反馈的帖子也收到了更多的喜欢和评论。然而,对于没有收到回应的帖子,情况正好相反,尽管效应量很小。这些影响在功能引入后的前四周内被发现,并在6个月后持续存在,这表明用户粘性行为的长期结构性变化。
{"title":"Engagement by Design","authors":"Mochen Yang, Yuqing Ren, G. Adomavicius","doi":"10.1145/3412844","DOIUrl":"https://doi.org/10.1145/3412844","url":null,"abstract":"We study the impact and interplay of social design features on the engagement behaviors toward user-generated content on Facebook business pages. By examining the introduction of the “Reactions” feature on Facebook, we aim to understand how the introduction of a new engagement feature affects the overall engagement activities and the use of existing engagement features. We found evidence of a positive effect of Reactions on overall engagement levels. Furthermore, the introduction of the Reactions feature had heterogeneous effects on the use of existing engagement features. Posts that received Reactions also ended up receiving more Likes and Comments than what they would have received before the feature change. However, the opposite is true for posts that received no Reactions, although the effect sizes were small. These effects were detected within the first four weeks after the feature introduction, and persisted after six months, indicating long-term structural changes in users’ engagement behaviors.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121424898","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}
引用次数: 2
Taking the Long, Holistic, and Intersectional View to Women’s Wellbeing 从长远、整体和交叉的角度看待女性的幸福
Pub Date : 2020-07-20 DOI: 10.1145/3397159
Neha Kumar, Naveena Karusala, Azra Ismail, A. Tuli
In this article, we present 6 cases (contained in 13 studies) variously connected with women’s health in a range of Indian contexts. Analyzing these cases, we highlight that “women’s health” is inextricably linked with extrinsic factors that also need addressing, to propose a broadened focus of “women’s wellbeing,” as defined through the lens of Martha Nussbaum’s central human capabilities. Drawing again on our cases, we discuss the importance of taking a long, holistic, and intersectional view to women’s wellbeing. Consolidating lessons learned across studies, we emphasize the potential of framing challenges around women’s health as learning problems, rather than problems of information access alone. Leveraging this perspective, we propose the use of design-based implementation research as a potential approach in identified learning ecologies, given its emphasis on long-term engagement with multiple stakeholders in the learning process. Although the empirical research we draw from took place in various Indian contexts, we conclude by arguing that key contextual characteristics may translate to other cultures and geographies as well.
在本文中,我们介绍了6个案例(包含在13项研究中),这些案例与印度各种情况下的妇女健康有不同的联系。通过分析这些案例,我们强调“女性健康”与外部因素有着千丝万缕的联系,这些因素也需要解决,从而提出了一个更广泛的“女性福祉”的焦点,通过玛莎·努斯鲍姆(Martha Nussbaum)的核心人类能力来定义。再次借鉴我们的案例,我们讨论了对女性福祉采取长期、整体和交叉观点的重要性。在综合各项研究的经验教训的同时,我们强调有可能将围绕妇女健康的挑战视为学习问题,而不仅仅是获取信息的问题。利用这一观点,我们建议使用基于设计的实施研究作为确定学习生态的一种潜在方法,因为它强调在学习过程中与多个利益相关者的长期参与。尽管我们的实证研究是在不同的印度背景下进行的,但我们的结论是,关键的背景特征也可以转化为其他文化和地理。
{"title":"Taking the Long, Holistic, and Intersectional View to Women’s Wellbeing","authors":"Neha Kumar, Naveena Karusala, Azra Ismail, A. Tuli","doi":"10.1145/3397159","DOIUrl":"https://doi.org/10.1145/3397159","url":null,"abstract":"In this article, we present 6 cases (contained in 13 studies) variously connected with women’s health in a range of Indian contexts. Analyzing these cases, we highlight that “women’s health” is inextricably linked with extrinsic factors that also need addressing, to propose a broadened focus of “women’s wellbeing,” as defined through the lens of Martha Nussbaum’s central human capabilities. Drawing again on our cases, we discuss the importance of taking a long, holistic, and intersectional view to women’s wellbeing. Consolidating lessons learned across studies, we emphasize the potential of framing challenges around women’s health as learning problems, rather than problems of information access alone. Leveraging this perspective, we propose the use of design-based implementation research as a potential approach in identified learning ecologies, given its emphasis on long-term engagement with multiple stakeholders in the learning process. Although the empirical research we draw from took place in various Indian contexts, we conclude by arguing that key contextual characteristics may translate to other cultures and geographies as well.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124247541","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}
引用次数: 29
Machine Learning in Mental Health 心理健康中的机器学习
Pub Date : 2020-06-23 DOI: 10.1145/3398069
Anja Thieme, D. Belgrave, Gavin Doherty
High prevalence of mental illness and the need for effective mental health care, combined with recent advances in AI, has led to an increase in explorations of how the field of machine learning (ML) can assist in the detection, diagnosis and treatment of mental health problems. ML techniques can potentially offer new routes for learning patterns of human behavior; identifying mental health symptoms and risk factors; developing predictions about disease progression; and personalizing and optimizing therapies. Despite the potential opportunities for using ML within mental health, this is an emerging research area, and the development of effective ML-enabled applications that are implementable in practice is bound up with an array of complex, interwoven challenges. Aiming to guide future research and identify new directions for advancing development in this important domain, this article presents an introduction to, and a systematic review of, current ML work regarding psycho-socially based mental health conditions from the computing and HCI literature. A quantitative synthesis and qualitative narrative review of 54 papers that were included in the analysis surfaced common trends, gaps, and challenges in this space. Discussing our findings, we (i) reflect on the current state-of-the-art of ML work for mental health, (ii) provide concrete suggestions for a stronger integration of human-centered and multi-disciplinary approaches in research and development, and (iii) invite more consideration of the potentially far-reaching personal, social, and ethical implications that ML models and interventions can have, if they are to find widespread, successful adoption in real-world mental health contexts.
精神疾病的高患病率和对有效精神保健的需求,加上人工智能的最新进展,导致人们越来越多地探索机器学习(ML)领域如何协助检测、诊断和治疗精神健康问题。机器学习技术可能为学习人类行为模式提供新的途径;确定心理健康症状和风险因素;对疾病进展进行预测;个性化和优化治疗。尽管在心理健康领域使用机器学习有潜在的机会,但这是一个新兴的研究领域,开发有效的、可在实践中实现的机器学习应用程序与一系列复杂的、相互交织的挑战息息相关。为了指导未来的研究并确定在这一重要领域推进发展的新方向,本文从计算和HCI文献中介绍并系统回顾了当前关于基于心理社会的心理健康状况的ML工作。对纳入分析的54篇论文进行了定量综合和定性叙述综述,揭示了这一领域的共同趋势、差距和挑战。在讨论我们的研究结果时,我们(i)反思了当前机器学习在心理健康方面的最新进展,(ii)为研究和开发中以人为中心和多学科方法的更强整合提供了具体建议,(iii)请更多地考虑机器学习模型和干预措施可能产生的潜在深远的个人、社会和伦理影响,如果它们在现实世界的心理健康环境中得到广泛、成功的采用。
{"title":"Machine Learning in Mental Health","authors":"Anja Thieme, D. Belgrave, Gavin Doherty","doi":"10.1145/3398069","DOIUrl":"https://doi.org/10.1145/3398069","url":null,"abstract":"High prevalence of mental illness and the need for effective mental health care, combined with recent advances in AI, has led to an increase in explorations of how the field of machine learning (ML) can assist in the detection, diagnosis and treatment of mental health problems. ML techniques can potentially offer new routes for learning patterns of human behavior; identifying mental health symptoms and risk factors; developing predictions about disease progression; and personalizing and optimizing therapies. Despite the potential opportunities for using ML within mental health, this is an emerging research area, and the development of effective ML-enabled applications that are implementable in practice is bound up with an array of complex, interwoven challenges. Aiming to guide future research and identify new directions for advancing development in this important domain, this article presents an introduction to, and a systematic review of, current ML work regarding psycho-socially based mental health conditions from the computing and HCI literature. A quantitative synthesis and qualitative narrative review of 54 papers that were included in the analysis surfaced common trends, gaps, and challenges in this space. Discussing our findings, we (i) reflect on the current state-of-the-art of ML work for mental health, (ii) provide concrete suggestions for a stronger integration of human-centered and multi-disciplinary approaches in research and development, and (iii) invite more consideration of the potentially far-reaching personal, social, and ethical implications that ML models and interventions can have, if they are to find widespread, successful adoption in real-world mental health contexts.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121743013","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}
引用次数: 124
Ordinary User Experiences at Work 工作中的普通用户体验
Pub Date : 2020-06-13 DOI: 10.1145/3386089
Torkil Clemmensen, M. Hertzum, J. Abdelnour-Nocera
We investigate professional greenhouse growers’ user experience (UX) when using climate-management systems in their daily work. We build on the literature on UX, in particular UX at work, and extend it to ordinary UX at work. In a 10-day diary study, we collected data with a general UX instrument (AttrakDiff), a domain-specific instrument, and interviews. We find that AttrakDiff is valid at work; its three-factor structure of pragmatic quality (PQ), hedonic identification quality, and hedonic stimulation quality is recognizable in the growers’ responses. In this article, UX at work is understood as interactions among technology, tasks, structure, and actors. Our data support the recent proposal for the ordinariness of UX at work. We find that during continued use, UX at work is middle-of-the-scale, remains largely constant over time, and varies little across use situations. For example, the largest slope of the four AttrakDiff constructs when regressed over the 10 days was as small as 0.04. The findings contrast existing assumptions and findings in UX research, which is mainly about extraordinary and positive experiences. In this way, the present study contributes to UX research by calling attention to the mundane, unremarkable, and ordinary UXs at work.
我们调查专业温室种植者在日常工作中使用气候管理系统时的用户体验(UX)。我们以UX的文献为基础,特别是工作中的UX,并将其扩展到普通的工作中的UX。在为期10天的日记研究中,我们使用通用UX工具(AttrakDiff)、特定领域工具和访谈收集数据。我们发现AttrakDiff在工作中是有效的;其实用品质(PQ)、享乐认同品质(hedonic identification quality)和享乐刺激品质(hedonic stimulation quality)的三因子结构在种植者的反应中是可识别的。在本文中,工作中的用户体验被理解为技术、任务、结构和参与者之间的交互。我们的数据支持最近关于工作中用户体验平常化的建议。我们发现,在持续使用过程中,工作中的用户体验是中等规模的,随着时间的推移基本上保持不变,并且在不同的使用情况下变化很小。例如,四种AttrakDiff结构在10天内回归后的最大斜率仅为0.04。这些发现对比了现有的假设和用户体验研究的发现,这主要是关于非凡和积极的体验。通过这种方式,本研究通过唤起人们对工作中平凡、不起眼和普通UX的关注,为UX研究做出了贡献。
{"title":"Ordinary User Experiences at Work","authors":"Torkil Clemmensen, M. Hertzum, J. Abdelnour-Nocera","doi":"10.1145/3386089","DOIUrl":"https://doi.org/10.1145/3386089","url":null,"abstract":"We investigate professional greenhouse growers’ user experience (UX) when using climate-management systems in their daily work. We build on the literature on UX, in particular UX at work, and extend it to ordinary UX at work. In a 10-day diary study, we collected data with a general UX instrument (AttrakDiff), a domain-specific instrument, and interviews. We find that AttrakDiff is valid at work; its three-factor structure of pragmatic quality (PQ), hedonic identification quality, and hedonic stimulation quality is recognizable in the growers’ responses. In this article, UX at work is understood as interactions among technology, tasks, structure, and actors. Our data support the recent proposal for the ordinariness of UX at work. We find that during continued use, UX at work is middle-of-the-scale, remains largely constant over time, and varies little across use situations. For example, the largest slope of the four AttrakDiff constructs when regressed over the 10 days was as small as 0.04. The findings contrast existing assumptions and findings in UX research, which is mainly about extraordinary and positive experiences. In this way, the present study contributes to UX research by calling attention to the mundane, unremarkable, and ordinary UXs at work.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124689190","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}
引用次数: 9
Shelfie Shelfie
Pub Date : 2020-05-31 DOI: 10.1145/3379539
R. A. Khot, L. Hjorth, F. Mueller
Self-monitoring devices are becoming increasingly popular in the support of physical activity experiences. These devices mostly represent on-screen data using numbers and graphs and in doing so, they may miss multi-sensorial methods for engaging with data. Embracing the opportunity for pleasurable interactions with one's own data through the use of different materials and digital fabrication technology, we designed and studied three systems that turn this data into 3D-printed plastic artifacts, sports drinks, and 3D-printed chocolate treats. We utilize the insights gained from associated studies, related literature, and our experiences in designing these systems to develop a conceptual framework, “Shelfie.” The “Shelfie” framework has 13 cards that convey key themes for creating material representations of physical activity data. Through this framework, we present a conceptual understanding of relationships between material representation and physical activity data and contribute guidelines to the design of meaningful material representations of physical activity data.
自我监控设备在支持身体活动体验方面越来越受欢迎。这些设备大多使用数字和图形来表示屏幕上的数据,这样做可能会错过处理数据的多感官方法。通过使用不同的材料和数字制造技术,拥抱与自己的数据愉快互动的机会,我们设计和研究了三种系统,将这些数据转化为3d打印的塑料制品、运动饮料和3d打印的巧克力点心。我们利用从相关研究、相关文献和我们设计这些系统的经验中获得的见解来开发一个概念框架,“Shelfie”。“Shelfie”框架有13张卡片,传达了创建物理活动数据的材料表示的关键主题。通过这个框架,我们提出了物质表征和身体活动数据之间关系的概念性理解,并为设计有意义的身体活动数据的物质表征提供指导。
{"title":"Shelfie","authors":"R. A. Khot, L. Hjorth, F. Mueller","doi":"10.1145/3379539","DOIUrl":"https://doi.org/10.1145/3379539","url":null,"abstract":"Self-monitoring devices are becoming increasingly popular in the support of physical activity experiences. These devices mostly represent on-screen data using numbers and graphs and in doing so, they may miss multi-sensorial methods for engaging with data. Embracing the opportunity for pleasurable interactions with one's own data through the use of different materials and digital fabrication technology, we designed and studied three systems that turn this data into 3D-printed plastic artifacts, sports drinks, and 3D-printed chocolate treats. We utilize the insights gained from associated studies, related literature, and our experiences in designing these systems to develop a conceptual framework, “Shelfie.” The “Shelfie” framework has 13 cards that convey key themes for creating material representations of physical activity data. Through this framework, we present a conceptual understanding of relationships between material representation and physical activity data and contribute guidelines to the design of meaningful material representations of physical activity data.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"49 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114331259","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}
引用次数: 18
Designing Digital Vertigo Experiences 设计数字眩晕体验
Pub Date : 2020-05-31 DOI: 10.1145/3387167
Richard Byrne, Joe Marshall, F. Mueller
Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.
许多人喜欢由剧烈的好玩的身体活动引起的“眩晕”感,比如转圈圈和乘坐游乐场游乐设施。游戏学者Caillois称这种体验为“眩晕游戏”,他解释说,这些令人愉悦的活动是感官渠道混淆的结果。在HCI中,设计师通常会小心翼翼地避免故意给玩家造成感官混乱,但我们相信有机会将Caillois的想法转移并扩展到数字领域,让设计师能够在传统眩晕游戏活动的启发下创造出新颖而有趣的数字身体体验。为此,我们提出了数字眩晕体验框架。该框架源自四个案例研究和三种不同数字眩晕体验的开发,旨在将传统眩晕游戏体验的兴奋感带入数字世界,让设计师能够创造出更吸引人、更刺激的基于身体的游戏,并为玩家提供更多享受新奇刺激游戏体验的可能性。
{"title":"Designing Digital Vertigo Experiences","authors":"Richard Byrne, Joe Marshall, F. Mueller","doi":"10.1145/3387167","DOIUrl":"https://doi.org/10.1145/3387167","url":null,"abstract":"Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"5 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116790291","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}
引用次数: 11
Expanding the Bounds of Seated Virtual Workspaces 扩展坐式虚拟工作空间的范围
Pub Date : 2020-05-31 DOI: 10.1145/3380959
Mark Mcgill, Aidan Kehoe, Euan Freeman, S. Brewster
Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys.
混合现实(MR),增强现实(AR)和虚拟现实(VR)头显可以通过随时随地渲染大型符合人体工程学的虚拟显示空间来改进现有的物理多显示环境。然而,考虑到颈部运动的物理和人体工程学限制,用户可能需要帮助才能舒适地查看这些显示空间。通过两项研究,我们开发了新的方法来最大限度地减少观看这些展示空间的体力和不适。我们首先探索了如何操纵凝视角度和显示位置之间的映射,帮助用户在可接受和舒适的颈部运动范围内查看比目前可能的更宽的显示空间。然后,我们将基于头部方向的显示位置的内隐控制与显式用户控制进行了比较,发现内隐控制在用户偏好、工作量和舒适度方面有显著的好处。我们的新技术通过利用MR耳机创建交互式宽虚拟工作空间,提高了舒适性和可用性,为高效工作创造了新的机会。这些工作空间是灵活的,可以随时使用,例如,改善远程工作或更好地利用通勤旅程。
{"title":"Expanding the Bounds of Seated Virtual Workspaces","authors":"Mark Mcgill, Aidan Kehoe, Euan Freeman, S. Brewster","doi":"10.1145/3380959","DOIUrl":"https://doi.org/10.1145/3380959","url":null,"abstract":"Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128333105","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}
引用次数: 52
Disclosure, Privacy, and Stigma on Social Media 社交媒体上的信息披露、隐私和耻辱
Pub Date : 2020-05-31 DOI: 10.1145/3386600
Nazanin Andalibi
Disclosures of distress and stigma on identified social media can be beneficial. Yet, many who may benefit from such disclosures do not engage in them. I examine factors that inform decisions to not disclose stigmatized experiences on identified social media. I conducted in-depth interviews with women in the US who used social media, had experienced pregnancy loss, and had not disclosed about their loss on identified social media. I detail six types of factors related to the self, audience, network, society, platform, and temporality that contribute to non-disclosure decisions. I show that the Disclosure Decision-Making (DDM) framework introduced in prior work explaining disclosures when they do occur, also explains non-disclosure decisions on social media. I show how DDM builds from and bridges prior privacy theories, namely, Communication Privacy Management and Contextual Integrity. I discuss design implications around removing barriers to disclosure to facilitate beneficial disclosures and reduce stigma.
在特定的社交媒体上披露痛苦和耻辱可能是有益的。然而,许多可能从这些信息披露中受益的人并没有参与其中。我研究了决定不在特定的社交媒体上披露耻辱经历的因素。我对使用社交媒体的美国女性进行了深度采访,这些女性经历过怀孕失败,并且没有在确定的社交媒体上透露过自己的失败。我详细介绍了六种与自我、受众、网络、社会、平台和时间性相关的因素,这些因素有助于做出不披露的决定。我表明,在之前的工作中引入的披露决策(DDM)框架解释了披露的发生,也解释了社交媒体上的不披露决策。我展示了DDM如何建立和连接先前的隐私理论,即通信隐私管理和上下文完整性。我讨论了围绕消除披露障碍的设计含义,以促进有益的披露和减少污名。
{"title":"Disclosure, Privacy, and Stigma on Social Media","authors":"Nazanin Andalibi","doi":"10.1145/3386600","DOIUrl":"https://doi.org/10.1145/3386600","url":null,"abstract":"Disclosures of distress and stigma on identified social media can be beneficial. Yet, many who may benefit from such disclosures do not engage in them. I examine factors that inform decisions to not disclose stigmatized experiences on identified social media. I conducted in-depth interviews with women in the US who used social media, had experienced pregnancy loss, and had not disclosed about their loss on identified social media. I detail six types of factors related to the self, audience, network, society, platform, and temporality that contribute to non-disclosure decisions. I show that the Disclosure Decision-Making (DDM) framework introduced in prior work explaining disclosures when they do occur, also explains non-disclosure decisions on social media. I show how DDM builds from and bridges prior privacy theories, namely, Communication Privacy Management and Contextual Integrity. I discuss design implications around removing barriers to disclosure to facilitate beneficial disclosures and reduce stigma.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115903865","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}
引用次数: 32
期刊
ACM Transactions on Computer-Human Interaction (TOCHI)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1