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.
{"title":"Understanding Active Non-Use through the Framework of Complex Design Spaces","authors":"Anke Dittmar, Judy Bowen","doi":"10.1145/3121283.3121301","DOIUrl":"https://doi.org/10.1145/3121283.3121301","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"30 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74240750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Feedback in commercial educational applications: Guidelines and conceptual framework","authors":"Thomas Mejtoft, L. Lindberg, Ulrik Söderström, Eva Mårell-Olsson","doi":"10.1145/3121283.3121286","DOIUrl":"https://doi.org/10.1145/3121283.3121286","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"99 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85845213","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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".
{"title":"Robots in Contexts: Human-Robot Interaction as Physically and Socially Embedded","authors":"V. Kaptelinin, A. Kiselev, A. Loutfi, T. Hellström","doi":"10.1145/3121283.3121424","DOIUrl":"https://doi.org/10.1145/3121283.3121424","url":null,"abstract":"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\".","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91371196","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Design for Living Memory","authors":"Teresa Consiglio, G. Veer","doi":"10.1145/3121283.3121422","DOIUrl":"https://doi.org/10.1145/3121283.3121422","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"73 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86147552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Technology-supported effective transparency around open data: a dialogue game analysis","authors":"M. Baker, Jonathan Groff, F. Détienne, J. Andriessen, Mirjam Pardijs, M. Hogan, O. Harney, Erna Ruijer, V. Scarano","doi":"10.1145/3121283.3121293","DOIUrl":"https://doi.org/10.1145/3121283.3121293","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83201022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Finding out about Stakeholders of Contemporary Visual Art","authors":"Danzhu Li","doi":"10.1145/3121283.3121416","DOIUrl":"https://doi.org/10.1145/3121283.3121416","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"73 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76022843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A semantic scale for evaluating the UX of a MRP system","authors":"K. Danielsson, Patrik Björnfot","doi":"10.1145/3121283.3121418","DOIUrl":"https://doi.org/10.1145/3121283.3121418","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"57 5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77749543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD","authors":"Katy Tcha-Tokey, E. Loup-Escande, O. Christmann, S. Richir","doi":"10.1145/3121283.3121284","DOIUrl":"https://doi.org/10.1145/3121283.3121284","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74691688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Understanding and Evaluating the User Interface Design for Creative Writing","authors":"Frederica Gonçalves, Pedro F. Campos","doi":"10.1145/3121283.3121298","DOIUrl":"https://doi.org/10.1145/3121283.3121298","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88441304","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Tensions in Creativity Workshops","authors":"C. Mougenot, F. Détienne, M. Pennington, M. Baker, Tim Corvin, Clair-Antoine Veyrier, Kengo Arai, Samuel Huron","doi":"10.1145/3121283.3121292","DOIUrl":"https://doi.org/10.1145/3121283.3121292","url":null,"abstract":"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.","PeriodicalId":93284,"journal":{"name":"ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88702594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}