首页 > 最新文献

Interacting with Computers最新文献

英文 中文
Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations 基于鼠标注视识别电脑焦虑症患者的干扰因素
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-11 DOI: 10.1093/iwc/iwac025
Thiago Donizetti dos Santos, Vagner Figuerêdo de Santana
Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance (i.e. distractors) for people with CA, using mouse fixation analysis as a proxy for eye gaze data. The study explores the relationship of mouse and eye gaze data collected with the help of 39 older adults interacting with a website. Results show that it is possible to identify UI elements acting as distractors (e.g. carousel, top menu) as well as those with which people with CA faced problems (e.g. side menu, search box, map), based on mouse fixations. Moreover, statistical differences show that the number of mouse fixations in navigation, content and distractors is different for different levels of CA. Furthermore, differences were found between CA groups regarding mouse and eye fixations, indicating that participants with higher CA levels had difficulty differentiating which areas of interest they should interact with using mouse. From the results, one expects that personalized systems could use the proposed approach to identify UI elements acting as distractors using mouse data and then simplify UIs based on different levels of CA.
计算机焦虑(CA)可以定义为人们在使用计算机时可能感到的恐惧和担忧。因此,CA患者在家庭、工作或学习中使用计算机时可能会遇到问题,甚至在与计算机实际交互之前就会产生多种形式的障碍。在此背景下,本研究的目的是确定影响CA患者任务表现的用户界面元素(即干扰因素),使用鼠标注视分析作为眼睛注视数据的代理。这项研究探索了鼠标和眼睛注视的关系,这些数据是在39名老年人与网站互动的帮助下收集的。结果表明,基于鼠标的注视,可以识别作为干扰因素的UI元素(例如旋转木马,顶部菜单)以及CA患者面临问题的UI元素(例如侧菜单,搜索框,地图)。此外,统计差异表明,不同CA水平下,鼠标在导航、内容和干扰物上的注视次数是不同的。此外,在鼠标和眼睛注视方面,CA组之间也存在差异,这表明CA水平较高的参与者难以区分他们应该使用鼠标与哪些感兴趣的区域进行互动。从结果来看,人们期望个性化系统可以使用所提出的方法来识别使用鼠标数据作为干扰的UI元素,然后基于不同级别的CA简化UI。
{"title":"Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations","authors":"Thiago Donizetti dos Santos, Vagner Figuerêdo de Santana","doi":"10.1093/iwc/iwac025","DOIUrl":"https://doi.org/10.1093/iwc/iwac025","url":null,"abstract":"\u0000 Computer anxiety (CA) can be defined as fear and worries that someone may feel when using computers. Thus, people with CA may face problems when using computers at home, at work or for study purposes, resulting in multiple forms of barriers even before the actual interaction with computers. In this context, the purpose of this research is to identify user interface elements impacting task performance (i.e. distractors) for people with CA, using mouse fixation analysis as a proxy for eye gaze data. The study explores the relationship of mouse and eye gaze data collected with the help of 39 older adults interacting with a website. Results show that it is possible to identify UI elements acting as distractors (e.g. carousel, top menu) as well as those with which people with CA faced problems (e.g. side menu, search box, map), based on mouse fixations. Moreover, statistical differences show that the number of mouse fixations in navigation, content and distractors is different for different levels of CA. Furthermore, differences were found between CA groups regarding mouse and eye fixations, indicating that participants with higher CA levels had difficulty differentiating which areas of interest they should interact with using mouse. From the results, one expects that personalized systems could use the proposed approach to identify UI elements acting as distractors using mouse data and then simplify UIs based on different levels of CA.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"352 1","pages":"165-190"},"PeriodicalIF":1.3,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73340583","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}
引用次数: 1
OpenDesign of Scientific Research in Pandemic Context 大流行背景下科学研究的开放设计
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-11 DOI: 10.1093/iwc/iwac030
Fabrício Matheus Gonçalves, M Cecília C Baranauskas
The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with ubiquitous technology. This work addresses this issue by presenting a study in which a research team used the OpenDesign Platform (ODP) to conduct a process of ideation and consolidation of a socioenactive-based system solution during pandemics and physical presence limitations. The contributions are twofold: addressing the demands of the research team working remotely and envisaging an interaction scenario for people in a socioenactive system, even without their copresence in the same physical space. Results have shown the strengths and weaknesses of the ODP and lessons learned towards supporting systems for teamwork in such systems’ ideation context.
冠状病毒大流行和随之而来的社会隔离情况影响了研究设计,特别是在直接与人接触的领域。虽然在线工具能够实现通信和协作,但一些涉及当代基于技术的系统的特定领域,如社会活动系统,需要更深入地了解使用无处不在的技术在现实世界场景中的人类行为。本工作通过介绍一项研究来解决这一问题,在该研究中,一个研究小组使用开放设计平台(ODP)在流行病和物理存在限制期间进行基于社会活动的系统解决方案的构思和整合过程。它的贡献是双重的:解决了研究团队远程工作的需求,并为社会活动系统中的人们设想了一个互动场景,即使他们不在同一个物理空间中。结果显示了ODP的优点和缺点,以及在这种系统的构思背景下对团队合作支持系统的经验教训。
{"title":"OpenDesign of Scientific Research in Pandemic Context","authors":"Fabrício Matheus Gonçalves, M Cecília C Baranauskas","doi":"10.1093/iwc/iwac030","DOIUrl":"https://doi.org/10.1093/iwc/iwac030","url":null,"abstract":"The Coronavirus pandemic and the consequent situation of social isolation have affected research design, especially in fields working directly with people. While online tools enable communication and collaboration, some specific domains involving contemporary technology-based systems, such as socioenactive systems, demand a deeper understanding of human-embodied action in real-world scenarios with ubiquitous technology. This work addresses this issue by presenting a study in which a research team used the OpenDesign Platform (ODP) to conduct a process of ideation and consolidation of a socioenactive-based system solution during pandemics and physical presence limitations. The contributions are twofold: addressing the demands of the research team working remotely and envisaging an interaction scenario for people in a socioenactive system, even without their copresence in the same physical space. Results have shown the strengths and weaknesses of the ODP and lessons learned towards supporting systems for teamwork in such systems’ ideation context.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"15 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531505","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}
引用次数: 0
Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education 计算思维与心智模式:促进青少年与成人教育中的数位文化
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-10 DOI: 10.1093/iwc/iwac028
Júlia S. B. Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, D. Junior, Roberto Pereira
Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed Computational Thinking and its relation with Digital Culture, especially for reducing the digital divide. In this article, we draw on the notion of Mental Models to relate Computational Thinking and Digital Culture. We claim that practicing basic Computational Thinking skills when exploring simple prototypes favors building Mental Models that are useful to understand and progress in the usage of technologies, contributing to developing a Digital Culture. To situate our discussion, we present a case study that engaged adults, in their initial stages of literacy, in activities that grew from basic ones, with a low-fidelity ATM prototype, to more complex ones with a functional ATM prototype. Evaluation methods used were voting, feedback, structured observation and unstructured interviews. Results suggested our approach is promising as participants gained confidence and increased autonomy as the activities progressed, using the experience and knowledge they obtained from previous activities to perform the next ones.
计算思维被认为是生活在以技术为媒介的社会中的人们必不可少的一种能力。这种能力也可以帮助那些很少或没有技术经验的人,因为练习基本的计算思维技能可以帮助理解技术设备是如何工作和使用的。然而,据我们所知,很少有研究涉及计算思维及其与数字文化的关系,特别是减少数字鸿沟。在这篇文章中,我们利用心智模型的概念来联系计算思维和数字文化。我们声称,在探索简单的原型时,练习基本的计算思维技能有助于建立有助于理解和进步技术使用的心智模型,有助于发展数字文化。为了定位我们的讨论,我们提出了一个案例研究,该案例研究涉及成年人,在他们识字的初始阶段,从使用低保真ATM原型的基本活动到使用功能ATM原型的更复杂的活动。评价方法采用投票、反馈、结构化观察和非结构化访谈。结果表明,我们的方法是有希望的,因为随着活动的进行,参与者获得了信心和自主权,利用他们从以前的活动中获得的经验和知识来执行下一个活动。
{"title":"Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education","authors":"Júlia S. B. Ortiz, Carolina Moreira, Krissia Menezes, Bernardo Ferrari, D. Junior, Roberto Pereira","doi":"10.1093/iwc/iwac028","DOIUrl":"https://doi.org/10.1093/iwc/iwac028","url":null,"abstract":"\u0000 Computational thinking is an ability that has been considered essential for people living in a society mediated by technology. This ability can also be helpful to people with little or no experience with technology, for practicing basic Computational Thinking skills may help understanding how a technological device works and can be used. However, to the best of our knowledge, little research has addressed Computational Thinking and its relation with Digital Culture, especially for reducing the digital divide. In this article, we draw on the notion of Mental Models to relate Computational Thinking and Digital Culture. We claim that practicing basic Computational Thinking skills when exploring simple prototypes favors building Mental Models that are useful to understand and progress in the usage of technologies, contributing to developing a Digital Culture. To situate our discussion, we present a case study that engaged adults, in their initial stages of literacy, in activities that grew from basic ones, with a low-fidelity ATM prototype, to more complex ones with a functional ATM prototype. Evaluation methods used were voting, feedback, structured observation and unstructured interviews. Results suggested our approach is promising as participants gained confidence and increased autonomy as the activities progressed, using the experience and knowledge they obtained from previous activities to perform the next ones.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"14 1","pages":"91-104"},"PeriodicalIF":1.3,"publicationDate":"2022-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82390726","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}
引用次数: 1
Adapting Codesign Techniques for the Construction of a Learning Environment of a Written Second Language for the D/deaf 采用协同设计技术构建聋人书面第二语言学习环境
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-07 DOI: 10.1093/iwc/iwac023
P. Paim, S. Prietch, J. A. Sánchez
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.
在巴西,许多聋人使用该国的官方手语天秤座来交流和发展社会文化认同。对于大多数天秤座的用户来说,学习如何用葡萄牙语(该国的官方书面语言)阅读和写作是一个挑战。为了解决这个问题,我们提出了一个为聋人共同设计无障碍技术的框架。在本文中,我们描述和分析了一个环境的案例研究,以支持教学过程的书面葡萄牙语作为第二语言。我们的主要贡献是通过个人和协作工作,与聋人和听力健全的参与者共同设计的记录经验,这增加了信心和创造力,并通过分享自己的经验增强了同理心。在整个框架进程中纳入了各种类型的参与者,并加强了重要的价值观,例如所有权和自决。
{"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":"118 1","pages":"315-329"},"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}
引用次数: 0
Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia 感知可用性和用户体验在增强现实工具治疗蜘蛛恐惧症
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-06 DOI: 10.1093/iwc/iwac026
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.
使用增强现实(AR)环境来治疗小动物恐惧症是传统体内暴露治疗的一种替代方案,传统体内暴露治疗允许通过虚拟的、渐进的和可控的患者暴露于他/她害怕的动物来支持治疗。在本文中,我们比较了三种不同的AR工具用于暴露治疗蜘蛛恐惧症30个用户;即移动触觉AR系统、沉浸式AR环境和非沉浸式AR环境。在比较过程中,与一只真实蜘蛛的体内(直接)互动也被用作参考。为了比较这四种情况,每个受试者都参加了一次使用所有这些条件的暴露疗法。每个工具的有用性和使用体验的感知是通过技术接受模型退出问卷进行评估的,结果是通过间接观察分析获得的。结果表明,在三个应用程序之间,对有用性的感知没有显著差异,触觉增强现实系统产生的使用体验最少。
{"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":"135 1","pages":"421-434"},"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}
引用次数: 0
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control 迈向空中交通管制的用户体验:探索空中交通管制的新介面概念
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-01 DOI: 10.1093/iwc/iwac032
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.
空中交通管制(ATC)是一个安全关键、协作的工作领域,由于过去技术驱动的发展,它面临着可用性挑战。在这项工作中,我们遵循了以用户为中心的设计过程,以探索新颖的交互概念如何在ATC中增加用户体验。根据管制员的需求,我们设想了一个统一的界面,以及三个可能的交互概念(鼠标界面、飞行拨号和有形界面),以解决ATC的不同方面。我们原型地实现了交互概念,并基于来自24个控制器的反馈迭代每个原型。来自这些迭代形成性评估的定性数据表明,控制器更喜欢使用高效、简约、可定制和上下文敏感的接口。总结性评估(N=12)表明,与目前使用的系统相比,所有三个概念的享乐质量都更高。我们的研究结果和见解可以为未来ATC接口的设计提供指导和灵感。
{"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":"34 2","pages":"43-59"},"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}
引用次数: 1
Participatory Data Design: Managing Data Sovereignty in IoT Solutions 参与式数据设计:物联网解决方案中的数据主权管理
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-10-01 DOI: 10.1093/iwc/iwac031
Judy Bowen;Annika Hinze
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.
在软件工程社区中,决定如何收集、存储和使用个人数据已经不仅仅是了解我们的用户。本文考虑了道德数据使用,包括文化因素和数据所有权。我们讨论了土著数据主权这一概念,以及它如何潜在地影响从用户那里收集个人数据的技术解决方案。我们建议对典型的以用户为中心的设计过程进行扩展,我们称之为参与式数据设计。这包括使用专门侧重于在数据收集的文化背景下管理数据的框架和工具。我们还举了一个具体的例子,说明我们如何在新西兰林业的毛利人工人的数据收集项目中使用这种方法。最后,我们讨论了这种做法的更广泛影响。
{"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":"34 2","pages":"60-71"},"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}
引用次数: 3
Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes 遇到来自个人音乐收听历史数据的歌曲的翻唱版本:mus<s:1>在家庭中的设计和现场试验
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-09-01 DOI: 10.1093/iwc/iwac027
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.
我们设计并实现了Musée,以捕捉解读音乐封面版本的新颖体验,这些版本包含熟悉和陌生的音乐成分,并根据用户的音乐流历史数据进行策划。Musée是一款有形的音乐播放器,用户可以(通过YouTube)探索和收听两类专业或业余歌曲的封面:用户最喜欢的艺术家的歌曲封面和用户播放次数最多的歌曲封面。为了实地调查其潜在价值,我们在四户家庭中对Musée进行了为期1个月的实地试验。研究结果表明,翻唱音乐中不熟悉的音乐元素为过去的歌曲提供了一种“新鲜感”,并帮助听众以新的方式欣赏过度消费的音乐。此外,限制播放的翻唱歌曲的详细信息有助于用户专注于声音,从而促使他们推断和反思原歌曲及其相关记忆。我们的发现为界面设计提供了新的见解,该界面使用历史个人数据来扩展用户的体验,而不仅仅是重新审视以前的口味。
{"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":"34 1","pages":"24-42"},"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}
引用次数: 1
Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts 解决协同设计项目中的价值:从敏感环境中的两个案例研究中吸取的教训
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-09-01 DOI: 10.1093/iwc/iwac024
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.
人机交互(HCI)学者和其他人主张将设计视为不可避免地涉及政治和伦理敏感性。这些考虑因素的一个子集是试图通过“价值敏感性”来处理利益相关者经常发生冲突的利益。以价值敏感设计(VSD)为灵感,我们强调了所讨论的价值观的演变背景塑造我们研究合作的必要方式。本文对长期以用户为中心的设计项目中的两个案例进行了回顾性分析,这两个项目都致力于价值驱动的HCI研究,并关注解放和赋权。第一个项目是一个为期三年的项目,明确致力于女性参与的女权主义政策倡议,旨在培养两性平等的价值观。第二个项目是一个为期4年的项目,涉及老年人的HCI研究,开发了一个用于拼车和公共交通的多式联运平台。我们展示了我们如何将一般承诺转化为务实、共同设计的研究目标和基础设施。我们努力的长期雄心和广泛的利益相关者基础的整合对支持这一点至关重要。此外,我们还深入了解了我们的方法如何在将方法适应特定环境时为可靠的协作和灵活性提供安全空间。
{"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":"34 1","pages":"1-23"},"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}
引用次数: 1
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis 信息架构:使用k -均值聚类和最佳合并方法进行开放卡片分类数据分析
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-07-27 DOI: 10.1093/iwc/iwac022
Sione Paea, C. Katsanos, Gabiriele Bulivou
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.
开放式卡片分类是一种行之有效的方法,用于发现人们如何理解和分类信息。本文解决了使用K-means算法定量分析开放卡片分类数据的问题。虽然K-means算法是有效的,但其结果对初始类别中心过于敏感。因此,文献中的许多方法都侧重于确定合适的初始中心。然而,这并不总是可能的,特别是当类别的数量增加时。本文提出了一种提高开放卡片分类数据分析的K-means解的质量的方法。结果表明,本文提出的K-means初始化方法优于MaxMin、随机初始化和k -means++等现有初始化方法。所提出的算法应用于现实世界的开放卡片分类数据集,并且,与文献中现有的解决方案不同,它可以用于任何数量的参与者和卡片。
{"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":"11 1","pages":"670-689"},"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}
引用次数: 1
期刊
Interacting with Computers
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1