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The Fuzzy Front End of Experience Design: Eliciting and Communicating Experience Goals 体验设计的模糊前端:引出和传达体验目标
Jari Varsaluoma, H. Väätäjä, E. Kaasinen, Hannu Karvonen, Yichen Lu
When starting an experience design process, designers should first determine the experience to aim for. In the fuzzy front end of the experience design process, there are often several alternative sources for gaining insight and inspiration in defining this experience. In this paper, we describe our findings from two surveys about experience goal setting and approaches to communicate about these goals with stakeholders. The results from researchers working on 9 different experience design cases suggest that "empathic understanding of the users' world" is the most used source of insight and inspiration in defining experience goals. As an end result, we propose the model for Experience Goal Elicitation Process to clarify the fuzzy front end of experience design and instructions to support designers in defining and evaluating experience goals.
当开始体验设计过程时,设计师应该首先确定目标体验。在体验设计过程的模糊前端,通常会有几个可供选择的资源来获得定义这种体验的洞察力和灵感。在本文中,我们描述了两项关于体验目标设定和与利益相关者沟通这些目标的方法的调查结果。研究人员对9个不同的体验设计案例的研究结果表明,“对用户世界的移情理解”是定义体验目标时最常用的洞察力和灵感来源。因此,我们提出了体验目标激发过程模型,以澄清体验设计的模糊前端和指导,以支持设计师定义和评估体验目标。
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引用次数: 15
Pairing Technology and Meals: A Contextual Enquiry in the Family Household 配对技术与膳食:家庭中的情境调查
H. Ferdous, Bernd Ploderer, H. Davis, F. Vetere, Kenton O'hara
Recent research about technology during mealtime has been mostly concerned with developing technology rather than creating a deeper understanding of the context of family mealtimes and associated practices. In this paper, we present a two-phase study discussing how the temporal, social, and food related features are intertwined with technology use during mealtimes. Our findings show how people differentiate technology usage during weekday meals, weekend meals, and among different meals of the day. We identify and analyse prototypical situations ranging from the use of arbitrary technologies while eating solitary, to idiosyncratic family norms and practices associated with shared technologies. We discuss the use of mealtime technology to create appropriate ambience for meals with guests and demonstrate how technology can be used to complement food in everyday meals and special occasions. Our findings make recommendation about the need for HCI research to recognize the contextual nature of technology usage during family mealtimes and to adopt appropriate design strategies.
最近关于进餐时使用技术的研究主要关注于开发技术,而不是对家庭进餐时间和相关实践的背景有更深入的了解。在本文中,我们提出了一个两阶段的研究,讨论时间、社会和食物相关的特征是如何与进餐时的技术使用交织在一起的。我们的研究结果显示了人们如何区分在工作日用餐、周末用餐和一天中的不同用餐时使用科技产品。我们识别并分析了典型情况,从独自用餐时使用任意技术,到与共享技术相关的特殊家庭规范和实践。我们讨论了进餐时间技术的使用,以创造与客人用餐的适当氛围,并展示了如何使用技术来补充日常用餐和特殊场合的食物。我们的研究结果表明,HCI研究需要认识到家庭用餐时间技术使用的语境性质,并采用适当的设计策略。
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引用次数: 23
Back to the Future: Identifying Interface Trends from the Past, Present and Future in Immersive Applications 回到未来:识别沉浸式应用程序中过去、现在和未来的界面趋势
Rohann Dorabjee, O. Bown, Somwrita Sarkar, M. Tomitsch
The new generation of Head Mounted Displays (HMDs) is beginning to make the much-anticipated arrival of augmented reality (AR) and virtual reality (VR) in consumer products reality. A large body of research from the last three decades has laid the foundation for the concepts now emerging in the market. Yet, there has been little focus on the analysis of consumer user interfaces being produced for these new platforms. As technology is progressing, there is an increasing need to study current trends in user and developer communities, and to contextualise them within the ongoing evolution of human-computer interfaces. In this paper, we specifically focus on mixed reality (MR) within immersed simulations enabled through combining VR headsets with vision sensors. We present an analysis of apps on the Leap Motion market and outline suggestions for developers and designers to assist with creating more natural user interface experiences.
随着增强现实(AR)和虚拟现实(VR)进入消费产品领域,新一代头戴式显示器(hmd)正开始引领人们的期待。过去三十年的大量研究为现在市场上出现的概念奠定了基础。然而,很少有人关注为这些新平台制作的消费者用户界面的分析。随着技术的进步,越来越需要研究用户和开发人员社区的当前趋势,并将它们置于人机界面不断发展的背景中。在本文中,我们特别关注通过将VR头显与视觉传感器相结合来实现沉浸式模拟中的混合现实(MR)。我们对Leap Motion市场上的应用程序进行了分析,并为开发者和设计师提供了一些建议,以帮助他们创造更自然的用户界面体验。
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引用次数: 5
Lights, Camera, Action: Using animations to co-evaluate user experience scenarios 灯光,相机,动作:使用动画来共同评估用户体验场景
Alen Keirnan, N. Ahmadpour, S. Pedell, Angeline Mayasari
Scenarios are considered a useful tool for designers and HCI communities to generate detailed problem descriptions, future predictions, concept generations, requirements analysis and detailed system design surrounding a design problem. However, little is known about animated scenarios as a tool to co-evaluate and further explore early user research insights and themes with end users. In this study, previous research findings and insights concerning emergency alarm pendants were designed and presented as animated scenarios to older participants in a workshop. Emergency alarms are wearable product technologies that allow the user to alert designated contacts in the event of falls or medical emergencies and were chosen as a case study for this paper. The findings indicate, that while the animated scenarios provide a basis for participants to describe problems associated with using the emergency alarm technology, participants also used the animated scenarios to discus and evaluate the key emotions and themes that were presented. We refer to this process as co-evaluate. It is argued that animated scenarios can be used to validate the HCI designers' understanding and interpretation of early user research insights and themes.
场景被认为是设计师和HCI社区生成详细问题描述、未来预测、概念生成、需求分析和围绕设计问题的详细系统设计的有用工具。然而,对于动画场景作为与最终用户共同评估和进一步探索早期用户研究见解和主题的工具,人们知之甚少。在这项研究中,先前的研究成果和见解有关紧急报警挂件被设计和呈现为动画场景的老年参与者在研讨会。紧急警报是可穿戴产品技术,允许用户在发生跌倒或医疗紧急情况时提醒指定的联系人,并被选为本文的案例研究。研究结果表明,虽然动画场景为参与者提供了描述与使用紧急报警技术相关的问题的基础,但参与者也使用动画场景来讨论和评估所呈现的关键情绪和主题。我们把这个过程称为共同评价。有人认为,动画场景可以用来验证HCI设计师对早期用户研究见解和主题的理解和解释。
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引用次数: 3
Wearable audio-video recorders as a tool for investigating child play experiences in nature 可穿戴式音视频记录仪作为调查儿童在自然界的游戏体验的工具
Bronwyn J. Cumbo, T. Leong
Designing digital technologies that support children in middle childhood (8-12 years) play in nature can instil environmental values that motivate pro-environmental behaviour. However, gathering real-time and situated insights into children's independent play experiences in nature is often challenging as children of this age group are often secretive about their play activities and 'special play places'. Wearable video recorders present an opportunity for overcoming many barriers to understanding children's play experiences. Here we present a study where we provided twelve children (8-11 years) with a wearable video recorder while they played in their special place in nature. We then analysed the data to determine how these devices uniquely contribute to our understanding of the children's play experience. Our analysis found that wearable audio-video recorders provide a unique and rich perspective on children's play from the point of view of the child. The data captured was situated, naturalistic, spatial-temporal, social and visceral.
设计支持儿童中期(8-12岁)在大自然中玩耍的数字技术,可以逐渐灌输环境价值观,激发亲环境行为。然而,收集儿童在自然界中独立游戏体验的实时和情境信息通常具有挑战性,因为这个年龄段的儿童通常对他们的游戏活动和“特殊游戏场所”守口如瓶。可穿戴式录像机为理解儿童的游戏体验提供了一个克服许多障碍的机会。在这里,我们提出了一项研究,我们为12名儿童(8-11岁)提供了一个可穿戴式录像机,当他们在自然中特殊的地方玩耍时。然后,我们分析了这些数据,以确定这些设备如何独特地有助于我们对儿童游戏体验的理解。我们的分析发现,可穿戴式音视频记录仪从孩子的角度提供了一个独特而丰富的视角来观察孩子的游戏。捕获的数据是定位的、自然的、时空的、社会的和内心的。
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引用次数: 11
What We Learned from TransitionMate: A Mobile App Designed to Support Young People with Chronic Illness 我们从TransitionMate中学到的:一款旨在支持患有慢性疾病的年轻人的移动应用程序
Yu Zhao, R. Calvo, A. Pardo, Harriet Gunn, K. Steinbeck
Young people with chronic illness eventually undergo transition from paediatric to adult healthcare. This is often a complex and daunting process for adolescents, requiring significant adjustment and increased autonomy to manage illness within the context of young people's daily lives. The ubiquitous nature of mobile phones facilitates novel communication channels to engage, support and empower young people to take greater control of their illness management and to improve health outcomes during this crucial period. In this paper, we present a novel mobile phone application aimed at supporting self-management and transition in young people with chronic illness. Nine participants completed a pilot study using the application, and we discuss the outcomes of the study in this paper.
患有慢性疾病的年轻人最终要经历从儿科到成人保健的过渡。对于青少年来说,这往往是一个复杂而艰巨的过程,需要进行重大调整并增强自主权,以便在年轻人的日常生活中管理疾病。移动电话无处不在的特性促进了新颖的沟通渠道,使年轻人能够参与、支持并增强他们的权能,更好地控制自己的疾病管理,并在这一关键时期改善健康结果。在本文中,我们提出了一个新的手机应用程序,旨在支持自我管理和过渡的年轻人与慢性疾病。九名参与者使用该应用程序完成了初步研究,并在本文中讨论了研究结果。
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引用次数: 5
To Dwell or Not to Dwell: An Evaluation of Mid-Air Gestures for Large Information Displays 停留或不停留:对大型信息显示器的空中手势的评估
Soojeong Yoo, Callum Parker, J. Kay, M. Tomitsch
This paper investigates user preferences for mid-air gestures to interact with large public information displays. We designed and implemented a public display application that allows people to navigate between Twitter feeds and to find details about particular tweets. The application supports selection and navigation through (1) point-and-dwell and (2) push and grab-and-pull. A within-subject evaluation with 10 participants found that although point-and-dwell was perceived to be more accurate, push was preferred for selecting items and grab-and-pull was preferred for navigation. Based on our findings we derive recommendations for designing gesture-based information displays.
本文研究了用户对空中手势与大型公共信息显示器交互的偏好。我们设计并实现了一个公共显示应用程序,它允许人们在Twitter提要之间导航,并查找特定tweet的详细信息。该应用程序支持通过(1)点位和(2)推和抓和拉进行选择和导航。一项针对10名参与者的受试者内部评估发现,尽管定点停留被认为更准确,但选择物品时更倾向于“推”,导航时更倾向于“抓-拉”。基于我们的发现,我们提出了设计基于手势的信息显示的建议。
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引用次数: 27
Help Me Keep My Stuff Safe: Designing a Collaborative Online Repository for Young People in Care 帮助我保护我的东西安全:为护理中的年轻人设计一个协作在线存储库
S. Webber, M. Gibbs, G. McCarthy
Managing the personal information and possessions of young people in out of home care presents unique challenges. Photos, documents and mementos are easily lost or left behind at changes of care placement. Lack of access to such personal artefacts negatively impacts care decisions, identity construction and social relationships. Prior work identified the potential for an online repository (a 'virtual locker') to manage personal materials in this context. This research examines tensions related to privacy and control that impact on the design of the virtual locker. Through workshops conducted with young care leavers and social workers we derived design objectives and, based on these, we propose mechanisms for resolving the tensions identified. Informed by user evaluation of a 'virtual locker' prototype, we develop heuristics for design of personal content systems in shifting social contexts. In this work, we identify the need for personal control of content, balanced governance and flexible collaboration tools. These heuristics and associated insights contribute to theoretical and design work related to personal and social content systems.
管理个人信息和财产的年轻人在家庭护理提出了独特的挑战。照片、文件和纪念品很容易丢失或在更换护理地点时留下。缺乏获得这些个人物品的机会对护理决策、身份建构和社会关系产生负面影响。先前的工作确定了在线存储库(“虚拟储物柜”)在这种情况下管理个人材料的潜力。本研究考察了影响虚拟储物柜设计的与隐私和控制相关的紧张关系。通过与年轻的护理人员和社会工作者进行的研讨会,我们得出了设计目标,并在此基础上提出了解决所确定的紧张关系的机制。根据用户对“虚拟储物柜”原型的评估,我们开发了在不断变化的社会背景下设计个人内容系统的启发式方法。在这项工作中,我们确定了对个人控制内容、平衡治理和灵活协作工具的需求。这些启发和相关的见解有助于与个人和社会内容系统相关的理论和设计工作。
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引用次数: 0
The Challenge of Technology Research in Sensitive Settings: Case Studies in 'ensitive HCI' 敏感环境下技术研究的挑战:“敏感HCI”案例研究
Jenny Waycott, G. Wadley, Stefan Schutt, Arthur Stabolidis, Reeva M. Lederman
A growing proportion of human-computer interaction research now takes place in sensitive settings with participants who might be considered vulnerable, such as the chronically ill, older adults, and people living with mental health issues. Alongside this move into complex "real life" settings there is growing interest in the ethical challenges HCI researchers encounter, the emotional impact research can have on participants and researchers, and the risk that new technologies might exacerbate, rather than ameliorate, existing vulnerabilities. Some authors have called for researchers to openly reflect about ethical challenges so we can learn from shared experiences. Others have warned that HCI researchers may not be sufficiently equipped to understand and respond to the needs of vulnerable participants. This paper documents cases of "sensitive HCI," drawing on research conducted in diverse sensitive settings. By reflecting on common challenges and discussing possible responses we contribute to growing discourse that promotes reflexive practice in sensitive HCI.
现在,越来越多的人机交互研究在敏感环境中进行,参与者可能被认为是弱势群体,如慢性病患者、老年人和有精神健康问题的人。在进入复杂的“现实生活”环境的同时,人们对HCI研究人员遇到的伦理挑战、研究可能对参与者和研究人员产生的情感影响以及新技术可能加剧而不是改善现有脆弱性的风险越来越感兴趣。一些作者呼吁研究人员公开反思道德挑战,这样我们就可以从共同的经验中学习。其他人警告说,HCI研究人员可能没有足够的能力来理解和回应弱势参与者的需求。本文记录了“敏感HCI”的案例,借鉴了在不同敏感环境下进行的研究。通过反思共同的挑战和讨论可能的应对措施,我们有助于促进敏感HCI中反思性实践的不断发展的话语。
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引用次数: 53
Children's Expectations and Strategies in Interacting with a Wizard of Oz Robot 儿童与《绿野仙踪》机器人互动的期望与策略
Peter Worthy, Marie Bodén, Arafeh Karimi, Jason Weigel, Ben Matthews, Kristyn Hensby, Scott Heath, P. Pounds, Jonathon Taufatofua, Michael Smith, Stephen Viller, Janet Wiles
This paper presents an analysis of children's interactions with an early prototype of a robot that is being designed for deployment in early learning centres. 23 children aged 2-6 interacted with the prototype, consisting of a pair of tablets embedded in a flat and vaguely humanoid form. We used a Wizard of Oz (WoZ) technique to control a synthesized voice that delivered predefined statements and questions, and a tablet mounted as a head that displayed animated eyes. The children's interactions with the robot and with the adult experimenter were video recorded and analysed in order to identify some of the children's expectations of the robot's behaviour and capabilities, and to observe their strategies for interacting with a speaking and minimally animated artificial agent. We found a surprising breadth in children's reactions, expectations and strategies (as evidenced by their behaviour) and a noteworthy tolerance for the robot's occasionally awkward behaviour.
本文介绍了儿童与早期机器人原型的互动分析,该原型正在设计用于早期学习中心的部署。23名2-6岁的儿童与原型互动,原型由一对嵌在平面和模糊人形形式中的平板组成。我们使用了《绿野仙踪》(Wizard of Oz)的技术来控制一个合成的声音,这个声音可以传递预先定义好的语句和问题,而平板电脑则安装在一个头部上,可以显示动画眼睛。为了确定孩子们对机器人的行为和能力的一些期望,并观察他们与说话和最低动画人工代理互动的策略,孩子们与机器人和成人实验者的互动被录像和分析。我们发现孩子们的反应、期望和策略(从他们的行为中可以看出)有着惊人的广度,而且他们对机器人偶尔出现的尴尬行为也有明显的容忍度。
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引用次数: 6
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Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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