In Brazil, many D/deaf persons use the country’s official sign language, Libras, to communicate and develop a sociocultural identity. For most Libras users, learning how to read and write in Portuguese, the country’s official written language, is a challenge. To address the problem, we present a framework for codesigning accessible technologies for and with D/deaf persons. In this paper, we describe and analyze the case study of an environment to support the teaching–learning process of written Portuguese as a second language. Our main contribution is the documented experiences of codesigning with D/deaf and hearing participants, through individual and collaborative work, which increased confidence and creativity and enhanced empathy through sharing own experiences. Various types of participants were included through the entire framework process, and important values were reinforced, such as ownership and self-determination.
{"title":"Adapting Codesign Techniques for the Construction of a Learning Environment of a Written Second Language for the D/deaf","authors":"P. Paim, S. Prietch, J. A. Sánchez","doi":"10.1093/iwc/iwac023","DOIUrl":"https://doi.org/10.1093/iwc/iwac023","url":null,"abstract":"\u0000 In Brazil, many D/deaf persons use the country’s official sign language, Libras, to communicate and develop a sociocultural identity. For most Libras users, learning how to read and write in Portuguese, the country’s official written language, is a challenge. To address the problem, we present a framework for codesigning accessible technologies for and with D/deaf persons. In this paper, we describe and analyze the case study of an environment to support the teaching–learning process of written Portuguese as a second language. Our main contribution is the documented experiences of codesigning with D/deaf and hearing participants, through individual and collaborative work, which increased confidence and creativity and enhanced empathy through sharing own experiences. Various types of participants were included through the entire framework process, and important values were reinforced, such as ownership and self-determination.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77385092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo
The use of augmented reality (AR) environments to treat small animal phobias is an alternative to traditional in vivo exposure treatments that allow supporting the therapy through the virtual, gradual and controlled exposure of the patient to the animal to which he/she is afraid. In this paper, we compare three different AR tools used in exposure therapy for spider phobia with thirty users; namely, a mobile haptic AR system, an immersive AR environment, and a non-immersive AR environment. An in vivo (direct) interaction with a real spider was also used as a reference during the comparison. To compare these four conditions, each subject participated in an exposure therapy session using all of them. The perception of usefulness and experience of use of each of the tools were evaluated using a Technology Acceptance Model on-exit questionnaire and the results were obtained through indirect observation analysis. The results showed that there are no significant differences regarding the perception of usefulness among the three applications and that the haptic AR system generated the least discomforting experience of use.
{"title":"Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia","authors":"Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo","doi":"10.1093/iwc/iwac026","DOIUrl":"https://doi.org/10.1093/iwc/iwac026","url":null,"abstract":"\u0000 The use of augmented reality (AR) environments to treat small animal phobias is an alternative to traditional in vivo exposure treatments that allow supporting the therapy through the virtual, gradual and controlled exposure of the patient to the animal to which he/she is afraid. In this paper, we compare three different AR tools used in exposure therapy for spider phobia with thirty users; namely, a mobile haptic AR system, an immersive AR environment, and a non-immersive AR environment. An in vivo (direct) interaction with a real spider was also used as a reference during the comparison. To compare these four conditions, each subject participated in an exposure therapy session using all of them. The perception of usefulness and experience of use of each of the tools were evaluated using a Technology Acceptance Model on-exit questionnaire and the results were obtained through indirect observation analysis. The results showed that there are no significant differences regarding the perception of usefulness among the three applications and that the haptic AR system generated the least discomforting experience of use.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75828728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stephan Huber;Johanna Gramlich;Selina Pauli;Simon Mundschenk;Eliana Haugg;Tobias Grundgeiger
Air traffic control (ATC) is a safety-critical, cooperative work domain, which faces usability challenges due to technology driven development in the past. In this work, we followed a user-centered design process to explore how novel interaction concepts increase user experience in ATC. Based on controllers' needs we envisioned one unified interface together with three possible interaction concepts (the mouse interface, flight-dial and tangible interface) addressing different aspects of ATC. We prototypically implemented the interaction concepts and iterated each prototype based on feedback from 24 controllers. Qualitative data from these iterative formative evaluations indicated that controllers prefer interfaces that are efficient to use, minimalistic, customizable and context sensitive. A summative evaluation (N = 12) showed that the hedonic quality of all three concepts were higher compared to the system currently in use. Our results and insights can provide guidance and inspiration for the future design of ATC interfaces.
{"title":"Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control","authors":"Stephan Huber;Johanna Gramlich;Selina Pauli;Simon Mundschenk;Eliana Haugg;Tobias Grundgeiger","doi":"10.1093/iwc/iwac032","DOIUrl":"https://doi.org/10.1093/iwc/iwac032","url":null,"abstract":"Air traffic control (ATC) is a safety-critical, cooperative work domain, which faces usability challenges due to technology driven development in the past. In this work, we followed a user-centered design process to explore how novel interaction concepts increase user experience in ATC. Based on controllers' needs we envisioned one unified interface together with three possible interaction concepts (the mouse interface, flight-dial and tangible interface) addressing different aspects of ATC. We prototypically implemented the interaction concepts and iterated each prototype based on feedback from 24 controllers. Qualitative data from these iterative formative evaluations indicated that controllers prefer interfaces that are efficient to use, minimalistic, customizable and context sensitive. A summative evaluation (N = 12) showed that the hedonic quality of all three concepts were higher compared to the system currently in use. Our results and insights can provide guidance and inspiration for the future design of ATC interfaces.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within the software engineering community, deciding how to collect, store and use personal data has become about more than just understanding our users. This paper considers ethical data use that includes cultural considerations and data ownership rights. We discuss indigenous data sovereignty as a concept and how it potentially impacts technological solutions that gather personal data from users. We propose an extension to typical user-centred design processes, which we call participatory data design. This incorporates the use of frameworks and tools that specifically focus on managing data within the cultural context it is gathered from. We also present a specific example of how we have used this approach in the context of a data collection project from Māori workers in New Zealand forestry. We conclude with a discussion of the wider implications of this approach.
{"title":"Participatory Data Design: Managing Data Sovereignty in IoT Solutions","authors":"Judy Bowen;Annika Hinze","doi":"10.1093/iwc/iwac031","DOIUrl":"https://doi.org/10.1093/iwc/iwac031","url":null,"abstract":"Within the software engineering community, deciding how to collect, store and use personal data has become about more than just understanding our users. This paper considers ethical data use that includes cultural considerations and data ownership rights. We discuss indigenous data sovereignty as a concept and how it potentially impacts technological solutions that gather personal data from users. We propose an extension to typical user-centred design processes, which we call participatory data design. This incorporates the use of frameworks and tools that specifically focus on managing data within the cultural context it is gathered from. We also present a specific example of how we have used this approach in the context of a data collection project from Māori workers in New Zealand forestry. We conclude with a discussion of the wider implications of this approach.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sangu Jang;Woojin Lee;Beom Kim;William Odom;Young-Woo Park
We designed and implemented Musée to capture the novel experience of interpreting cover versions of music, which contain both familiar and unfamiliar musical components and are curated based on the user's music-streaming history data. Musée is a tangible music player that enables users to explore and listen to professional or amateur covers of songs (via YouTube) in two categories: covers of songs from users’ most-liked artists and covers of users’ most-played songs. To investigate its potential value in situ, we conducted field trials of Musée in four households for 1 month. Findings showed that unfamiliar musical elements in cover music provided a sense of ‘freshness’ to past songs and helped the listener appreciate over-consumed music in new ways. In addition, restricting detailed information about cover songs that were playing helped users focus on the sound, thus priming them to infer and reflect on the original song and their memories associated with it. Our findings point to new insights for the design of interfaces that use historical personal data to expand users’ experience beyond solely revisiting prior tastes.
{"title":"Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes","authors":"Sangu Jang;Woojin Lee;Beom Kim;William Odom;Young-Woo Park","doi":"10.1093/iwc/iwac027","DOIUrl":"https://doi.org/10.1093/iwc/iwac027","url":null,"abstract":"We designed and implemented Musée to capture the novel experience of interpreting cover versions of music, which contain both familiar and unfamiliar musical components and are curated based on the user's music-streaming history data. Musée is a tangible music player that enables users to explore and listen to professional or amateur covers of songs (via YouTube) in two categories: covers of songs from users’ most-liked artists and covers of users’ most-played songs. To investigate its potential value in situ, we conducted field trials of Musée in four households for 1 month. Findings showed that unfamiliar musical elements in cover music provided a sense of ‘freshness’ to past songs and helped the listener appreciate over-consumed music in new ways. In addition, restricting detailed information about cover songs that were playing helped users focus on the sound, thus priming them to infer and reflect on the original song and their memories associated with it. Our findings point to new insights for the design of interfaces that use historical personal data to expand users’ experience beyond solely revisiting prior tastes.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49944272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Ahmadi;Sebastian Taugerbeck;Johanna Meurer;Dave Randall;Volker Wulf
Human–computer interaction (HCI) scholars and others have advocated treating design as inevitably implicating political and ethical sensitivities. A subset of those considerations has been the attempt to deal with the often conflicting interests of stakeholders through ‘value sensitivity’. Drawing on value-sensitive design (VSD) as an inspiration, we emphasize the necessary way in which the evolving contextuality of the values in question shaped our research collaborations. This paper presents a retrospective analysis of two case studies from long-term user-centered design projects in fields with explicit ambitions for value-driven HCI research and concerned with emancipation and empowerment. The first, a 3-year project, entailed an explicit commitment to feminist policy initiatives with female participants that aimed at fostering values of gender equality. The second, a 4-year project, dealt with HCI research with and for older adults, where a multimodal mobility platform for ridesharing and public transportation was developed. We show how we translated general commitment into pragmatic, co-design research goals and infrastructures. The long-term ambition of our endeavors and integration of a broad stakeholder base were vital to support this. We additionally provide insights into how our approach offered safe spaces for trustful collaboration and flexibility when adapting methods to specific contexts.
{"title":"Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts","authors":"Michael Ahmadi;Sebastian Taugerbeck;Johanna Meurer;Dave Randall;Volker Wulf","doi":"10.1093/iwc/iwac024","DOIUrl":"https://doi.org/10.1093/iwc/iwac024","url":null,"abstract":"Human–computer interaction (HCI) scholars and others have advocated treating design as inevitably implicating political and ethical sensitivities. A subset of those considerations has been the attempt to deal with the often conflicting interests of stakeholders through ‘value sensitivity’. Drawing on value-sensitive design (VSD) as an inspiration, we emphasize the necessary way in which the evolving contextuality of the values in question shaped our research collaborations. This paper presents a retrospective analysis of two case studies from long-term user-centered design projects in fields with explicit ambitions for value-driven HCI research and concerned with emancipation and empowerment. The first, a 3-year project, entailed an explicit commitment to feminist policy initiatives with female participants that aimed at fostering values of gender equality. The second, a 4-year project, dealt with HCI research with and for older adults, where a multimodal mobility platform for ridesharing and public transportation was developed. We show how we translated general commitment into pragmatic, co-design research goals and infrastructures. The long-term ambition of our endeavors and integration of a broad stakeholder base were vital to support this. We additionally provide insights into how our approach offered safe spaces for trustful collaboration and flexibility when adapting methods to specific contexts.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49944273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Open card sorting is a well-established method for discovering how people understand and categorize information. This paper addresses the problem of quantitatively analyzing open card sorting data using the K-means algorithm. Although the K-means algorithm is effective, its results are too sensitive to initial category centers. Therefore, many approaches in the literature have focused on determining suitable initial centers. However, this is not always possible, especially when the number of categories is increased. This paper proposes an approach to improve the quality of the solution produced by the K-means for open card sort data analysis. Results show that the proposed initialization approach for K-means outperforms existing initialization methods, such as MaxMin, random initialization and K-means++. The proposed algorithm is applied to a real-world open card sorting dataset, and, unlike existing solutions in the literature, it can be used with any number of participants and cards.
{"title":"Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis","authors":"Sione Paea, C. Katsanos, Gabiriele Bulivou","doi":"10.1093/iwc/iwac022","DOIUrl":"https://doi.org/10.1093/iwc/iwac022","url":null,"abstract":"\u0000 Open card sorting is a well-established method for discovering how people understand and categorize information. This paper addresses the problem of quantitatively analyzing open card sorting data using the K-means algorithm. Although the K-means algorithm is effective, its results are too sensitive to initial category centers. Therefore, many approaches in the literature have focused on determining suitable initial centers. However, this is not always possible, especially when the number of categories is increased. This paper proposes an approach to improve the quality of the solution produced by the K-means for open card sort data analysis. Results show that the proposed initialization approach for K-means outperforms existing initialization methods, such as MaxMin, random initialization and K-means++. The proposed algorithm is applied to a real-world open card sorting dataset, and, unlike existing solutions in the literature, it can be used with any number of participants and cards.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89891660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The wide usage of voice intelligent assistants (VIAs), such as Siri, brings lots of convenience to our daily life. However, there are also kinds of issues related to VIAs displaying inappropriate contents to restricted users such as children. To address this problem, we developed a system that detects the inappropriate contents and rates them with defined ranks. In this manner, a threshold or suggestion could be given in order to avoid displaying inappropriate contents to restricted users. This evaluation system is called Voice Intelligent Aid Rating System (VIARS). With a developed VIARS prototype, we further tested its effectiveness with a designed experiment that consisted of several tasks. As a result, VIARS’s intelligent rating results were proven to be highly consistent with the experts’ manual rating results, indicating the reliability of the VIARS classification mechanism. It is also notable that when compared with experts’ manual rating, VIARS’s automatic rating mechanism showed significant advantages in response time.
{"title":"VIARS: An Intelligent Voice Agent to Prevent Inappropriate Content Display for Restricted Users","authors":"Rui Kang, P. Rau","doi":"10.1093/iwc/iwac019","DOIUrl":"https://doi.org/10.1093/iwc/iwac019","url":null,"abstract":"\u0000 The wide usage of voice intelligent assistants (VIAs), such as Siri, brings lots of convenience to our daily life. However, there are also kinds of issues related to VIAs displaying inappropriate contents to restricted users such as children. To address this problem, we developed a system that detects the inappropriate contents and rates them with defined ranks. In this manner, a threshold or suggestion could be given in order to avoid displaying inappropriate contents to restricted users. This evaluation system is called Voice Intelligent Aid Rating System (VIARS). With a developed VIARS prototype, we further tested its effectiveness with a designed experiment that consisted of several tasks. As a result, VIARS’s intelligent rating results were proven to be highly consistent with the experts’ manual rating results, indicating the reliability of the VIARS classification mechanism. It is also notable that when compared with experts’ manual rating, VIARS’s automatic rating mechanism showed significant advantages in response time.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91160992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Post-Pandemic HCI - Living Digitally: Well-Being-Driven Digital Technologies","authors":"E. Law, J. Abascal","doi":"10.1093/iwc/iwac021","DOIUrl":"https://doi.org/10.1093/iwc/iwac021","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72482438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Goffe, S. Chivukula, Alex Bowyer, S. Bowen, Austin Toombs, Colin M. Gray
Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.
{"title":"Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform","authors":"L. Goffe, S. Chivukula, Alex Bowyer, S. Bowen, Austin Toombs, Colin M. Gray","doi":"10.1093/iwc/iwac015","DOIUrl":"https://doi.org/10.1093/iwc/iwac015","url":null,"abstract":"\u0000 Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2022-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82665819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}