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.
{"title":"Multiples Over Models","authors":"Sarah E. Fox, Amanda Menking, J. Eschler, Uba Backonja","doi":"10.1145/3397178","DOIUrl":"https://doi.org/10.1145/3397178","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131956412","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}
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.
{"title":"Shortcut Gestures for Mobile Text Editing on Fully Touch Sensitive Smartphones","authors":"Huy Viet Le, Sven Mayer, Maximilian Weiß, Jonas Vogelsang, Henrike Weingärtner, N. Henze","doi":"10.1145/3396233","DOIUrl":"https://doi.org/10.1145/3396233","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115725852","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 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.
{"title":"Voices of the Social Sector","authors":"Chris Bopp, A. Voida","doi":"10.1145/3368368","DOIUrl":"https://doi.org/10.1145/3368368","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"132 12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125796459","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}
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.
{"title":"The Unexpected Downside of Paying or Sending Messages to People to Make Them Walk","authors":"M. Cherubini, Gabriela Villalobos-Zúñiga, M. Boldi, R. Bonazzi","doi":"10.1145/3365665","DOIUrl":"https://doi.org/10.1145/3365665","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131339046","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}
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.
{"title":"It’s All in the Timing","authors":"Christopher L. Asplund, T. Obana, Parag Bhatnagar, Xun Quan Koh, S. Perrault","doi":"10.1145/3386358","DOIUrl":"https://doi.org/10.1145/3386358","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127380170","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}
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.
{"title":"Exploring How Persons with Dementia and Care Partners Collaboratively Appropriate Information and Communication Technologies","authors":"Amy S. Hwang, Piper J. Jackson, A. Sixsmith, L. Nygård, A. Astell, K. Truong, Alex Mihailidis","doi":"10.1145/3389377","DOIUrl":"https://doi.org/10.1145/3389377","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127109453","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}
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.
{"title":"An Activity Centered Approach to Nonvisual Computer Interaction","authors":"Mark S. Baldwin, Jennifer Mankoff, B. Nardi, Gillian R. Hayes","doi":"10.1145/3374211","DOIUrl":"https://doi.org/10.1145/3374211","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"462 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124358045","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}
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.
{"title":"Countdown Timer Speed","authors":"M. Ghafurian, David T. Reitter, F. Ritter","doi":"10.1145/3380961","DOIUrl":"https://doi.org/10.1145/3380961","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128187752","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}
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.
{"title":"How Interaction Designers Use Tools to Manage Ideas","authors":"Nanna Inie, P. Dalsgaard","doi":"10.1145/3365104","DOIUrl":"https://doi.org/10.1145/3365104","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128672774","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}
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.
{"title":"Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game","authors":"Fabio Zambetta, W. Raffe, M. Tamassia, F. Mueller, Xiaodong Li, Niels Quinten, Rakesh Patibanda, Daniel Dang, Jon Satterley","doi":"10.1145/3361524","DOIUrl":"https://doi.org/10.1145/3361524","url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126540497","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}