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Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living 设计一个压力和焦虑支持工具,以帮助患有自闭症的年轻人在日常生活中
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-27 DOI: 10.1093/iwc/iwad012
Marcela A Espinosa, Lizbeth Escobedo
Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we conducted an iterative user-centered study aiming to understand how young adults with autism deal with stress in real-life situations. We proposed a set of five design principles that will serve as guidelines to develop assistive anxiety management technology for individuals with autism. We then developed a set of low-fi prototypes and selected SATORI, a support tool composed of three interfaces, to help young adults with autism autonomously manage the anxiety caused by stressful situations in their daily life. We evaluated our proposed design principles using SATORI with eight young adults with autism. The results show a positive perception of the design principles on what SATORI is based on, as participants perceived that SATORI could help them in their daily life to manage stress and channel anxiety.
自闭症患者可能比正常的同龄人经历更长的压力和焦虑水平。提供压力缓解和焦虑管理的传统技术包括支持,它提醒人们如何面对压力情况。支持用户的一些技术建议包括检测和监测应力水平的策略。在这项研究中,我们进行了一项以用户为中心的迭代研究,旨在了解患有自闭症的年轻成年人如何在现实生活中应对压力。我们提出了一套五个设计原则,将作为指导方针,为自闭症患者开发辅助焦虑管理技术。然后,我们开发了一套低保真原型,并选择了SATORI,一个由三个界面组成的支持工具,以帮助患有自闭症的年轻人自主管理日常生活中压力情况引起的焦虑。我们用SATORI对8名自闭症青年进行了评估。结果显示,参与者对SATORI的设计原则有积极的看法,因为参与者认为SATORI可以帮助他们在日常生活中管理压力和疏导焦虑。
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引用次数: 1
Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors' Engagement in a Science Museum Exhibition 设计和评估Aventura Marina:一个严肃的游戏,以促进游客参与科学博物馆展览
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-27 DOI: 10.1093/iwc/iwad017
Jessica Cordova-Rangel, Karina Caro
Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.
博物馆在展览中使用电子游戏,以促进参观者的参与,并通过积极的体验改善他们的学习过程。在这个作品中,我们展示了Aventura Marina,这是一个严肃的电子游戏,灵感来自密室逃脱游戏机制,由一个应用程序和一个创作工具组成,旨在促进游客参与墨西哥西北部的Caracol Museo de Ciencias博物馆的新展览海洋大厅。为了设计Aventura Marina,我们遵循了以用户为中心的设计方法,基于设计思维方法。我们与博物馆工作人员和潜在访客一起评估了游戏的高保真原型和创作工具的低保真原型。我们的研究结果表明,Aventura Marina有潜力促进游客对海洋大厅展览的参与,因为参与者表示有积极的体验,认识到他们对展览主题更感兴趣,不那么无聊,并且他们渴望再次玩这个游戏。关于创作工具,博物馆工作人员提到了如何在博物馆的其他大厅实施这个项目。最后,我们讨论了未来原型迭代的改进,以及这种技术如何补充博物馆展览的内容。
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引用次数: 1
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being COVID-19如何改变Instagram上的自我呈现及其与用户幸福感的关系
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-22 DOI: 10.1093/iwc/iwad013
M. Turner, Danna Ordonia
Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown in the UK, and compared to psychological well-being, social media dependency and motives for online self-presentation during lockdown. Changes in the nature of images and captions used by profile owners were found following the start of lockdown, with more selfies and throwback photographs of past events being posted. Images in contexts depicting users as ‘social’, and positive or explanatory message captioning decreased during lockdown. Limited evidence was found to support the hypothesis that images posted were predictive of psychological well-being in lockdown. More followers and the degree to which online portrayals represented ‘real-self’ appeared more critical to well-being during lockdown.
新冠肺炎大流行期间,社交媒体的使用有所增加,平台为沟通和自我表达提供了重要论坛。在这项研究中,我们探讨了封锁开始后在线发帖行为和自我展示的变化。在英国封锁开始前后的3个月内,对活跃的Instagram账户(n=73)进行了内容分析,并与封锁期间的心理健康、社交媒体依赖和在线自我展示动机进行了比较。封锁开始后,个人资料所有者使用的图片和说明的性质发生了变化,发布了更多过去事件的自拍和复古照片。在封锁期间,将用户描述为“社交”的上下文中的图像以及正面或解释性的信息字幕减少了。发现有限的证据支持这样一种假设,即发布的图像可以预测封锁期间的心理健康。在封锁期间,更多的追随者和网络形象代表“真实自我”的程度似乎对幸福感更为关键。
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引用次数: 2
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students HCI课程中的虚拟翻转课堂:巴西学生经验案例研究
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-21 DOI: 10.1093/iwc/iwad015
L. Zaina, Suéllen Martinelli
The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies at a Brazilian University and carried out qualitative data analysis. We also investigated how this approach affected the experience of undergraduate and graduate students, together with the skills it enabled them to acquire. The results revealed a high degree of satisfaction and motivation felt by students when they adopted this approach and a change in their mindset about the importance of HCI in their future job activities as professionals. Skills related to effective work in group management and innovative thinking were also stimulated by our approach.
对虚拟学习的兴趣并不新鲜;然而,自新冠肺炎疫情爆发以来,它成为了一个热门话题。在人机交互(HCI)领域,很少有完全在线模式的教育体验。本文研究了一种基于虚拟翻转课堂的方法,该方法通过使用在线工具来支持HCI教学。我们在巴西一所大学进行了两个案例研究,并进行了定性数据分析。我们还调查了这种方法如何影响本科生和研究生的经历,以及它使他们能够获得的技能。结果显示,当学生采用这种方法时,他们感到高度的满意度和动力,并且他们对HCI在未来专业工作活动中的重要性的心态发生了变化。我们的方法也激发了团队管理中有效工作的技能和创新思维。
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引用次数: 0
The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine 居家隔离期间自闭症谱系障碍患者护理人员对社交媒体效用的感知
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-19 DOI: 10.1093/iwc/iwad006
Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli
During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers of ASD individuals. The questionnaire investigated their living conditions, the way time was spent during isolation, the availability of technological equipment, the perceived level of anxiety and the perceived utility of social media. The results showed that the difficulties of using social media had not been overcome, even at this time of greatest need. However, caregivers who take care of ASD people with high levels of anxiety perceived social media as more useful. This result invites further reflection on how to implement social media effectively for people with ASD.
在新冠肺炎大流行期间,社交媒体的使用为自闭症谱系障碍(ASD)患者解决社会关系困难提供了一种可能的方法,也为缓解其护理人员的问题提供了一个可能的方法。为了收集有关该解决方案可行性的信息,我们对29名自闭症谱系障碍患者的护理人员进行了一项关于意大利第一次封锁期(2020年3月至5月)的在线问卷调查。问卷调查了他们的生活条件、隔离期间的时间、技术设备的可用性、焦虑程度和社交媒体的效用。结果表明,即使在最需要的时候,使用社交媒体的困难也没有得到克服。然而,照顾焦虑程度高的自闭症谱系障碍患者的护理人员认为社交媒体更有用。这一结果引发了人们对如何为自闭症谱系障碍患者有效实施社交媒体的进一步思考。
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引用次数: 0
Dead Users' Profiles on Facebook: Limited Interaction Beyond Human Existence Facebook上死亡用户的个人资料:超越人类存在的有限互动
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-18 DOI: 10.1093/iwc/iwad003
Daniele Trevisan, Cristiano Maciel, Vinícius Carvalho Pereira, Roberto Pereira
Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles of people who died between June 2020 and March 2021 showed that (i) Facebook fails to communicate the criteria for transforming profiles into memorials; (ii) no information about their contacts of deceased users’ profiles is given; (iii) the frequency of interaction with memorials and with active profiles is different; (iv) profiles’ privacy settings shape interaction. Our results exemplify how a sociotechnical system influences people’s interactions with dead users’ profiles. We herein highlight implications for interaction design and evaluation, besides the need to consider interaction as existence, which raises big challenges to the Human Computer Interaction (HCI) community.
死亡在社交网络上变得越来越明显,尤其是在2019冠状病毒病之后,Facebook以双重标准解决了这一问题:一些个人资料仍然活跃,而另一些则变成了纪念。这篇文章调查了Facebook的系统如何处理死亡用户的个人资料,以支持或限制与用户死亡有关的互动。我们对2020年6月至2021年3月期间死亡的54名公众资料的数据进行了定性分析,结果表明:(i) Facebook未能传达将个人资料转化为纪念的标准;(ii)没有提供有关其联系人或已故用户档案的信息;(iii)与纪念馆和活动概况的互动频率不同;(iv)配置文件的隐私设置影响交互。我们的研究结果举例说明了社会技术系统如何影响人们与已故用户的个人资料的互动。除了需要将交互视为存在之外,我们在此强调交互设计和评估的含义,这对人机交互(HCI)社区提出了巨大的挑战。
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引用次数: 0
Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control 对ATC用户体验的更正:探索空中交通管制的新界面概念
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-06 DOI: 10.1093/iwc/iwad020
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引用次数: 0
File Search: A Contrast Between Beliefs and Behavior 文件搜索:信念与行为的对比
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-01 DOI: 10.1093/iwc/iwad005
Ofer Bergman;Esther Sher
This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search usage and will eventually eliminate folder navigation; and that young people search more than older ones. Contrary to these beliefs, research has shown that users prefer folder-based navigation, with search being used only as a last resort for a small minority of retrievals; search engine technology has little effect on search usage or folder organization; folder navigation has deep neuro-cognitive roots and there is a positive correlation between age and search percentage. We then discuss possible reasons for these contrasts and conclude that evidence-based personal information management education should be used to correct these baseless beliefs.
这项研究揭示了文件搜索信念与文件搜索行为之间的差异。使用问卷(N=110),我们测量了参与者对基于查询的搜索使用的直觉信念,并将其与经过充分验证的科学发现进行了比较。我们的参与者认为搜索是主要的检索策略;搜索引擎技术极大地提高了搜索的使用率,并将最终消除文件夹导航;年轻人比老年人搜索得更多。与这些观点相反,研究表明,用户更喜欢基于文件夹的导航,搜索只是少数检索的最后手段;搜索引擎技术对搜索使用或文件夹组织几乎没有影响;文件夹导航有着深刻的神经认知根源,年龄与搜索百分比呈正相关。然后,我们讨论了这些对比的可能原因,并得出结论,应该使用循证的个人信息管理教育来纠正这些毫无根据的信念。
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引用次数: 0
Quantifying the Cost of Web Accessibility Barriers for Blind Users 量化盲人用户无障碍网页障碍的成本
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-02-01 DOI: 10.1093/iwc/iwad004
Meagan Griffith;Brian Wentz;Jonathan Lazar
When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that accessibility barriers place on the time of users with disabilities in both personal and business settings. This data is needed for policymakers who are creating new regulations or statutes, as well as for informing future technical standards for web accessibility.
当残疾用户无法访问某个网站时,会向该用户收取费用。这项研究量化了盲人用户在遇到网络访问障碍时所经历的时间差异。由此产生的数据说明了网络无障碍势在必行的一个重要原因,通过无障碍障碍障碍在个人和商业环境中对残疾用户时间造成的不公平现象来强调和衡量无障碍的成本。这些数据是制定新法规或法规的决策者所需要的,也是为未来网络无障碍技术标准提供信息所需要的。
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引用次数: 0
Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities 使用Emotion4Down:评估一款支持智障人士情感意识的严肃电子游戏的设计
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-18 DOI: 10.1093/iwc/iwac044
Marisela Hernández Lara, A. I. Martínez-García, Karina Caro
Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s intellectual functioning; however, it can co-exist with other developmental disabilities, such as Down syndrome. People with Down syndrome may have intellectual disabilities in the mild to moderate range. Because of this, they exhibit some cognitive and emotional characteristics of intellectual disability. Among the emotional characteristics of these populations are difficulties in recognizing some emotions, which triggers anxiety and depression problems. The literature proposes using serious video games to support different skills of people with Down syndrome and intellectual disabilities. Some of these works have shown how these serious video games support the development of different skills of these populations. However, they have not been designed to support their emotional awareness. Likewise, technology is aimed at supporting emotion recognition and identification, but most of these have been aimed at other populations, such as people with autism. This paper presents the evaluation process of the design of Emotion4Down: a serious video game to support emotional awareness. We conducted this evaluation in three stages involving people with intellectual disabilities and Down syndrome.
唐氏综合症被认为是智力残疾最常见的遗传原因。智障人士在注意力、推理和学术学习等智力功能方面存在缺陷。根据美国智力与发育障碍协会和疾病控制与预防中心的说法,智力残疾只包括一个人的智力功能;然而,它可以与其他发育障碍共存,如唐氏综合症。患有唐氏综合症的人可能有轻度到中度的智力残疾。正因为如此,他们表现出智力残疾的一些认知和情感特征。这些人群的情绪特征之一是难以识别某些情绪,从而引发焦虑和抑郁问题。文献建议使用严肃的电子游戏来支持患有唐氏综合症和智力残疾的人的不同技能。其中一些研究表明,这些严肃的电子游戏如何支持这些人群不同技能的发展。然而,它们并没有被设计成支持他们的情感意识。同样,技术的目标是支持情感识别和识别,但其中大多数是针对其他人群的,比如自闭症患者。本文介绍了Emotion4Down的设计评估过程,Emotion4Down是一款支持情感意识的严肃电子游戏。我们分三个阶段对智力残疾和唐氏综合症患者进行了评估。
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Interacting with Computers
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