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Correction to: Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform (published as OpenDesign of Scientific Research in Pandemic Context) 修正:大流行背景下的设计:通过开放设计平台的科学协作(发表于大流行背景下的科学研究开放设计)
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-17 DOI: 10.1093/iwc/iwad007
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引用次数: 1
Design and Evaluation of an Authoring Platform for Therapeutic Digital Games 治疗性数字游戏创作平台的设计与评估
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-11 DOI: 10.1093/iwc/iwac045
K. R. H. Rodrigues, A. E. C. Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, R. Zavarizz, Vânia P. A. Neris, Paula Maia de Souza
Therapeutic digital games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. Although there are several therapeutic digital games available, their development highly depends on the involvement of computer science professionals. This paper’s contribution is about how RUFUS was designed as a platform to provide EUP (End-User Programming) for healthcare professionals. This platform enables these professionals to author digital games aiming at performing therapeutic activities with their patients and/or caregivers. The platform has a web interface for game authoring, currently composed of three different game mechanics, as well as the possibility of viewing interaction reports. It also encompasses a mobile app that displays the games created for patients. Participatory design techniques were used during the design and evaluation of the three games to engage different stakeholders and also empower healthcare providers. A preliminary evaluation of the RUFUS point to an easy-to-use design solution, but which still needs further testing to ensure intuitiveness for users who have no experience with games or with authoring interfaces.
治疗性数字游戏旨在支持康复治疗,帮助患者理解、激励并坚持治疗实践。尽管有一些治疗性的数字游戏可用,但它们的开发高度依赖于计算机科学专业人员的参与。本文的贡献是关于如何将RUFUS设计为为医疗保健专业人员提供EUP(终端用户编程)的平台。该平台使这些专业人员能够编写旨在与患者和/或护理人员进行治疗活动的数字游戏。该平台有一个用于游戏创作的网页界面,目前由三种不同的游戏机制组成,以及查看交互报告的可能性。它还包含一个移动应用程序,可以显示为患者设计的游戏。在设计和评估这三个游戏的过程中使用了参与式设计技术,以吸引不同的利益相关者,并赋予医疗保健提供者权力。对RUFUS的初步评估指向一个易于使用的设计解决方案,但仍需要进一步的测试,以确保对没有游戏或编写界面经验的用户具有直观性。
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引用次数: 0
Let's Work Together! Wikipedia Language Communities' Attempts to Represent Events Worldwide 让我们一起努力!维基百科语言社群试图代表世界范围内的事件
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac033
Ang Li, Rosta Farzan, Claudia A. López
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引用次数: 0
Older Adults' Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games 识别VR游戏用户体验问题的老年人并发和回顾性有声思考语言
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac039
Mingming Fan;Vinita Tibdewal;Qiwen Zhao;Lizhou Cao;Chao Peng;Runxuan Shu;Yujia Shan
While virtual reality (VR) games are beneficial for older adults to improve their physical functions and cognitive abilities, VR research often does not include older adults. Our review of the proceedings of major HCI conferences (i.e. ASSETS, CHI, CHI PLAY, CSCW and DIS) between 2016 and 2020 shows that only three out of 352 VR-related papers involved older adults. Consequently, older adults tend to encounter user experience (UX) problems with VR. One common way to identify UX problems is to conduct usability testing with think-aloud (TA) protocols. As VR games tend to be perceptually and physically demanding, older adults might need to allocate more resources to VR content and interaction and thus have fewer resources for thinking aloud. This raises the question of whether TA protocols are still a viable approach to detecting UX problems of VR games for older adult participants. To answer this question, we conducted usability testing with older adults who played two common types of VR games (i.e. the exergame and experience game) using concurrent and retrospective TA protocols (i.e. CTA and RTA), which are widely used in the industry. We analyzed participants' TA verbalizations and uncovered how different categories of verbalizations indicate UX problems. We further show how older adults perceived the effects of thinking aloud on their game experiences in two TA protocols and offer design implications.
虽然虚拟现实游戏有利于老年人提高身体功能和认知能力,但虚拟现实研究通常不包括老年人。我们对2016年至2020年间主要HCI会议(即ASSETS、CHI、CHI PLAY、CSCW和DIS)的会议记录的审查显示,352篇VR相关论文中只有三篇涉及老年人。因此,老年人往往会遇到VR的用户体验(UX)问题。识别用户体验问题的一种常见方法是使用大声思考(TA)协议进行可用性测试。由于虚拟现实游戏往往对感知和身体要求很高,老年人可能需要为虚拟现实内容和互动分配更多的资源,因此大声思考的资源更少。这就提出了一个问题,即TA协议是否仍然是检测老年参与者VR游戏用户体验问题的可行方法。为了回答这个问题,我们对老年人进行了可用性测试,他们使用行业中广泛使用的并发和回顾性TA协议(即CTA和RTA)玩了两种常见类型的VR游戏(即练习游戏和体验游戏)。我们分析了参与者的TA言语,并揭示了不同类别的言语如何表明用户体验问题。我们进一步展示了老年人如何在两个TA协议中感知大声思考对他们游戏体验的影响,并提供了设计启示。
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引用次数: 1
Buttons, Devices, and Adults: How Preschool Children Designed an IoT Programming Tool 按钮、设备和成人:学龄前儿童如何设计物联网编程工具
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad037
B. S. Neto, Carla Rodriguez, Vânia P. A. Neris
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引用次数: 0
Information Visualization Dashboard to Proctor Test-Takers During an Online Language Proficiency Test 信息可视化仪表板的监考考生在在线语言能力测试
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac043
José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo
As a result of the COVID-19 pandemic, the learning and evaluation processes have been moved to an online modality to keep social distance and reduce the spreading of the virus. The strategies implemented for assessment and proctoring in this online remote teaching and assessment emergency are no exception when proctoring test-takers. This problem is addressed from a practical context of study: the English Language Proficiency Tests of a University in southeast Mexico. Considering an iterative user-centered mixed methodology, a set of dashboards was designed, implemented and evaluated to visualize the information generated by test-takers during the administration process. An increase in the Usability of the dashboards is observed in all heuristic categories, with visual design being greater. The use of the mixed methodology and the constant user feedback during the process helped us to reduce development time compared with other works found in the literature. Moreover, it is possible to use the proposed dashboards in other application domains like medicine, or care facilities where user activity monitoring is needed to make informed decisions. categoryHuman-centered computing;Information visualization
由于COVID-19大流行,学习和评估过程已转向在线模式,以保持社交距离,减少病毒的传播。在这次网络远程教学和评估紧急事件中实施的评估和监考策略在监考考生时也不例外。本文以墨西哥东南部一所大学的英语语言能力测试为例,探讨了这一问题。考虑到迭代的以用户为中心的混合方法,设计、实现和评估了一组仪表板,以可视化考生在管理过程中生成的信息。仪表板的可用性在所有启发式类别中都有所提高,其中视觉设计的提高幅度更大。与文献中发现的其他作品相比,混合方法的使用和过程中不断的用户反馈帮助我们减少了开发时间。此外,建议的仪表板还可以用于其他应用领域,如医疗或护理设施,在这些领域中需要对用户活动进行监控以做出明智的决策。以人为本的计算;信息可视化
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引用次数: 0
UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios 泛在场景下评估系统访问的工具
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac029
J. Pimenta, E. Duarte, M. Baranauskas, C. B. Medeiros
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引用次数: 1
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 Q1 Social Sciences 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 Q1 Social Sciences 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 Q1 Social Sciences Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac041
Joseline Melo Corrêa, M. Mota
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引用次数: 0
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