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Extending a Theory of Slow Technology for Design through Artifact Analysis 从工件分析扩展慢技术设计理论
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-06-25 DOI: 10.1080/07370024.2021.1913416
William Odom, E. Stolterman, Amy Yo Sue Chen
People’s daily experiences and the environments they inhabit have become saturated with digital devices and systems. With this shift, new concerns have emerged across the HCI community over the rol...
人们的日常体验和生活环境已经充斥着数字设备和系统。随着这种转变,HCI社区出现了新的担忧……
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引用次数: 15
Designing for interpersonal motor synchronization 人际运动同步设计
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-06-06 DOI: 10.1080/07370024.2021.1912608
M. Rinott, N. Tractinsky
In simple terms, interpersonal motor synchronization (IMS) means people moving together at the same time. This type of time-based interaction and coordination is prevalent in a multitude of daily s...
简单来说,人际运动同步(IMS)是指人们同时在一起运动。这种基于时间的互动和协调在许多日常生活中都很普遍。
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引用次数: 8
Time perspectives in technology-mediated reminiscing: effects of basic design decisions on subjective well-being 技术介导的回忆中的时间视角:基本设计决策对主观幸福感的影响
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-06-01 DOI: 10.1080/07370024.2021.1913415
Alarith Uhde, Marc Hassenzahl
Our life from today’s point of view can be understood as an elaborate story we tell ourselves. It is based on an abundance of past experiences and heavily influenced by the way we look back at them...
从今天的角度来看,我们的生活可以被理解为我们告诉自己的一个精心制作的故事。它建立在丰富的过去经验的基础上,并受到我们回顾它们的方式的严重影响……
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引用次数: 4
HCI and deep time: toward deep time design thinking 人机交互与深度时间:走向深度时间设计思维
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-04-20 DOI: 10.1080/07370024.2021.1902328
Jörgen Rahm‐Skågeby, Lina Rahm
To see objects not just through the lens of human agency but through the lives of nonhuman beings that both shape and are shaped by relationships and processes embodied in material forms is to invite stories – in fossilized bones, decaying tissue and living flesh. (Mitman et al., 2018, p. xi) Several scholars within the field of human-computer interaction (HCI) have identified time and materiality as fundamental analytical facets of relevance to both the use and design of computer technologies (Berzowska et al., 2019; Odom et al., 2018). However, with some exceptions, there has been a (very reasonable) tendency to focus on relatively short-term interactions, delimited to situations of use or specific devices (although acknowledging, for example, issues of sustainability and temporal relationships and negotiations that take place across individuals, groups, and institutions). As a contrasting example of particularly long-term interactions, humanistic research fields, such as media archeology, critical posthumanism, and the environmental humanities, have recently directed attention to the notion of deep time as a long-term perspective providing new analytical and ethical traction on both temporalities and materialities of media technologies (Fredengren, 2016; Mattern, 2015; Parikka, 2017; Taffel, 2016). Put simply, deep time refers to temporalities that include the fundamentally perdurable geological processes of the Earth – effectively considering the pace, rhythm, causalities, and materialities by which durable ecological changes occur. While such a perspective may at first seem difficult to grasp and remote to HCI and design, we take stock in environmental anthropologist Richard D.G. Irvine’s argument that “deep time is not an abstract concept, but part of the phenomenal world impacting on people at the level of experience” (Irvine, 2014, p. 157). Paraphrasing Irvine, we thus suggest that one challenge for HCI and design is to find new ways of exploring the interactions between humans, technologies and geological temporalities. As far as the authors of this paper can tell, the notion of deep time has not been specifically theorized in the realm of HCI and design. While this in itself does not mean that there are no academic overlaps already, it also calls for an exploration of theoretical and practical intersections and synergies between deep time and related areas within HCI. As such, the main contribution of this paper is an initial outline of how HCI can take aspects of, what we may call ‘deep time design thinking’, into consideration. Having said that the suggestions and implications in this paper come from approaching deep time and related areas in HCI analytically. Our theoretical analysis of overlapping concepts and the proposed implications are not meant to be read as decisive evidence, but rather as analytical and practical tools that highlight how materiality (and thereby design) can be understood, and reflected upon, in terms of ‘deep
不只是通过人类的视角来看待事物,而是通过非人类的生命来看待事物,这些非人类的生命既塑造了物质形式的关系,也被物质形式的关系和过程所塑造,这是在邀请故事——在石化的骨头、腐烂的组织和活着的肉体中。(Mitman et al., 2018, p. xi)人机交互(HCI)领域的几位学者已经将时间和物质性确定为与计算机技术的使用和设计相关的基本分析方面(Berzowska et al., 2019;Odom et al., 2018)。然而,除了一些例外,有一种(非常合理的)倾向于关注相对短期的相互作用,限定在使用情况或特定设备上(尽管承认,例如,可持续性和时间关系的问题以及发生在个人、群体和机构之间的谈判)。作为一个特别长期互动的对比例子,人文主义研究领域,如媒体考古学、批判后人文主义和环境人文学科,最近将注意力转移到深度时间的概念上,作为一个长期视角,为媒体技术的时间性和物质性提供了新的分析和伦理牵引(Fredengren, 2016;长期看来,2015;Parikka, 2017;Taffel, 2016)。简单地说,深度时间指的是包括地球上基本持久的地质过程在内的时间性——有效地考虑到持久的生态变化发生的速度、节奏、因果关系和物质。虽然这样的观点乍一看似乎很难把握,而且与HCI和设计有一定的距离,但我们还是接受了环境人类学家理查德·d·g·欧文(Richard D.G. Irvine)的观点,即“深度时间不是一个抽象概念,而是在经验层面上影响人们的现象世界的一部分”(欧文,2014年,第157页)。套用欧文的说法,我们认为HCI和设计面临的一个挑战是找到探索人类、技术和地质时间性之间相互作用的新方法。就这篇论文的作者所知,深度时间的概念在人机交互和设计领域还没有具体的理论化。虽然这本身并不意味着已经没有学术上的重叠,但它也要求探索深度时间和HCI相关领域之间的理论和实践交叉点和协同作用。因此,本文的主要贡献是初步概述了HCI如何考虑我们称之为“深度时间设计思维”的各个方面。本文的建议和启示来自于对人力资本管理的深层时间和相关领域的分析。我们对重叠概念的理论分析和建议的含义并不意味着被视为决定性的证据,而是作为分析和实用的工具,强调如何从“深层”时间性的角度理解和反思物质性(从而设计)。因此,我们认为本文是分析和阐明深度时间设计思维在HCI中的潜力的第一次尝试。
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引用次数: 12
Intertextual design: the hidden stories of Atari women 互文设计:雅达利女性的隐藏故事
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-02-21 DOI: 10.1080/07370024.2020.1861947
Pernille Bjørn, D. Rosner
ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/hhci20 Intertextual design: the hidden stories of Atari women Pernille Bjørn & Daniela K. Rosner To cite this article: Pernille Bjørn & Daniela K. Rosner (2022) Intertextual design: the hidden stories of Atari women, Human–Computer Interaction, 37:4, 370-395, DOI: 10.1080/07370024.2020.1861947 To link to this article: https://doi.org/10.1080/07370024.2020.1861947
本文引用:Pernille Bjørn & Daniela K. Rosner (2022) Intertextual design: the hidden stories of Atari women,人机交互,37:4,370-395,DOI: 10.1080/07370024.2020.1861947链接到本文:https://doi.org/10.1080/07370024.2020.1861947
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引用次数: 19
Perception of rhythmic agency for conversational labeling 会话标签的节奏代理感知
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-02-09 DOI: 10.1080/07370024.2021.1877541
Christine Guo Yu, A. Blackwell, I. Cross
Machine learning algorithms often need to be trained with sample datasets, prepared by humans who label the content manually. However, data labeling is tedious and repetitive, with humans often rep...
机器学习算法通常需要使用样本数据集进行训练,这些样本数据集由人工标记内容的人准备。然而,数据标记是乏味和重复的,人类经常代表……
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引用次数: 2
On technology-assisted energy saving: challenges of digital plumbing in industrial settings 关于技术辅助节能:工业环境中数字管道的挑战
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-01-04 DOI: 10.1080/07370024.2020.1855589
Nico Castelli, Aparecido Fabiano Pinatti de Carvalho, Nicolai Vitt, Sebastian Taugerbeck, D. Randall, P. Tolmie, G. Stevens, V. Wulf
CONTENTS 1. INTRODUCTION 2. RESEARCH BACKGROUND AND RELATED WORK 2.1. Energy Management in Organizations: Drivers, Benefit and Research Directions 2.2. The work to make digital networks work 2.3. C...
内容1。介绍2。研究背景及相关工作组织中的能量管理:驱动因素、效益与研究方向使数字网络运作的工作。C…
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引用次数: 6
Seeing (Movement) is Believing: The Effect of Motion on Perception of Automatic Systems Performance 眼见为实:运动对自动系统性能感知的影响
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-01-02 DOI: 10.1080/07370024.2018.1453815
Pedro Garcia Garcia, Enrico Costanza, Jhim Kiel M. Verame, Diana Nowacka, S. Ramchurn
In this article, we report on one lab study and seven follow-up studies on a crowdsourcing platform designed to investigate the potential of animation cues to influence users’ perception of two smart systems: a handwriting recognition and a part-of-speech tagging system. Results from the first three studies indicate that animation cues can influence a participant’s perception of both systems’ performance. The subsequent three studies, designed to try and identify an explanation for this effect, suggest that this effect is related to the participants’ mental model of the smart system. The last two studies were designed to characterize the effect more in detail, and they revealed that different amounts of animation do not seem to create substantial differences and that the effect persists even when the system’s performance decreases, but only when the difference in performance level between the systems being compared is small.
在本文中,我们报告了一项实验室研究和七项后续研究,这些研究是在一个众包平台上进行的,旨在调查动画线索对用户对两种智能系统(手写识别和词性标记系统)感知的影响。前三项研究的结果表明,动画提示可以影响参与者对两个系统性能的感知。随后的三项研究,旨在尝试并确定这种效应的解释,表明这种效应与参与者对智能系统的心理模型有关。最后两项研究的目的是更详细地描述这种效果,他们发现,不同数量的动画似乎不会产生实质性的差异,即使系统性能下降,这种效果也会持续存在,但只有在比较系统之间的性能水平差异很小的情况下。
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引用次数: 9
Human-Computer Interaction: 7th Iberoamerican Workshop, HCI-COLLAB 2021, Sao Paulo, Brazil, September 8–10, 2021, Proceedings 人机交互:第七届伊比利亚美洲研讨会,hci - colab 2021,巴西圣保罗,2021年9月8-10日,论文集
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-01-01 DOI: 10.1007/978-3-030-92325-9
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引用次数: 3
Screenomics: A Framework to Capture and Analyze Personal Life Experiences and the Ways that Technology Shapes Them. 屏幕组学:捕捉和分析个人生活经历的框架以及技术塑造它们的方式。
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-01-01 Epub Date: 2019-03-13 DOI: 10.1080/07370024.2019.1578652
Byron Reeves, Nilam Ram, Thomas N Robinson, James J Cummings, C Lee Giles, Jennifer Pan, Agnese Chiatti, M J Cho, Katie Roehrick, Xiao Yang, Anupriya Gagneja, Miriam Brinberg, Daniel Muise, Yingdan Lu, Mufan Luo, Andrew Fitzgerald, Leo Yeykelis

Digital experiences capture an increasingly large part of life, making them a preferred, if not required, method to describe and theorize about human behavior. Digital media also shape behavior by enabling people to switch between different content easily, and create unique threads of experiences that pass quickly through numerous information categories. Current methods of recording digital experiences provide only partial reconstructions of digital lives that weave - often within seconds - among multiple applications, locations, functions and media. We describe an end-to-end system for capturing and analyzing the "screenome" of life in media, i.e., the record of individual experiences represented as a sequence of screens that people view and interact with over time. The system includes software that collects screenshots, extracts text and images, and allows searching of a screenshot database. We discuss how the system can be used to elaborate current theories about psychological processing of technology, and suggest new theoretical questions that are enabled by multiple time scale analyses. Capabilities of the system are highlighted with eight research examples that analyze screens from adults who have generated data within the system. We end with a discussion of future uses, limitations, theory and privacy.

数字体验占据了生活中越来越大的一部分,使其成为描述和理论化人类行为的首选方法(如果不是必需的话)。数字媒体还塑造了人们的行为,使人们能够轻松地在不同的内容之间切换,并创造了独特的体验线索,在众多信息类别中快速传递。目前记录数字体验的方法只能提供数字生活的部分重建,这些数字生活通常在几秒钟内编织在多个应用程序、位置、功能和媒体之间。我们描述了一个端到端的系统,用于捕获和分析媒体中生活的“屏幕组”,即个人经历的记录,表示为人们随着时间的推移观看和互动的屏幕序列。该系统包括收集截图的软件,提取文本和图像,并允许搜索截图数据库。我们讨论了该系统如何用于阐述当前关于技术心理处理的理论,并提出了通过多时间尺度分析实现的新理论问题。该系统的功能突出了八个研究实例,分析了在系统内生成数据的成年人的屏幕。最后,我们讨论了未来的用途、限制、理论和隐私。
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引用次数: 106
期刊
Human-Computer Interaction
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