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Robots in Rehab: Towards socially assistive robots for paediatric rehabilitation 康复中的机器人:面向儿科康复的社会辅助机器人
Chris McCarthy, Joanna Butchart, Michael George, D. Kerr, Hugh Kingsley, A. Scheinberg, L. Sterling
There is increasing interest in the use of socially assistive robots to enhance therapeutic outcomes in paediatric health care. In this paper we report on experiential use of the humanoid 'NAO' robot (Aldebaran Robotics) in a paediatric rehabilitation setting. This forms part of a proposed study assessing the clinical benefits of introducing the NAO as a therapeutic intervention in the rehabilitation program of children with cerebral palsy (CP). This study is in partnership with the rehabilitation clinic of Melbourne's Royal Children's Hospital. Drawing on five months of regular weekly engagement with the rehabilitation clinic, we propose roles and supporting capabilities for the NAO that aim to enhance rehabilitation outcomes for patients and support the typical workflow of therapists. We provide an overview of development work conducted to support these roles, and discuss future work and technical challenges to be addressed in preparation for the study.
人们对使用社交辅助机器人来提高儿科医疗保健的治疗效果越来越感兴趣。在这篇论文中,我们报告了在儿科康复设置中使用人形“NAO”机器人(Aldebaran Robotics)的经验。这是一项拟议研究的一部分,该研究评估了在脑瘫儿童康复计划中引入NAO作为治疗干预的临床益处。这项研究是与墨尔本皇家儿童医院的康复诊所合作进行的。通过与康复诊所五个月的每周定期接触,我们提出了NAO的角色和支持能力,旨在提高患者的康复效果,并支持治疗师的典型工作流程。我们概述了为支持这些角色而进行的开发工作,并讨论了在准备研究过程中需要解决的未来工作和技术挑战。
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引用次数: 14
Anthropological User Research: A Data-Driven Approach to Personas Development 人类学用户研究:数据驱动的人物角色开发方法
Hang Guo, K. Razikin
In user experience design process, personas development is an expensive endeavor, which often involves allocating resources in an organization for a prolonged period. Design teams working under practical constraints demand increasingly a practical personas development approach. This study presents a novel data-driven personas development method with its root in anthropological research methods of frame elicitation and multidimensional scaling (MDS) analysis. In this paper, we discuss the merits and potential improvements to this new approach with a case study to illustrate its application in a multinational software company.
在用户体验设计过程中,角色开发是一项昂贵的工作,它通常涉及在组织中分配长时间的资源。在实际约束下工作的设计团队越来越需要实用的人物角色开发方法。本研究提出了一种新的数据驱动的人物角色开发方法,它植根于人类学的框架启发和多维尺度分析方法。在本文中,我们讨论了这种新方法的优点和潜在的改进,并通过一个案例研究来说明它在一家跨国软件公司的应用。
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引用次数: 10
Down the Superhighway in a Single Tome: Examining the Impact of Book Format on Borrowing Interactions 在一部大部头的高速公路上:考察图书格式对借阅互动的影响
Dana Mckay, Wally Smith, Shanton Chang
Many readers claim that the uptake of ebooks by libraries hampers their information seeking by not affording them the opportunity to browse. Conversely, readers value the convenience of anywhere-anytime access offered by ebooks. This paper aims to examine the impact of book format on borrowing patterns across a book collection. We do this by comparing usage in print and ebook collections from the same library, thus ensuring the same user population and the same discovery system. We discover a number of key differences, including borrowing frequency and number of books borrowed on a single occasion.
许多读者声称,图书馆对电子书的接纳阻碍了他们寻找信息,因为他们没有机会浏览。相反,读者看重电子书提供的随时随地访问的便利性。本文旨在研究图书格式对图书借阅模式的影响。我们通过比较同一图书馆的纸质和电子书馆藏的使用情况来做到这一点,从而确保相同的用户群体和相同的发现系统。我们发现了一些关键的差异,包括借阅频率和一次借阅的书籍数量。
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引用次数: 10
Three is a crowd? Our experience of testing large-scale social software in a usability lab 三个是一群人?我们在可用性实验室测试大型社交软件的经验
Dana Mckay, Kagonya Awori, H. Ferdous
'In the wild' testing has been the cornerstone of HCI in past attempts to create large scale social software, such as conference software. Conversely mobile software is frequently tested in a lab environment, thus banishing typical context of use. In this paper we present our attempt at merging the two approaches for conference social software. We tested in the lab, but attempted to replicate some of the social context of field-based testing. We report our learnings and propose future research for this type of hybrid testing.
“野外”测试在过去创建大型社交软件(如会议软件)的尝试中一直是HCI的基石。相反,移动软件经常在实验室环境中进行测试,从而消除了典型的使用环境。在本文中,我们提出了将这两种方法合并为会议社交软件的尝试。我们在实验室进行测试,但试图复制一些基于现场测试的社会背景。我们报告了我们的学习成果,并提出了这种类型的混合测试的未来研究。
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引用次数: 0
Trialling the use of Tablets in Australian Courts: The Jury is Still Out... 在澳大利亚法庭上试用平板电脑:陪审团仍未决定……
G. Farrell, Robert T. Tipping, V. Farrell, C. Woodward
Australian Courtrooms are presently under pressure to adopt suitable technologies for evidence presentation in the courtrooms. This decision is to alleviate reliance on increasing volumes of paper based evidence documentation, harness the value of streamlining evidence presentation, reduce the time of trials and consequently increase courtroom availability. This paper discusses the findings of two ethnographic studies of court trial simulation activities held in the County Courts of both NSW and Victoria, where members of the Australian judiciary, including judges, barristers, lawyers, court administrators and law academics participated in criminal trial simulations where all of the evidence was presented with the use of tablet technology. This required the professional members of the judiciary to role-play as jury members, plaintiff, judge, the witness and courtroom administration. The purpose of the study was to demonstrate the capability of tablet technologies in the courtroom to the members of the judiciary community while identifying the requirements and wants of the participants, in order to produce a series of design recommendations for future development. It was found that there were substantially more advantages than just paper saving and reduced time produced from the introduction of technology as well as areas of concern for the judiciary.
澳大利亚法庭目前面临着在法庭上采用适当的证据展示技术的压力。这一决定是为了减轻对越来越多的纸质证据文件的依赖,利用精简证据提交的价值,减少审判时间,从而增加法庭的可用性。本文讨论了在新南威尔士州和维多利亚州的县法院举行的法庭审判模拟活动的两项民族志研究的结果,其中澳大利亚司法机构的成员,包括法官,大律师,律师,法院行政人员和法律学者参加了刑事审判模拟,其中所有证据都是使用平板电脑技术提出的。这就要求司法部门的专业人员扮演陪审团成员、原告、法官、证人和法庭管理人员的角色。这项研究的目的是向司法界的成员展示平板电脑技术在法庭上的能力,同时确定参与者的要求和需求,以便为未来的发展提出一系列设计建议。研究发现,采用技术所带来的好处远不止节省纸张和缩短时间,还有司法机构所关注的领域。
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引用次数: 2
Designing a health screening tool to help young people communicate with their general practitioner 设计一种健康检查工具,帮助年轻人与全科医生沟通
M. Webb, L. Sanci, S. Kauer, G. Wadley
Adolescence is an important developmental period for physical, cognitive, social and emotional development when a wide range of health problems and risky health-related behaviours may emerge and co-occur. General Practitioners (GPs) are ideally positioned to deliver preventive health and early intervention as part of young people's routine health care. A quick and effective way for GPs to identify areas of concern is through technology-based health screening tools, which are acceptable to young people and facilitate self-disclosure about sensitive topics. Despite these advantages, the rate of using this technology remains low. This is the first study that involves all end users and stakeholders in the design of a health screening technology for young people in general practice settings. Our rich findings on the design needs and concerns of young people, GPs, practice staff and parents regarding technologies for health communication will be useful to any researchers and practitioners designing health technologies in a general practice setting.
青春期是身体、认知、社会和情感发展的重要发展时期,可能会出现各种各样的健康问题和与健康有关的危险行为并同时发生。全科医生(全科医生)的理想定位是提供预防保健和早期干预,作为年轻人日常保健的一部分。全科医生通过科技健康检查工具,可以快速有效地找出他们关注的领域,这些工具为年轻人所接受,并有助于他们自我披露敏感话题。尽管有这些优点,这项技术的使用率仍然很低。这是第一个涉及所有最终用户和利益相关者的研究,旨在为全科医疗机构的年轻人设计健康筛查技术。我们关于年轻人、全科医生、执业人员和家长对健康交流技术的设计需求和关注的丰富发现,将对任何在一般执业环境中设计健康技术的研究人员和从业人员有用。
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引用次数: 9
Ethical Encounters: HCI Research in Sensitive and Complex Settings 伦理遭遇:敏感和复杂环境中的HCI研究
H. Davis, Jenny Waycott
Ethics is emerging as a key issue for HCI researchers working in increasingly sensitive and complex settings. New technologies are now designed and evaluated in settings with vulnerable or marginalised participants, which can be emotionally challenging for researchers and give rise to complex ethical dilemmas that are highly contextualized and difficult to plan for. Further, discrepancies may arise between the structured processes of formal ethics approval in universities and other organisations and the realities of HCI fieldwork 'in the wild'. This workshop builds on our CHI 2015 workshop, providing an opportunity for HCI researchers and others to communally reflect on ethical encounters in HCI research. We particularly focus on situational ethics, researcher wellbeing, maintaining boundaries around the research, issues of consent and participation, and ethical issues arising from the disruption that new technologies cause. We aim to develop a handbook of practical lessons arising from ethical issues encountered in HCI research in sensitive and complex settings.
对于在日益敏感和复杂的环境中工作的HCI研究人员来说,伦理正成为一个关键问题。现在,新技术的设计和评估是在有弱势或边缘化参与者的环境中进行的,这对研究人员来说可能是情感上的挑战,并导致复杂的伦理困境,这些困境是高度情境化的,难以规划。此外,大学和其他组织的正式伦理批准的结构化过程与“野外”HCI实地工作的现实之间可能会出现差异。本次研讨会建立在CHI 2015研讨会的基础上,为HCI研究人员和其他人提供了一个机会,共同反思HCI研究中的伦理问题。我们特别关注情境伦理、研究人员福利、维持研究边界、同意和参与问题,以及新技术造成的破坏所引起的伦理问题。我们的目标是编写一本手册,介绍在敏感和复杂环境中HCI研究中遇到的伦理问题所产生的实践经验。
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引用次数: 25
Fyro: A Symbolic-Based Phatic Technology Fyro:一种基于符号的技术
Hanif Baharin, S. Khalidi
This paper presents a symbolic-based phatic technology system. In contrast to previous work, which explored phatic technology as abstract-, object-, and behavior-based system, we designed Fyro as a symbolic-based system inspired by the symbolic use of fire in the ritual of lighting up a candle when thinking of loved ones. When a user lights up a candle in Fyro, a heart-shaped light on a remote Fyro is turned on, and it stays on as long as the candle in the other Fyro is burning. As a precursor to deploying Fyro in domestic settings, we demonstrated it in two future technology workshops to elicit user feedback. Data were analysed using affinity diagram. Although previous research indicates that users project their own context to create meanings in phatic interactions, our results show that symbolic universal traditions may be innovated to extend its meaning into such interactions.
提出了一种基于符号的通信技术系统。与之前的作品不同,我们将phatic技术作为抽象、对象和行为为基础的系统进行探索,我们将Fyro设计为一个基于符号的系统,灵感来自于在想到亲人时点燃蜡烛的仪式中象征性地使用火。当用户在Fyro中点燃蜡烛时,远程Fyro上的心形灯就会打开,只要另一个Fyro中的蜡烛在燃烧,它就会一直亮着。作为在家庭环境中部署Fyro的先驱,我们在两个未来的技术研讨会上演示了它,以获得用户反馈。用亲和图分析数据。虽然以前的研究表明,用户投射自己的语境来创造意义的互动,我们的研究结果表明,象征性的普遍传统可以创新,以扩大其意义到这样的互动。
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引用次数: 10
Evanescent Adaptation on Small Screens 小屏幕上转瞬即逝的改编
Sara Bouzit, D. Chêne, Gaëlle Calvary
This paper addresses the problem of mastering the complexity of interacting with a large set of applications on smartphones. In one hand, number of applications increases. In the other hand, screen size reduces. To tackle this paradoxical evolution, we investigate adaptive user interfaces. We assume that it is possible to predict the applications of interest for a user in a given situation. Based on this hypothesis, our challenge is to accelerate user interaction when prediction is correct, without penalizing it when prediction is wrong. The paper proposes the concept of Evanescent Adaptation. The principle is a two-layer based representation: the predicted items (first layer) are displayed above the full list of items (second layer). The first layer is said to be evanescent in the sense that it automatically disappears progressively. The paper claims for putting this disappearing process under the control of the end-user. Thereby the user can close the first-layer as soon as s/he perceives prediction as irrelevant.
本文解决了在智能手机上控制与大量应用程序交互的复杂性问题。一方面,申请的数量增加了。另一方面,屏幕尺寸减小了。为了解决这种矛盾的演变,我们研究了自适应用户界面。我们假设在给定情况下可以预测用户感兴趣的应用程序。基于这个假设,我们的挑战是在预测正确时加速用户交互,而在预测错误时不惩罚它。本文提出了渐逝适应的概念。其原理是基于两层的表示:预测的项目(第一层)显示在项目的完整列表(第二层)之上。我们说第一层是易逝的,意思是它会自动地逐渐消失。本文主张将这一消失过程置于最终用户的控制之下。因此,一旦用户认为预测是不相关的,他/她就可以关闭第一层。
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引用次数: 9
Do We Ruin the Moment? Exploring the Design of Novel Capturing Technologies 我们毁了这一刻吗?探索新型捕获技术的设计
Ine Mols, Mendel Broekhuijsen, E. V. D. Hoven, P. Markopoulos, Berry Eggen
By capturing our experiences we often strive to better remember them in the future. However, the act of media capturing also influences these same experiences in the present, an area which is underexplored. This paper describes a study with the aim to inform the design of novel media capturing strategies. Adopting an approach of defamiliarization based on intervention and reflection, we strive to gain insights in the influences of future capturing technologies on the experience of a day out. We conducted an exploratory study in which 28 students went on a day out and used a variety of capturing strategies. Individual and group reflections on the experience during this day identified several important aspects that media capturing influences: engagement, perception & attention and social activity. The paper concludes with implications for design and proposes three potential future directions for media capturing, that instead of disturbing the moment enhance the experience.
通过捕捉我们的经历,我们通常会努力在未来更好地记住它们。然而,媒体捕捉的行为也影响了目前这些相同的体验,这是一个尚未充分探索的领域。本文描述了一项研究,旨在为新型媒体捕获策略的设计提供信息。采用一种基于干预和反思的陌生性方法,我们努力深入了解未来捕捉技术对日常体验的影响。我们进行了一项探索性研究,其中28名学生外出一天,使用各种捕捉策略。个人和团体对这一天的经历进行反思,确定了媒体捕捉影响的几个重要方面:参与、感知和注意力以及社会活动。本文总结了对设计的启示,并提出了媒体捕捉的三个潜在的未来方向,而不是干扰时刻,增强体验。
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引用次数: 12
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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