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TRANSforming Design Through Emotion: An Application to Support Brazilian Transgender Student Women 通过情感转化设计:支持巴西变性女学生的应用程序
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac038
Gabriely Rodrigues de Lima, Lucas Lopes Soares, Natã Lael Gomes Raulino, Caio Eduardo Pereira Nunes, I. Saboia, A. J. M. Leite
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引用次数: 0
‘I Did Digital Tidying up for a More Adult Stage of Life’: Ritualistic Technology Appropriations During Life Transitions “我为更成熟的生活阶段做了数字整理”:生活转型期间的仪式性技术挪用
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad001
Sara Wolf;Frauke Mörike;Diana Löffler;Jörn Hurtienne
Life transitions, such as the transition from childhood to adulthood, are often accompanied by meaning-making actions such as rituals. Rituals increasingly involve the use of interactive technology. While previous research has focused on specific contexts or technologies, a bird's eye view of the many appropriation styles during life transitions is missing. To identify the range of technology's appropriations, we analysed stories from 84 participants and compared these across different life transitions and technologies. We identified three roles interactive technology can play during life transitions: the role of (i) a facilitator easing the accomplishment of tasks within life transitions, (ii) an enabler creating opportunities for new transition rituals and (iii) a social actor that itself is the trigger or the content of transition rituals. We propose the three roles as a classification scheme to structure existing and future research and reflect on the design challenges and evaluation approaches.
生活的转变,比如从童年到成年的转变,通常伴随着仪式等意义创造的行动。仪式越来越多地涉及到互动技术的使用。虽然之前的研究都集中在特定的背景或技术上,但对生活转变过程中的许多挪用方式却缺乏鸟瞰图。为了确定技术拨款的范围,我们分析了84名参与者的故事,并比较了不同生活转变和技术的故事。我们确定了互动技术在人生过渡过程中可以扮演的三个角色:(i)促进人生过渡中任务的完成,(ii)为新的过渡仪式创造机会的推动者,以及(iii)本身就是过渡仪式的触发者或内容的社会行动者。我们提出了三个角色作为一个分类方案,以构建现有和未来的研究,并反思设计挑战和评估方法。
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引用次数: 1
Cultural Viewpoint Metaphors Resignification to Teach Programming 文化观点隐喻对编程教学的意义
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac041
Joseline Melo Corrêa, M. Mota
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引用次数: 0
Correction to: Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling 纠正:通过做来叙述:理解和告知设计讲故事的有形界面的桥梁概念
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad011
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引用次数: 0
Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study 促进网络新闻评论中的内隐情绪调节——一项实验研究
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad010
Aleksi H Syrjämäki;Mirja Ilves;Joel Kiskola;Anna Rantasila;Poika Isokoski;Thomas Olsson;Veikko Surakka
An online experiment investigated the perceived effects of a user interface (UI) intervention aiming to support online news commenters' emotion regulation. By describing the comment's tone to the user, the expected effect was activation of the implicit emotion regulation process of affect labeling (i.e. naming emotions). The perceived emotion- and behavior-related effects of the labeling intervention were investigated using the experimental vignette methodology. Participants read a vignette describing the behavior of an uncivil commenter and assessed the commenter's probable responses to the labeling intervention or a control intervention shown in the UI. The results showed that, when compared to a control condition, the labeling intervention was assessed to evoke positive emotions and to result in mitigation of uncivil behavior. This suggests that UI solutions that support emotion regulation are a promising approach to reducing uncivil comments that users might afterward regret, and hence potentially improving the quality of online discussions.
一项在线实验调查了旨在支持在线新闻评论者情绪调节的用户界面干预的感知效果。通过向用户描述评论的语气,预期效果是激活情感标签(即命名情绪)的隐性情绪调节过程。使用实验渐晕法研究了标签干预的感知情绪和行为相关效应。参与者阅读了一个描述不文明评论者行为的小插曲,并评估了评论者对UI中显示的标签干预或控制干预的可能反应。结果表明,与对照条件相比,标签干预被评估为唤起积极情绪并减轻不文明行为。这表明,支持情绪调节的UI解决方案是一种很有前途的方法,可以减少用户事后可能后悔的不文明评论,从而有可能提高在线讨论的质量。
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引用次数: 0
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic “新”新常态——新冠肺炎大流行之前、期间和之后的工作和教育数字化和杂交化
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-09 DOI: 10.1093/iwc/iwac034
Jan Gulliksen, Joakim Lilliesköld, Stefan Stenbom
Before the COVID-19 coronavirus pandemic, work and education on the university campus were considered superior to equivalent activities conducted digitally or remotely. Despite being significantly digitally mature, many organizations did not consider or even permit digital or hybrid participation in meetings and education. In March 2020, the lockdown following the pandemic caused the transition of many organizations and most universities to online-only operation in record time. Often, this occurred while maintaining quality and production, even if some aspects relating to the user experience were lost. The purpose of this paper is to describe and analyze how digitalization following the pandemic influenced and transformed the digital work environment in higher education. KTH Royal Institute of Technology, Stockholm, Sweden, provided the experiences and data for this article. In conclusion we distinguished different phases of digital work and education before, during and after the pandemic: 1. The Pre-Pandemic Phase, 2. The Emergency Remote Phase, 3. The New Normal, 4. The Slow Acceptance Phase, and 5. The Dividing Phase, or what we refer to as The ‘New’ New Normal. In this phase it looks like it will be a battle between three perspectives; those who are looking to get back to the pre-pandemic conditions, those living in The New Normal, and those actively analyzing the lessons learned and aiming for The Thoughtful Blended Phase. Analyzing these five phases we discern that the implications for the future will be heavily dependent on the following aspects: management commitment and support; well-functioning technology and support organization; understanding the effects digitalization will have on culture, organization and well-being; increasing interest in participating in pedagogical development; new designs needed for hybrid work and education; the need to rethink structure and contents of meetings; and paying extra care and attention to the psychological well-being of staff and students.
在新冠肺炎大流行之前,大学校园内的工作和教育被认为优于数字或远程进行的同等活动。尽管在数字化方面已经相当成熟,但许多组织并没有考虑甚至不允许在会议和教育中进行数字化或混合参与。2020年3月,大流行后的封锁导致许多组织和大多数大学在创纪录的时间内过渡到只在线运营。通常,这是在保持质量和生产的同时发生的,即使丢失了与用户体验相关的某些方面。本文的目的是描述和分析大流行之后的数字化如何影响和改变高等教育的数字化工作环境。瑞典斯德哥尔摩的KTH皇家理工学院为本文提供了经验和数据。总之,我们区分了大流行之前、期间和之后数字工作和教育的不同阶段:大流行前阶段,2。紧急远程阶段,3。4.《新常态》缓慢接受阶段;分化阶段,或者我们所说的“新”新常态。在这个阶段,它看起来将是三种观点之间的战斗;那些希望回到大流行前状态的人,那些生活在新常态中的人,以及那些积极分析经验教训并以“深思熟虑的混合阶段”为目标的人。分析这五个阶段,我们发现对未来的影响将在很大程度上取决于以下方面:管理层的承诺和支持;运作良好的技术和支持组织;了解数字化对文化、组织和福祉的影响;增加参与教学发展的兴趣;工作和教育混合需要新的设计;需要重新考虑会议的结构和内容;并格外关注员工和学生的心理健康。
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引用次数: 0
An Interactive Design Framework for Children's Apps for Enhancing Emotional Experience 儿童应用程序增强情感体验的交互设计框架
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-01 DOI: 10.1093/iwc/iwac042
Kaiqing Chen
Young children's user experiences of educational applications (apps) can potentially support their cognitive development and improve the quality of parent–child relationships. However, to realize such potential, app designers must consider children's emotional needs. Through a comprehensive review of the relevant literature, this paper develops an interactive design framework that can trigger three positive emotions, which is then used as a scale to conduct a design analysis of 72 apps available on the Australian and Chinese Apple App Store. We found that the interactive design scale based on emotional design is feasible; and an interactive design method that focuses on emotions affects the emotional benefits of parent–child users from apps and obtaining higher user ratings. It is thus demonstrated that paying attention to these design criteria will affect the emotional benefits young children receive from apps, thereby increasing users' interest and support for the product. Lastly, we discuss the implications of improving the methods emotional experience and encourage future designers to bridge the gap between research and practice.
幼儿对教育应用程序(app)的用户体验可以潜在地支持他们的认知发展,提高亲子关系的质量。然而,为了实现这种潜力,应用程序设计师必须考虑儿童的情感需求。通过对相关文献的全面回顾,本文开发了一个可以触发三种积极情绪的交互设计框架,并以此为尺度,对澳大利亚和中国的苹果应用商店中的72款应用进行了设计分析。我们发现基于情感设计的交互设计量表是可行的;而以情感为核心的交互设计方法,则会影响亲子用户从app中获得的情感收益,从而获得更高的用户评分。由此可见,关注这些设计准则会影响幼儿从应用中获得的情感利益,从而增加用户对产品的兴趣和支持。最后,我们讨论了改进情感体验方法的意义,并鼓励未来的设计师弥合研究与实践之间的差距。
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引用次数: 1
Children's and Parents' Perspectives on the Effects of Children's Digital Technology Use 儿童和家长对儿童使用数字技术的影响的看法
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-01 DOI: 10.1093/iwc/iwac035
Ana Žulec;Vanesa Varga;Luka Štefanić
With the rapid development of digital technology, examining the effects of digital technology use on children becomes more critical every day. This paper explores the effects of digital technology use on children from children's and parents' perspectives. Focus groups with children aged 9 to 15 and their parents were conducted from 30 March to 5 May 2021, via the Zoom platform. Using the thematic analysis approach, we found that both children and parents perceive different positive and negative effects of digital technology use on emotional, behavioral, physical, social and cognitive development and functioning in children, and problematic digital technology use as a general effect of excessive digital technology use in children. These results give insight into different perspectives of digital technology use and allow for encouraging positive effects and intervening in negative ones.
随着数字技术的快速发展,检查数字技术的使用对儿童的影响变得越来越重要。本文从儿童和家长的角度探讨了数字技术的使用对儿童的影响。2021年3月30日至5月5日,通过Zoom平台对9至15岁儿童及其父母进行了焦点小组讨论。使用主题分析方法,我们发现儿童和家长都认为数字技术的使用对儿童的情感、行为、身体、社会和认知发展和功能有不同的积极和消极影响,以及儿童过度使用数字技术的总体影响。这些结果为数字技术使用的不同角度提供了见解,并允许鼓励积极影响和干预消极影响。
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引用次数: 1
HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead 大流行期间的HCI研究经验:为今后的道路吸取的教训
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-11-30 DOI: 10.1093/iwc/iwac036
Claiton Marques Correa, Gabriel Diniz Junqueira Barbosa, Simone Diniz Junqueira Barbosa, Milene Selbach Silveira
The social interaction restrictions imposed by COVID-19 required academic researchers to rethink the design of their research projects, especially those that involved human interaction. Considering this scenario, we report here the experience of conducting four studies in Human–Computer Interaction research projects that were adapted to be executed remotely: a focus group study, a communicability evaluation study, a speculative design study and a user observation study. Considering how the studies were planned, executed and analysed, we reflect on the adaptations needed, and lessons related to our experiences. From these lessons, we believe that, even after all the pandemic restrictions are lifted, we may continue conducting at least part of our research studies remotely to increase our geographical reach, reduce costs and facilitate data capture.
新冠疫情对社会互动的限制要求学术研究人员重新思考研究项目的设计,特别是那些涉及人际互动的项目。考虑到这种情况,我们在这里报告了在人机交互研究项目中进行四项研究的经验,这些研究适用于远程执行:焦点小组研究、可沟通性评估研究、推测性设计研究和用户观察研究。考虑到这些研究是如何计划、执行和分析的,我们反思了所需要的适应,以及与我们的经验相关的教训。根据这些经验教训,我们认为,即使在所有大流行病限制解除之后,我们也可以继续至少部分的远程研究,以扩大我们的地理覆盖范围,降低成本并促进数据获取。
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引用次数: 0
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot 手语自动翻译的规定性和语义分析——以VLibras虚拟形象翻译为例,基于视频访谈和聊天机器人的文本交互
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-15 DOI: 10.1093/iwc/iwac020
André Luiz da Cunha Silva, Tatiane Militão de Sá, Ruan Sousa Diniz, Simone B. Leal Ferreira, S. Siqueira, S. Bourguignon
Algorithms designed to translate textual content into sign language (SL) expressed through avatars have been used to reduce accessibility barriers. Our research aimed to identify whether the VLibras tool, widely adopted on Brazilian government websites, is an effective accessibility solution for automatic translation into SL. It is an exploratory and applied qualitative research project involving a bibliographic review and support from expert interpreters. We conducted two experimental studies using sequential chronological cuts and applying prescriptive and semantic analyses. We present evidence that there is no actual translation into SL in the automatic translation process performed by the VLibras translation algorithm (TA) but only a transposition of part of the SL lexicon to the Portuguese morphosyntactic structure. The automatic translation of long texts and texts with complex syntactic structures results in excessive pauses and dactylology for words that have a sign registered in the basic SL dictionary. Using human–computer interaction concepts to evaluate automatic translation into sign language by the VLibras TA expands the existing theoretical discussion. It also contributes to minimizing communication problems caused by the discrepancy between the original message and the machine translation, a practical applicability of this study.
旨在将文本内容翻译成通过化身表达的手语(SL)的算法已被用于减少可访问性障碍。我们的研究旨在确定在巴西政府网站上广泛使用的VLibras工具是否是一个有效的自动翻译成SL的可访问性解决方案。这是一个探索性和应用性质的研究项目,涉及书目审查和专家口译员的支持。我们进行了两项实验研究,使用顺序时间切割和应用规范和语义分析。我们提供的证据表明,在VLibras翻译算法(TA)执行的自动翻译过程中,没有实际的翻译到SL,而只是将部分SL词汇转换为葡萄牙语的形态句法结构。长文本和具有复杂句法结构的文本的自动翻译会导致在基本语言词典中注册了符号的单词出现过多的停顿和dactyology。利用人机交互的概念来评价VLibras TA的手语自动翻译,扩展了现有的理论讨论。它还有助于最大限度地减少因原信息与机器翻译不一致而造成的沟通问题,这是本研究的实际适用性。
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引用次数: 0
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Interacting with Computers
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