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Ubiquitous Accessibility for People with Visual Impairments: Are We There Yet? 为视障人士提供无处不在的无障碍服务:我们做到了吗?
Syed Masum Billah, Vikas Ashok, Donald E Porter, I V Ramakrishnan

Ubiquitous access is an increasingly common vision of computing, wherein users can interact with any computing device or service from anywhere, at any time. In the era of personal computing, users with visual impairments required special-purpose, assistive technologies, such as screen readers, to interact with computers. This paper investigates whether technologies like screen readers have kept pace with, or have created a barrier to, the trend toward ubiquitous access, with a specific focus on desktop computing as this is still the primary way computers are used in education and employment. Towards that, the paper presents a user study with 21 visually-impaired participants, specifically involving the switching of screen readers within and across different computing platforms, and the use of screen readers in remote access scenarios. Among the findings, the study shows that, even for remote desktop access-an early forerunner of true ubiquitous access-screen readers are too limited, if not unusable. The study also identifies several accessibility needs, such as uniformity of navigational experience across devices, and recommends potential solutions. In summary, assistive technologies have not made the jump into the era of ubiquitous access, and multiple, inconsistent screen readers create new practical problems for users with visual impairments.

无处不在的访问是一种越来越普遍的计算愿景,其中用户可以随时随地与任何计算设备或服务进行交互。在个人电脑时代,有视觉障碍的用户需要特殊用途的辅助技术,比如屏幕阅读器,来与电脑互动。本文调查了像屏幕阅读器这样的技术是否已经跟上了无处不在的访问趋势,或者已经创造了一个障碍,特别关注桌面计算,因为这仍然是计算机在教育和就业中使用的主要方式。为此,本文提出了一项针对21名视障参与者的用户研究,具体涉及不同计算平台内部和跨平台的屏幕阅读器切换,以及在远程访问场景中使用屏幕阅读器。在研究结果中,研究表明,即使是远程桌面访问——真正无处不在的访问的早期先驱——屏幕阅读器也太有限,如果不是无法使用的话。该研究还确定了几个可访问性需求,例如跨设备导航体验的一致性,并推荐了潜在的解决方案。总之,辅助技术还没有进入无处不在的访问时代,多个不一致的屏幕阅读器给视觉障碍用户带来了新的实际问题。
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引用次数: 33
Opportunities and Design Considerations for Peer Support in a Hospital Setting. 医院环境中同伴支持的机会和设计考虑。
Shefali Haldar, Sonali R Mishra, Maher Khelifi, Ari H Pollack, Wanda Pratt

Although research has demonstrated improved outcomes for outpatients who receive peer support-such as through online health communities, support groups, and mentoring systems-hospitalized patients have few mechanisms to receive such valuable support. To explore the opportunities for a hospital-based peer support system, we administered a survey to 146 pediatric patients and caregivers, and conducted semi-structured interviews with twelve patients and three caregivers in a children's hospital. Our analysis revealed that hospitalized individuals need peer support for five key purposes: (1) to ask about medical details-such as procedures, treatments, and medications; (2) to learn about healthcare providers; (3) to report and prevent medical errors; (4) to exchange emotional support; and (5) to manage their time in the hospital. In this paper, we examine these themes and describe potential barriers to using a hospital-based peer support system. We then discuss the unique opportunities and challenges that the hospital environment presents when designing for peer support in this setting.

尽管研究表明,通过在线健康社区、支持团体和指导系统,接受同伴支持的门诊患者的结果有所改善,但住院患者却没有什么机制可以获得这种有价值的支持。为了探索以医院为基础的同伴支持系统的机会,我们对一家儿童医院的146名儿科患者和护理人员进行了调查,并对12名患者和3名护理人员进行了半结构化访谈。我们的分析显示,住院患者需要同伴的支持有五个主要目的:(1)询问医疗细节,如程序、治疗和药物;(2)了解医疗服务提供者;(三)报告和预防医疗事故;(4)交换情感支持;(5)管理他们在医院的时间。在本文中,我们研究了这些主题,并描述了使用基于医院的同伴支持系统的潜在障碍。然后,我们讨论在这种情况下设计同伴支持时,医院环境所呈现的独特机遇和挑战。
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引用次数: 30
Supporting the Self-Management of Chronic Pain Conditions with Tailored Momentary Self-Assessments. 通过量身定制的即时自我评估支持慢性疼痛状况的自我管理。
Phil Adams, Elizabeth L Murnane, Michael Elfenbein, Elaine Wethington, Geri Gay

To better support the self-management of chronic pain, this paper investigates how those living with the condition prefer to self-assess their pain levels using smartphones. Our work consists of three stages: design ideation and review, an in-lab user study with 10 participants resulting in nine candidate interfaces, and a 3 week field trial of two further honed measures with 12 participants. This research firstly yields a better understanding of participants' strong and sometimes contrasting preferences regarding their self-assessment of pain intensity. We additionally contribute two novel interfaces that support accurate, quick, and repeated use along with other participant-valued interactions (e.g., familiar, relatable, and highly usable). In particular, we focus on designing tailored measures that both enhance respondent motivation as well as minimize the difficulty of meaningful self-assessment by supporting the cog-nitive effort in translating a subjective experience into a single numerical value.

为了更好地支持慢性疼痛的自我管理,本文调查了那些患有慢性疼痛的人如何更喜欢使用智能手机自我评估自己的疼痛水平。我们的工作包括三个阶段:设计构思和审查,一项由10名参与者参与的实验室用户研究,产生9个候选界面,以及一项由12名参与者参与、为期3周的两项进一步完善的措施的现场试验。这项研究首先更好地了解了参与者对疼痛强度自我评估的强烈偏好,有时甚至是相反的偏好。此外,我们还提供了两个新的界面,支持准确、快速和重复使用,以及其他参与者重视的交互(例如,熟悉、相关和高度可用)。特别是,我们专注于设计量身定制的措施,通过支持将主观经验转化为单一数值的认知努力,既能增强受访者的动机,又能最大限度地减少有意义的自我评估的难度。
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引用次数: 35
Toward Usable Evidence: Optimizing Knowledge Accumulation in HCI Research on Health Behavior Change. 迈向可用证据:优化健康行为改变HCI研究中的知识积累。
Predrag Klasnja, Eric B Hekler, Elizabeth V Korinek, John Harlow, Sonali R Mishra

Over the last ten years, HCI researchers have introduced a range of novel ways to support health behavior change, from glanceable displays to sophisticated game dynamics. Yet, this research has not had as much impact as its originality warrants. A key reason for this is that common forms of evaluation used in HCI make it difficult to effectively accumulate-and use-knowledge across research projects. This paper proposes a strategy for HCI research on behavior change that retains the field's focus on novel technical contributions while enabling accumulation of evidence that can increase impact of individual research projects both in HCI and the broader behavior-change science. The core of this strategy is an emphasis on the discovery of causal effects of individual components of behavior-change technologies and the precise ways in which those effects vary with individual differences, design choices, and contexts in which those technologies are used.

在过去的十年中,HCI研究人员引入了一系列支持健康行为改变的新方法,从可浏览的显示到复杂的游戏动态。然而,这项研究并没有像它的原创性那样产生巨大的影响。造成这种情况的一个关键原因是,在HCI中使用的通用评估形式使得很难在研究项目中有效地积累和使用知识。本文提出了一个关于行为改变的HCI研究策略,该策略保留了该领域对新技术贡献的关注,同时使证据的积累能够增加单个研究项目在HCI和更广泛的行为改变科学中的影响。该策略的核心是强调发现行为改变技术的各个组成部分的因果关系,以及这些影响随个体差异、设计选择和使用这些技术的背景而变化的精确方式。
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引用次数: 31
A Social Media Based Index of Mental Well-Being in College Campuses. 基于社交媒体的大学校园心理健康指数。
Shrey Bagroy, Ponnurangam Kumaraguru, Munmun De Choudhury

Psychological distress in the form of depression, anxiety and other mental health challenges among college students is a growing health concern. Dearth of accurate, continuous, and multi-campus data on mental well-being presents significant challenges to intervention and mitigation efforts in college campuses. We examine the potential of social media as a new "barometer" for quantifying the mental well-being of college populations. Utilizing student-contributed data in Reddit communities of over 100 universities, we first build and evaluate a transfer learning based classification approach that can detect mental health expressions with 97% accuracy. Thereafter, we propose a robust campus-specific Mental Well-being Index: MWI. We find that MWI is able to reveal meaningful temporal patterns of mental well-being in campuses, and to assess how their expressions relate to university attributes like size, academic prestige, and student demographics. We discuss the implications of our work for improving counselor efforts, and in the design of tools that can enable better assessment of the mental health climate of college campuses.

大学生中以抑郁、焦虑和其他心理健康挑战为形式的心理困扰是一个日益严重的健康问题。缺乏准确、连续和多校园的心理健康数据,对大学校园的干预和缓解工作提出了重大挑战。我们研究了社交媒体作为量化大学生群体心理健康的新“晴雨表”的潜力。利用100多所大学的Reddit社区中学生贡献的数据,我们首先建立并评估了一种基于迁移学习的分类方法,该方法可以以97%的准确率检测心理健康表达。因此,我们提出了一个稳健的校园心理健康指数:MWI。我们发现,MWI能够揭示校园中心理健康的有意义的时间模式,并评估他们的表达与大学属性(如规模、学术声望和学生人口统计)的关系。我们讨论了我们的工作对改善辅导员工作的影响,以及在设计工具方面的影响,这些工具可以更好地评估大学校园的心理健康氛围。
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引用次数: 91
To Three or not to Three: Improving Human Computation Game Onboarding with a Three-Star System. 以三星系统改进人类计算游戏
Jacqueline Gaston, Seth Cooper

While many popular casual games use three-star systems, which give players up to three stars based on their performance in a level, this technique has seen limited application in human computation games (HCGs). This gives rise to the question of what impact, if any, a three-star system will have on the behavior of players in HCGs. In this work, we examined the impact of a three-star system implemented in the protein folding HCG Foldit. We compared the basic game's introductory levels with two versions using a three-star system, where players were rewarded with more stars for completing levels in fewer moves. In one version, players could continue playing levels for as many moves as they liked, and in the other, players were forced to reset the level if they used more moves than required to achieve at least one star on the level. We observed that the three-star system encouraged players to use fewer moves, take more time per move, and replay completed levels more often. We did not observe an impact on retention. This indicates that three-star systems may be useful for re-enforcing concepts introduced by HCG levels, or as a flexible means to encourage desired behaviors.

虽然许多流行的休闲游戏使用三星系统,即根据玩家在关卡中的表现给予他们最高3颗星,但这种技术在人类计算游戏(hcg)中的应用有限。这就引出了一个问题:三星系统会对玩家在hcg中的行为产生什么影响?在这项工作中,我们研究了在蛋白质折叠HCG Foldit中实现的三星系统的影响。我们将基本游戏的入门关卡与使用三星系统的两个版本进行了比较,在三星系统中,玩家以更少的移动完成关卡将获得更多的星星奖励。在一种版本中,玩家可以按照自己的喜好继续游戏,而在另一种版本中,如果玩家使用了比获得至少一颗星星所需的更多的移动,他们就会被迫重置关卡。我们观察到三星系统鼓励玩家使用更少的移动,每次移动花费更多时间,并更频繁地重玩已完成的关卡。我们没有观察到留存率的影响。这表明三星系统可能有助于强化HCG关卡所引入的概念,或者作为鼓励期望行为的灵活手段。
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引用次数: 21
Examining Unlock Journaling with Diaries and Reminders for In Situ Self-Report in Health and Wellness. 用日记和提醒来检查解锁日记,以便在健康和保健方面进行现场自我报告。
Xiaoyi Zhang, Laura R Pina, James Fogarty

In situ self-report is widely used in human-computer interaction, ubiquitous computing, and for assessment and intervention in health and wellness. Unfortunately, it remains limited by high burdens. We examine unlock journaling as an alternative. Specifically, we build upon recent work to introduce single-slide unlock journaling gestures appropriate for health and wellness measures. We then present the first field study comparing unlock journaling with traditional diaries and notification-based reminders in self-report of health and wellness measures. We find unlock journaling is less intrusive than reminders, dramatically improves frequency of journaling, and can provide equal or better timeliness. Where appropriate to broader design needs, unlock journaling is thus an overall promising method for in situ self-report.

现场自我报告被广泛应用于人机交互、泛在计算以及健康和保健的评估和干预。遗憾的是,它仍然受到高负担的限制。我们将解锁日志作为一种替代方法进行研究。具体来说,我们在近期工作的基础上推出了适合健康和保健措施的单滑动解锁日志手势。然后,我们介绍了第一项实地研究,在健康和保健措施的自我报告中,比较了解锁日记与传统日记和基于通知的提醒。我们发现,解锁式日记比提醒式日记的干扰性更小,能显著提高写日记的频率,并能提供相同或更好的及时性。因此,在适合更广泛的设计需求的情况下,解锁日记法是一种很有前途的现场自我报告方法。
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引用次数: 0
"Not Just a Receiver": Understanding Patient Behavior in the Hospital Environment. “不只是一个接受者”:了解医院环境中的患者行为。
Sonali R Mishra, Shefali Haldar, Ari H Pollack, Logan Kendall, Andrew D Miller, Maher Khelifi, Wanda Pratt

Patient engagement leads to better health outcomes and experiences of health care. However, existing patient engagement systems in the hospital environment focus on the passive receipt of information by patients rather than the active contribution of the patient or caregiver as a partner in their care. Through interviews with hospitalized patients and their caregivers, we identify ways that patients and caregivers actively participate in their care. We describe the different roles patients and caregivers assume in interacting with their hospital care team. We then discuss how systems designed to support patient engagement in the hospital setting can promote active participation and help patients achieve better outcomes.

患者参与可带来更好的健康结果和医疗保健体验。然而,医院环境中现有的患者参与系统侧重于患者被动接收信息,而不是患者或护理人员作为其护理伙伴的积极贡献。通过与住院患者及其护理人员的访谈,我们确定了患者和护理人员积极参与护理的方式。我们描述了不同的角色,患者和护理人员承担与他们的医院护理团队互动。然后,我们讨论了旨在支持患者参与医院环境的系统如何促进积极参与并帮助患者获得更好的结果。
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引用次数: 42
Recovery Amid Pro-Anorexia: Analysis of Recovery in Social Media. 在支持厌食中恢复:社交媒体中的康复分析。
Stevie Chancellor, Tanushree Mitra, Munmun De Choudhury

Online communities can promote illness recovery and improve well-being in the cases of many kinds of illnesses. However, for challenging mental health condition like anorexia, social media harbor both recovery communities as well as those that encourage dangerous behaviors. The effectiveness of such platforms in promoting recovery despite housing both communities is underexplored. Our work begins to fill this gap by developing a statistical framework using survival analysis and situating our results within the cognitive behavioral theory of anorexia. This model identifies content and participation measures that predict the likelihood of recovery. From our dataset of over 68M posts and 10K users that self-identify with anorexia, we find that recovery on Tumblr is protracted - only half of the population is estimated to exhibit signs of recovery after four years. We discuss the effectiveness of social media in improving well-being around anorexia, a unique health challenge, and emergent questions from this line of work.

网络社区可以促进疾病康复,改善多种疾病患者的生活状况。然而,对于像厌食症这样具有挑战性的精神疾病,社交媒体上既有康复社区,也有鼓励危险行为的社区。尽管这两个社区都存在,但此类平台在促进康复方面的有效性却未得到充分探索。我们的研究利用生存分析建立了一个统计框架,并将我们的研究结果置于厌食症的认知行为理论中,从而开始填补这一空白。该模型确定了预测康复可能性的内容和参与措施。我们的数据集包含 6800 多万条帖子和 1 万名自我认同为厌食症患者的用户,从中我们发现 Tumblr 上的康复过程非常漫长--估计只有一半的人在四年后表现出康复迹象。我们将围绕厌食症这一独特的健康挑战,讨论社交媒体在改善人们福祉方面的有效性,以及这一工作中出现的问题。
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引用次数: 0
BeUpright: Posture Correction Using Relational Norm Intervention. BeUpright:利用关系规范干预纠正姿势。
Jaemyung Shin, Jina Huh, Bumsoo Kang, Jinhan Kim, Taiwoo Park, Junewha Song

Research shows the critical role of social relationships in behavior change, and the advancement of mobile technologies brings new opportunities of using online social support for persuasive applications. In this paper, we propose Relational Norm Intervention (RNI) model for behavior change, which involves two individuals as a target user and a helper respectively. RNI model uses Negative Reinforcement and Other-Regarding Preferences as motivating factors for behavior change. The model features the passive participation of a helper who will undergo artificially generated discomforts (e.g., limited access to a mobile device) when a target user performs against a target behavior. Based on in-depth discussions from a two-phase design workshop, we designed and implemented BeUpright, a mobile application employing RNI model to correct sitting posture of a target user. Also, we conducted a two-week study to evaluate the effectiveness and user experience of BeUpright. The study showed that RNI model has a potential to increase efficacy, in terms of behavior change, compared to conventional notification approaches. The most influential factor of RNI model in the changing the behavior of target users was the intention to avoid discomforting their helpers. RNI model also showed a potential to help unmotivated individuals in behavior change. We discuss the mechanism of RNI model in relation to prior literature on behavior change and implications of exploiting discomfort in mobile behavior change services.

研究表明,社会关系在行为改变中起着至关重要的作用,而移动技术的发展为利用在线社会支持进行说服应用带来了新的机遇。本文提出了行为改变的关系规范干预(RNI)模型,该模型由目标用户和帮助者两个个体分别参与。RNI 模型使用负强化和他顾偏好作为行为改变的激励因素。该模型的特点是,当目标用户做出与目标行为相反的行为时,帮助者将被动参与,并承受人为产生的不适(如限制使用移动设备)。基于两阶段设计研讨会的深入讨论,我们设计并实现了 BeUpright,这是一款采用 RNI 模型来纠正目标用户坐姿的移动应用程序。此外,我们还进行了为期两周的研究,以评估 BeUpright 的有效性和用户体验。研究结果表明,与传统的通知方法相比,RNI 模型在行为改变方面具有提高效率的潜力。在改变目标用户的行为方面,RNI 模式的最大影响因素是用户希望避免让其帮助者感到不适。RNI 模式还显示出帮助无动机者改变行为的潜力。我们结合先前有关行为改变的文献讨论了 RNI 模式的机制以及在移动行为改变服务中利用不适感的意义。
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引用次数: 0
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Proceedings of the SIGCHI conference on human factors in computing systems. CHI Conference
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