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Multiples Over Models 模型上的倍数
Pub Date : 2020-04-24 DOI: 10.1145/3397178
Sarah E. Fox, Amanda Menking, J. Eschler, Uba Backonja
In this article, we describe our efforts to retrace and reimagine period tracking technology—or, mobile applications designed to support the documentation and quantification of menstrual cycle data. In their current form, these systems often encourage those who menstruate to extract intimate information about the body (e.g., consistency or color of menstrual flow, physical and emotional symptoms), while promising to predict fertility and offer insight into managing one's period. In doing so, these technologies subtly dictate the forms of knowledge and types of relationships menstruators are expected to establish with their bodies (i.e., transactional or instrumentalized). Through historical analysis and a series of participatory experiments, we offer a vision for menstrual sensemaking that expands on these forms of interaction and ways of knowing to emphasize multiplicity and dimensionality rather than models, predictability, or a user's relation to averages or norms.
在这篇文章中,我们描述了我们在追溯和重新构想月经跟踪技术——或者,旨在支持记录和量化月经周期数据的移动应用程序——方面所做的努力。在目前的形式下,这些系统通常鼓励月经来潮的人提取有关身体的私密信息(例如,月经流量的一致性或颜色,身体和情绪症状),同时承诺预测生育能力并提供管理月经的见解。在这样做的过程中,这些技术巧妙地规定了经期妇女期望与她们的身体建立的知识形式和关系类型(即,交易性或工具化)。通过历史分析和一系列参与性实验,我们提供了一个关于月经感知的愿景,它扩展了这些形式的交互和认识方式,以强调多样性和维度,而不是模型、可预测性或用户与平均或规范的关系。
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引用次数: 16
Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones 快捷手势的移动文本编辑上的完全触摸敏感的智能手机
Pub Date : 2020-04-19 DOI: 10.1145/3396233
Huy Viet Le, Sven Mayer, Maximilian Weiß, Jonas Vogelsang, Henrike Weingärtner, N. Henze
While advances in mobile text entry enable smartphone users to type almost as fast as on hardware keyboards, text-heavy activities are still not widely adopted. One reason is the lack of shortcut mechanisms. In this article, we determine shortcuts for text-heavy activities, elicit shortcut gestures, implement them for a fully touch-sensitive smartphone, and conduct an evaluation with potential users. We found that experts perform around 800 keyboard shortcuts per day, which are not available on smartphones. Interviews revealed the lack of shortcuts as a major limitation that prevents mobile text editing. Therefore, we elicited gestures for the 22 most important shortcuts for smartphones that are touch-sensitive on the whole device surface. We implemented the gestures for a fully touch-sensitive smartphone using deep learning and evaluated them in realistic scenarios to gather feedback. We show that the developed prototype is perceived as intuitive and faster than recent commercial approaches.
虽然移动文本输入技术的进步使智能手机用户的打字速度几乎与硬件键盘一样快,但大量使用文本的活动仍未被广泛采用。原因之一是缺乏捷径机制。在本文中,我们为大量文本活动确定快捷键,引出快捷手势,在全触敏智能手机上实现它们,并与潜在用户进行评估。我们发现,专家们每天使用大约800个键盘快捷键,这在智能手机上是无法实现的。采访显示,缺少快捷键是阻碍手机文本编辑的主要限制。因此,我们为智能手机的22个最重要的触控快捷键设计了手势。我们使用深度学习实现了全触敏智能手机的手势,并在现实场景中评估它们以收集反馈。我们表明,开发的原型被认为是直观的,比最近的商业方法更快。
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引用次数: 12
Voices of the Social Sector 社会部门之声
Pub Date : 2020-03-20 DOI: 10.1145/3368368
Chris Bopp, A. Voida
The prevalence of HCI research carried out with nonprofit organizations has increased dramatically over the past 35 years. Despite this history and our accumulating understanding of social sector organizations and their diverse stakeholders’ use of technology, there have not yet been any systematic reviews of this body of research. Before making more holistic claims about what this body of knowledge might suggest for a research agenda moving forward, we carry out a systematic literature review to characterize the systemic biases that are present as a result of the varying degrees of inclusion or exclusion of the voices of different groups of stakeholders. Building off of the results of our analysis, we contribute a framework of Analytic Charismas for more broadly engaging in reflexivity as a discipline.
在过去的35年里,非营利组织开展的HCI研究的流行程度急剧增加。尽管有这样的历史,而且我们对社会部门组织及其不同利益相关者对技术的使用也有了越来越多的了解,但还没有对这一研究体系进行任何系统的回顾。在对这一知识体系可能对未来的研究议程提出更全面的主张之前,我们进行了系统的文献综述,以表征由于不同程度地包容或排除不同利益相关者群体的声音而出现的系统性偏见。基于我们的分析结果,我们提供了一个分析性魅力的框架,以便更广泛地参与作为一门学科的反思。
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引用次数: 4
The Unexpected Downside of Paying or Sending Messages to People to Make Them Walk 付钱或发送信息让人们走路的意想不到的缺点
Pub Date : 2020-03-20 DOI: 10.1145/3365665
M. Cherubini, Gabriela Villalobos-Zúñiga, M. Boldi, R. Bonazzi
People do not exercise as much and as regularly as they should. To support users in adopting healthy exercise routines, app designers integrate persuasive techniques in their apps. In this study, we focus on two of these techniques, i.e., offering tangible rewards and sending motivational messages to users. Past research has demonstrated the effects of these techniques in nudging recipients to increase their physical activity levels. However, the effect of these interventions on the intrinsic motivation of the participants has not yet been studied. We conducted a 10-month study involving 208 participants; this research consisted of a 3-month baseline (pre-phase), a 4-month experiment and a 3-month follow-up (post-phase). The participants were randomly assigned to one of the following three interventions: either they receive money ((i.) through a fixed incentive or (ii.) a lottery), or (iii.) informative messages. Their daily goal was to walk 10K steps. Through their smart phones, we recorded how many steps they walked every day. These interventions had no effect on the main outcome variable (i.e., the number of steps). However, the manipulations produced a detrimental effect on the intrinsic motivation of the participants, measured through a standardized questionnaire. This negative effect extended into the follow-up period. Our study reveals that tangible rewards and motivational messages decrease the intrinsic motivation of the participants, hence their connected physical activity. In our findings, we highlight the importance of intrinsic motivation in setting up healthy exercise routines that will be carried on autonomously by the participants after the period of the intervention. Finally, we present implications for the design of persuasive apps.
人们没有像他们应该做的那样经常锻炼。为了支持用户养成健康的锻炼习惯,应用程序设计师在他们的应用程序中融入了说服技巧。在本研究中,我们将重点关注其中的两种技术,即提供有形奖励和向用户发送激励信息。过去的研究已经证明了这些技术在推动接受者增加身体活动水平方面的效果。然而,这些干预措施对参与者内在动机的影响尚未得到研究。我们进行了一项为期10个月的研究,涉及208名参与者;本研究包括3个月的基线(前期)、4个月的实验和3个月的随访(后期)。参与者被随机分配到以下三种干预中的一种:要么他们收到钱((i)通过固定的激励或(ii)抽奖),或者(iii)信息信息。他们每天的目标是走一万步。通过他们的智能手机,我们记录了他们每天走了多少步。这些干预措施对主要结果变量(即步数)没有影响。然而,通过标准化的问卷调查,这些操纵对参与者的内在动机产生了有害的影响。这种负面影响一直延续到后续阶段。我们的研究表明,有形的奖励和激励信息会降低参与者的内在动机,从而降低他们的体力活动。在我们的研究结果中,我们强调了内在动机在建立健康的锻炼习惯方面的重要性,这些锻炼习惯将在干预期后由参与者自主进行。最后,我们提出了说服性应用程序设计的启示。
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引用次数: 11
It’s All in the Timing 一切都取决于时机
Pub Date : 2020-03-20 DOI: 10.1145/3386358
Christopher L. Asplund, T. Obana, Parag Bhatnagar, Xun Quan Koh, S. Perrault
Vibration is an efficient way of conveying information from a device to its user, and it is increasingly used for wrist or finger-worn devices such as smart rings. Unexpected vibrations or sounds from the environment may disrupt the perception of such information. Although disruptive effects have been systematically explored in vision and audition, they have been less thoroughly examined in the haptic domain. Here we briefly review the relevant literature from HCI and psychology, distilling principles of when distraction is likely. We then investigate these principles through four experiments, examining how the timing and modality of relatively rare or unexpected stimuli (surprise distractors) affect the detection and recognition of vibrotactile target patterns. At short distractor-target delays (<350 ms), both auditory and vibrotactile surprise distractors impaired performance. At a longer delay (1,050 ms), performance was not affected overall, even being improved with repeated exposure to the vibrotactile distractors. We discuss the importance of our findings in the context of HCI and cognitive psychology, and we provide design guidelines for mitigating the effects of distraction on haptic devices.
振动是一种从设备向用户传递信息的有效方式,它越来越多地用于手腕或手指佩戴的设备,如智能戒指。来自环境的意外振动或声音可能会破坏对这些信息的感知。虽然在视觉和听觉中已经系统地探索了破坏性影响,但在触觉领域却没有得到彻底的研究。在这里,我们简要回顾了HCI和心理学的相关文献,提炼出可能分心的原则。然后,我们通过四个实验来研究这些原理,研究相对罕见或意外刺激(意外干扰物)的时间和方式如何影响振动触觉目标模式的检测和识别。在较短的分心物-目标延迟(<350 ms)时,听觉和振动触觉意外分心物都会损害表现。在较长时间的延迟(1050毫秒)下,表现总体上没有受到影响,甚至在反复接触振动触觉干扰物时也有所改善。我们讨论了我们的发现在HCI和认知心理学背景下的重要性,并提供了减轻触觉设备分心影响的设计指南。
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引用次数: 1
Exploring How Persons with Dementia and Care Partners Collaboratively Appropriate Information and Communication Technologies 探索痴呆症患者和护理伙伴如何协同使用信息和通信技术
Pub Date : 2020-03-20 DOI: 10.1145/3389377
Amy S. Hwang, Piper J. Jackson, A. Sixsmith, L. Nygård, A. Astell, K. Truong, Alex Mihailidis
Persons with dementia and their care partners have been found to adapt their own technological arrangements using commercially available information and communication technologies (ICTs). Yet, little is known about these processes of technology appropriation and how care practices are impacted. Adopting a relational perspective of care, we longitudinally examined how four family care networks appropriated a new commercial ICT service into their existing technological arrangements and care practices. Cross-case analysis interpreted collaborative appropriation to encompass two interrelated processes of creating and adapting technological practices and negotiating and augmenting care relationships. Four driving forces were also proposed: motivating meanings that actors ascribe to the technology and its use; the learnability of the technology and actors’ resourcefulness; the establishment of responsive and cooperative care practices; and the qualities of empathy and shared power in care relationships. The importance of technological literacy, learning, meaning-making, and the nature and quality of care relationships are discussed. Future work is urged to employ longitudinal and naturalistic approaches, and focus design efforts on promoting synergistic care relationships and care practices.
已发现痴呆症患者及其护理伙伴利用商业上可获得的信息和通信技术(信通技术)调整自己的技术安排。然而,人们对这些技术挪用的过程以及护理实践如何受到影响知之甚少。采用护理的关系视角,我们纵向研究了四个家庭护理网络如何将新的商业ICT服务纳入其现有的技术安排和护理实践。跨案例分析将协作挪用解释为包含两个相互关联的过程,即创造和适应技术实践以及谈判和增强护理关系。还提出了四种驱动力:参与者赋予技术及其使用的激励意义;技术的易学性和演员的智谋;建立响应性和合作性护理做法;以及关怀关系中移情和分享权力的品质。本文讨论了技术素养、学习、意义创造以及关怀关系的性质和质量的重要性。未来的工作敦促采用纵向和自然主义的方法,并将设计工作重点放在促进协同护理关系和护理实践上。
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引用次数: 10
An Activity Centered Approach to Nonvisual Computer Interaction 以活动为中心的非视觉计算机交互方法
Pub Date : 2020-03-20 DOI: 10.1145/3374211
Mark S. Baldwin, Jennifer Mankoff, B. Nardi, Gillian R. Hayes
In this work, we apply an activity theory lens to analyze nonvisual computing for blind and low-vision computer users. Our analysis indicates major challenges for users in translating the activities they are working towards into specific tasks to be completed in a system comprehensible manner. Specifically, blind and low-vision students learning to use accessible technologies struggled with organizing their activities, tracking the history and status of their operations, and understanding how the system was acting underneath these interactions. We discuss how activity-centered design can be applied to nonvisual interfaces to better match user behavior in a computational system.
在这项工作中,我们应用活动理论透镜来分析盲人和低视力计算机用户的非视觉计算。我们的分析表明,用户面临的主要挑战是将他们正在进行的活动转换为要以系统可理解的方式完成的具体任务。具体来说,学习使用无障碍技术的盲人和弱视学生在组织他们的活动、跟踪他们操作的历史和状态以及理解系统在这些交互下是如何运作的方面遇到了困难。我们讨论了如何将以活动为中心的设计应用于非视觉界面,以更好地匹配计算系统中的用户行为。
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引用次数: 4
Countdown Timer Speed 倒计时速度
Pub Date : 2020-03-11 DOI: 10.1145/3380961
M. Ghafurian, David T. Reitter, F. Ritter
We face delays in a variety of situations. They are either inevitable, e.g., due to system limits, or are intentionally added, e.g., advertisements. In many situations, a visual feedback is provided during the delay to manage expectations. This feedback is usually provided through progress bars, percentages, or countdowns, depending on design limitations such as screen size. In this article, we use 15-second delays and examine (a) how delays affect users’ decision-making and task satisfaction, and (b) how to manipulate time perception to reduce the negative consequences of delays. Experiment 1 (N=421) shows that faster countdowns increase task satisfaction and lead to more rational decisions in the subsequent task. In Experiment 2, we investigate the effect of countdown speed on delay perception and recall (N=531). We show that faster countdowns lead to shorter perceived delays, while the delay will be recalled as longer after the task. The opposite is obtained for slower countdowns. We also increased the countdown rate and found a limit for the effect of increased speed. Thus, designers have to trade-off between how delays are perceived at the moment of experience and how they are recalled. We discuss the implications of these findings for user interface design.
我们在各种情况下都会遇到延误。它们要么是不可避免的,例如,由于系统限制,要么是故意添加的,例如,广告。在许多情况下,在延迟期间提供视觉反馈以管理期望。这种反馈通常通过进度条、百分比或倒计时提供,具体取决于屏幕大小等设计限制。在本文中,我们使用15秒延迟,并研究(a)延迟如何影响用户的决策和任务满意度,以及(b)如何操纵时间感知以减少延迟的负面后果。实验1 (N=421)表明,更快的倒计时增加了任务满意度,并导致在后续任务中做出更理性的决策。实验2研究了倒计时速度对延迟感知和回忆的影响(N=531)。我们发现,更快的倒计时会导致更短的感知延迟,而延迟会在任务完成后更长的时间内被回忆起来。较慢的倒计时则相反。我们还增加了倒计时率,并为速度增加的效果找到了限制。因此,设计师必须在体验时如何感知延迟和如何回忆延迟之间进行权衡。我们将讨论这些发现对用户界面设计的影响。
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引用次数: 8
How Interaction Designers Use Tools to Manage Ideas 交互设计师如何使用工具来管理创意
Pub Date : 2020-02-19 DOI: 10.1145/3365104
Nanna Inie, P. Dalsgaard
This article presents a grounded theory analysis based on a qualitative study of professional interaction designers (n = 20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field personal information management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains to the management and use of ideas, a particular type of information, as part of creative activities. The article identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of 10 strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools.
本文在对专业交互设计师(n = 20)进行定性研究的基础上,对他们如何使用工具来管理设计理念进行了理论分析。创意管理可以被理解为个人信息管理领域的一个子类,包括围绕信息的捕获、组织、检索和使用的活动。创意管理是指管理和使用创意,这是一种特殊类型的信息,作为创意活动的一部分。本文确定了工具支持的想法管理策略和专业交互设计师的需求,并讨论了这些策略的背景和后果。根据我们的分析,我们确定了一个由工具支持的10种策略的概念框架:保存、外部化、推进、探索、归档、集群、提取、浏览、验证和协作。最后,我们讨论了如何使用这个框架来描述和分析现有的和新的想法管理工具。
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引用次数: 20
Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game 通过增强现实游戏减少主题公园排队的感知等待时间
Pub Date : 2020-01-22 DOI: 10.1145/3361524
Fabio Zambetta, W. Raffe, M. Tamassia, F. Mueller, Xiaodong Li, Niels Quinten, Rakesh Patibanda, Daniel Dang, Jon Satterley
Theme parks visits can be very playful events for families, however, waiting in the ride’s queues can often be the cause of great frustration. We developed a novel augmented reality game to be played in the theme park’s queue, and an in-the-wild study with X participants using log data and interviews demonstrated that every minute playing was perceived to the same extent of about 5 minutes of not playing the game. We articulate a design space for researchers and strategies for game designers aiming to reduce perceived waiting time in queues. With our work, we hope to extend how we use games in everyday life to make our lives more playful.
对家庭来说,参观主题公园可能是一件非常有趣的事情,然而,排队等候往往会让人感到非常沮丧。我们开发了一款新颖的增强现实游戏,让人们在主题公园的排队队伍中玩,我们对X名参与者进行了一项野外研究,使用日志数据和访谈证明,每玩一分钟,人们就会觉得自己不玩游戏。我们为研究人员提供了设计空间,为游戏设计师提供了减少排队等待时间的策略。通过我们的工作,我们希望扩展我们在日常生活中使用游戏的方式,使我们的生活更有趣。
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引用次数: 14
期刊
ACM Transactions on Computer-Human Interaction (TOCHI)
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