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Understanding Active Non-Use through the Framework of Complex Design Spaces 通过复杂设计空间的框架理解主动不使用
Anke Dittmar, Judy Bowen
Interest in studying non-use has increased in the HCI field. However, most approaches which explain non-use are solely based on the notion of the user. This paper suggests understanding non-use in terms of the user and the complementary notion of designer. The framework of complex design spaces is used to revisit non-use and these underlying notions.
在人机交互领域,研究非使用的兴趣有所增加。然而,大多数解释不使用的方法仅仅是基于用户的概念。本文建议从用户的角度来理解非使用,从设计师的角度来理解非使用。使用复杂设计空间的框架来重新审视非使用和这些潜在的概念。
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引用次数: 2
Feedback in commercial educational applications: Guidelines and conceptual framework 商业教育应用中的反馈:指导方针和概念框架
Thomas Mejtoft, L. Lindberg, Ulrik Söderström, Eva Mårell-Olsson
In recent years, schools made large investments to increase the integration and use of contemporary technologies in teaching and learning. Today iPads and educational applications are growing in popularity and are commonly used. These technologies have a potential beneficial effect on the learning, but studies show that some applications have flaws that hinder these positive effects, for example regarding the feedback provided to the user. This study has determined a number of guidelines for effective feedback in a learning situation and has further shown how well these guidelines can be reached in an educational application today. The study shows that there are both advantages and disadvantages of feedback in an application compared to giving feedback in a more traditional learning situation. Many of the guidelines for effective feedback were found to be possible to reach in an application, and the greatest advantage found in applications is that they can provide feedback timely on each action taken by the pupils.
近年来,学校进行了大量投资,以增加现代技术在教学和学习中的整合和使用。今天,ipad和教育应用程序越来越受欢迎,并且被普遍使用。这些技术对学习有潜在的有益影响,但研究表明,一些应用程序存在阻碍这些积极影响的缺陷,例如提供给用户的反馈。这项研究确定了一些在学习环境中有效反馈的指导方针,并进一步展示了这些指导方针在今天的教育应用中是如何很好地实现的。研究表明,与在更传统的学习环境中提供反馈相比,在应用程序中提供反馈既有优点也有缺点。许多有效反馈的指导方针被发现可以在应用程序中实现,应用程序的最大优点是它们可以及时地为学生采取的每个行动提供反馈。
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引用次数: 2
Robots in Contexts: Human-Robot Interaction as Physically and Socially Embedded 情境中的机器人:物理和社会嵌入的人机交互
V. Kaptelinin, A. Kiselev, A. Loutfi, T. Hellström
Robotic technologies are being increasingly integrated into real life settings. The adoption of robots by the society is transcending the initial fascination with novel technology and is gradually entering a new phase, characterized by a massive impact of the technology on various aspects of our everyday lives. These developments emphasize the need to better understand how robotic technologies shape, and are being shaped by, the physical and social contexts in which they are used. The aim of the proposed workshop is to explore possible ways of addressing this issue by bringing together a group of human-robot interaction (HRI) researchers within the ECCE context in order to reflect on a range of methods, concepts, and design approaches that could help understand, anticipate, and deal with HRI challenges associated with the upcoming "robotic revolution".
机器人技术正越来越多地融入到现实生活中。社会对机器人的采用正在超越最初对新技术的迷恋,并逐渐进入一个新的阶段,其特点是技术对我们日常生活的各个方面产生巨大影响。这些发展强调需要更好地理解机器人技术如何塑造和正在被使用它们的物理和社会环境所塑造。本次研讨会的目的是探讨解决这一问题的可能方法,将一组人机交互(HRI)研究人员聚集在ECCE的背景下,以反思一系列方法、概念和设计方法,这些方法、概念和设计方法可以帮助理解、预测和处理与即将到来的“机器人革命”相关的HRI挑战。
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引用次数: 2
Design for Living Memory 为生活记忆而设计
Teresa Consiglio, G. Veer
Cultural heritage is to a large extent "materialized" in artefacts of many different types: physical objects, scripts, stories, archives, traditions, collections. Cultures, however, will only live if communities of aware people maintain, cherish, relive, and contribute to the heritage. Current IT and the availability of social media provide potential support for stimulating and maintaining living heritage. We show how teaching interaction design can be specialized to focus on the integration of artefacts with IT support to develop an attitude as well as a supporting environment to better safeguard a shared living memory.
文化遗产在很大程度上是以许多不同类型的人工制品“物质化”的:实物、手稿、故事、档案、传统、收藏品。然而,只有有意识的人组成的社区维护、珍惜、重新体验并为遗产做出贡献,文化才能存活。当前的信息技术和社交媒体的可用性为刺激和维护活的遗产提供了潜在的支持。我们展示了如何将交互设计教学专业化,将重点放在工件与IT支持的集成上,以培养一种态度和支持环境,以更好地保护共享的生活记忆。
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引用次数: 0
Technology-supported effective transparency around open data: a dialogue game analysis 围绕开放数据的技术支持的有效透明度:对话游戏分析
M. Baker, Jonathan Groff, F. Détienne, J. Andriessen, Mirjam Pardijs, M. Hogan, O. Harney, Erna Ruijer, V. Scarano
Although open data of Public Administrations may enable nominal transparency for citizens (opening-up of data sets), achieving effective transparency requires meaning-making in dialogue. We describe an approach to analysing such dialogues based on Dialogue Game theory, applied to interaction corpora produced using SPOD (Social Platform for Open Data) developed within the ROUTE-TO-PA project. Users were able to engage in meaning-making dialogue games on/around open data visualisations.
虽然公共行政部门的开放数据可能使公民获得名义上的透明度(数据集的开放),但实现有效的透明度需要在对话中创造意义。我们描述了一种基于对话博弈论分析此类对话的方法,该方法应用于ROUTE-TO-PA项目中开发的使用SPOD(开放数据社交平台)生成的交互语料库。用户能够围绕开放数据可视化参与意义创造对话游戏。
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引用次数: 1
Finding out about Stakeholders of Contemporary Visual Art 探索当代视觉艺术的利益相关者
Danzhu Li
We discuss the issue of evolving visual arts and the changing roles and experiences of the all people involved. Our project aims at supporting the new visual arts ecology and its stakeholders. In our poster we illustrate how to find out about stakeholders, their roles, and their experiences.
我们将讨论不断发展的视觉艺术以及所有参与其中的人的角色和经历的变化。我们的项目旨在支持新的视觉艺术生态及其利益相关者。在我们的海报中,我们说明了如何了解利益相关者、他们的角色和他们的经历。
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引用次数: 0
A semantic scale for evaluating the UX of a MRP system 用于评估MRP系统用户体验的语义尺度
K. Danielsson, Patrik Björnfot
This poster presents the development of an instrument, semantic differential scale, intended for evaluating the User Experience (UX) of a Mobile Remote Presence (MRP) technology. By combining a semantic scale with participants' reflection on differences between individual assessments, we argue that insight can be made regarding how people assess their experience, as such, social and co-experience may be measured.
这张海报展示了一种工具的发展,语义差异量表,用于评估移动远程呈现(MRP)技术的用户体验(UX)。通过将语义量表与参与者对个体评估差异的反思相结合,我们认为可以洞察人们如何评估他们的经验,因此,社会和共同经验可以被测量。
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引用次数: 2
Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD 对寓教于乐虚拟环境中用户体验的影响:CAVE与HMD的比较
Katy Tcha-Tokey, E. Loup-Escande, O. Christmann, S. Richir
The user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling "there" and "enveloped by" in the virtual environment seems to be essential in offering a high quality of experience. However, this user experience definition is partial and neglects other components of the user experience in immersive virtual environments. We consider the overall user experience in immersive virtual environments. In this study, we use our unified questionnaire to measure, analyze and compare the user experience of two immersive virtual devices (i.e., a Cave Automatic Virtual Environment and a Mobile Head Mounted Display). 21 participants took place in this study and assessed the user experience of these devices through the "King Tut VR2" edutainment virtual application. The results show that the CAVE induced a greater user experience than the HMD with significant difference in presence, engagement, flow, skill, judgement and experience consequence. The results also show no significant difference in immersion, usability, emotion and technology adoption between the CAVE and the HMD.
沉浸式虚拟环境中的用户体验可以广义地定义为在虚拟环境中的存在感和沉浸感。在虚拟环境中感觉“在那里”和“被包围”的倾向似乎是提供高质量体验的必要条件。然而,这种用户体验定义是片面的,忽略了沉浸式虚拟环境中用户体验的其他组成部分。我们考虑沉浸式虚拟环境中的整体用户体验。在本研究中,我们使用我们统一的问卷来测量、分析和比较两种沉浸式虚拟设备(即洞穴自动虚拟环境和移动头戴式显示器)的用户体验。21名参与者参与了这项研究,并通过“图坦卡蒙国王VR2”教育娱乐虚拟应用程序评估了这些设备的用户体验。结果表明,CAVE比HMD更能诱导用户体验,且在存在感、参与度、心流、技能、判断力和体验结果上存在显著差异。结果还显示,CAVE和HMD在沉浸感、可用性、情感和技术采用方面没有显著差异。
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引用次数: 23
Understanding and Evaluating the User Interface Design for Creative Writing 理解和评估用户界面设计的创意写作
Frederica Gonçalves, Pedro F. Campos
Recent decades brought us technological advances which have been able to significantly improve the writing activity. Everyone writes, and everyone has a wide variety of creative writing tools for that. In this paper, we present a study with 23 user experiences and interviews, regarding four different writing environments in a within-subject design. We obtained a deep understanding of which tool promotes higher levels of satisfaction and creativity during the process of creative writing. First, we compared the creative writing Dimensions (Serendipity, Haven, Evolution and Shuffle), combined with the Technology Acceptance Model dimensions. Through distinct evaluation methods, we discuss the results about how the usage of different creative writing environments can produce results that allow a better understanding of the user interface design process for users.
近几十年来,技术的进步大大提高了我们的写作能力。每个人都在写作,每个人都有各种各样的创造性写作工具。在本文中,我们提出了一项研究,涉及23个用户体验和访谈,涉及主题内设计中的四种不同写作环境。在创意写作的过程中,我们深入了解了哪种工具能提高满意度和创造力。首先,我们比较了创意写作维度(Serendipity、Haven、Evolution和Shuffle),并结合了技术接受模型维度。通过不同的评估方法,我们讨论了使用不同的创意写作环境如何产生更好地理解用户界面设计过程的结果。
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引用次数: 6
Tensions in Creativity Workshops 创意工作坊的紧张气氛
C. Mougenot, F. Détienne, M. Pennington, M. Baker, Tim Corvin, Clair-Antoine Veyrier, Kengo Arai, Samuel Huron
This research aims to go beyond classical brainstorming methods, with the classical divide between (irenic) idea generation and (eristic) selection, to explore creative means for shaping group creativity by intervening on the socio-affective dimension of group dynamics. In this paper, we develop the design rationale of a suite of four group creativity workshops (Time Trial, Idea Sports, Argument Clinic and Idea Gym), based on three approaches to introducing creative tensions, defined as pressure and disturbances in time management, in interpersonal relations and in use of artefacts in the workshops. We also report on a preliminary evaluation carried out with groups of students, into Masters-level training.
本研究旨在超越经典的头脑风暴方法,通过对群体动态的社会情感维度的干预,探索塑造群体创造力的创造性手段,并将传统的头脑风暴方法划分为(创造性的)想法产生和(理性的)选择。在本文中,我们开发了一套四组创意工作坊(计时赛,创意运动,争论诊所和创意健身房)的设计原理,基于三种引入创意紧张的方法,定义为时间管理,人际关系和工作坊中人工制品使用的压力和干扰。我们还报告了对学生群体进行的初步评估,进入硕士水平的培训。
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引用次数: 6
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ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics
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