56 results on '"Jacki O'Neill"'
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2. A Linguistic Annotation Framework to Study Interactions in Multilingual Healthcare Conversational Forums
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Ishani Mondal, Kalika Bali, Mohit Jain, Monojit Choudhury, Ashish Sharma, Evans Gitau, Jacki O’Neill, Kagonya Awori, and Sarah Gitau
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- 2021
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3. Rethinking financial inclusion:from access to autonomy
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Srihari Hulikal Muralidhar, Jacki O'Neill, and Claus Bossen
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Financial inclusion ,Service (business) ,General Computer Science ,media_common.quotation_subject ,05 social sciences ,Financial Practices, Autonomy, Affordances, Access, Development, Platform Economy, Financial Inclusion, Ethnography ,020207 software engineering ,02 engineering and technology ,Power (social and political) ,Digital currency ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Business ,Marketing ,Affordance ,050107 human factors ,Autonomy ,media_common ,Digital inclusion - Abstract
Financial inclusion has been defined and understood primarily in terms of access, thereby constituting ‘inclusion’/‘exclusion’ as a binary. This paper argues such a view to be myopic that risks treating financial inclusion as an end in itself, and not as means to a larger end. ‘Access’ oriented perspectives also fail to take into account considerations of structural factors like power asymmetries and pay inadequate attention to user practices. Through the case of auto-rickshaw drivers in Bangalore, India, and their use of Ola, a peer-to-peer taxi hailing service similar to Uber, we show that access is a necessary, but not sufficient condition to achieve financial inclusion in a substantive sense. By examining in detail, the financial needs and practices of rickshaw drivers, we identify the opportunities and constraints for digital technology to better support their financial practices and enhance their wellbeing. The paper proposes adding ‘autonomy’ and ‘affordances’ as two crucial factors to be included in the discourse on financial inclusion. Finally, we outline design implications for P2P technologies to contribute towards the financial inclusion of drivers.
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- 2019
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4. Prayana:Intermediated Financial Management in Resource-Constrained Settings
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Jacki O'Neill, Srihari Hulikal Muralidhar, Anupama Dhareshwar, Apurv Mehra, and Sambhav Satija
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Financial inclusion ,Nudge theory ,business.industry ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Payment ,Financial management ,Work (electrical) ,Loan ,Mobile phone ,020204 information systems ,Agency (sociology) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Business ,Marketing ,050107 human factors ,media_common - Abstract
We describe the design of a novel mobile phone-based application for loan management in a resource-constrained setting. In this setting, a social enterprise manages auto-rickshaw loans for drivers, taking charge of collections. The design was informed by an ethnographic study which revealed how loan management for this financially vulnerable population is a daily struggle, and loan payment is a collaborative achievement between collectors and drivers. However, drivers and collectors have limited resources to-hand for loan management. To address this, we designed Prayana, an intermediated financial management app. Prayana shares the principles of many persuasive technologies, such as education, motivation, and nudges, but is designed for users with a range of print, technical, and financial literacies and embodies the core design sensibility of enhancing users' agency. Furthermore, it does not put the onus solely on drivers to better manage their money, instead it aims to enhance the collaborative work of loan management, supporting both the drivers and collectors.
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- 2018
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5. Human-Computer Interaction - INTERACT 2017
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Marco Winckler, Jacki O'Neill, Girish Dalvi, Anirudha Joshi, Regina Bernhaupt, Devanuj K. Balkrishan, and Systemic Change
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Computer science ,Human–computer interaction ,05 social sciences ,0501 psychology and cognitive sciences ,050107 human factors - Published
- 2017
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6. Lifting the Mantle of Protection from Weber’s Presuppositions in His Theory of Bureaucracy
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Jacki O'Neill, Graham Button, David Martin, and Tommaso Colombino
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Sociology and Political Science ,media_common.quotation_subject ,Context (language use) ,Rationality ,Modern philosophy ,Epistemology ,Philosophy ,Ethnomethodology ,State (polity) ,Sociology ,Political philosophy ,Bureaucracy ,Everyday life ,media_common - Abstract
Early reactions to the publication of Harold Garfinkel’s Studies in Ethnomethodology, which have persisted over the passing decades, was that ethnomethodology could not address what sociology deemed to be socially significant matters such as ‘power’ and ‘the state’. This, however, is not the case. How such matters enter into the practical everyday affairs of members is of equal interest to ethnomethodology when compared to how any matter enters into members’ everyday life, and how they display that. It just does not have more importance. Egon Bittner spelt this out with regard to Weber’s interest in bureaucracy when he reminds sociology that when Weber talked about efficiency he was not referring to an objective standard but as something that is attuned to practical interests as they emerge in the context of everyday life. This paper examines some of the actions and interactions that were encountered in a Governmental Department in one of the European countries. It makes visible how characterisations of bureaucracy such as ‘rational’, and ‘efficient’ are achieved in the actions and interactions of Department employees, and some of the practices involved in that achievement. Garfinkel, and ethnomethodology in general, are not, in principle, to be found wanting where matters of overarching, primordial interest to sociology are concerned.
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- 2012
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7. A new tangible user interface for machine learning document review
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Jean-Michel Renders, Victor Ciriza, Jacki O'Neill, and Caroline Privault
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business.industry ,Computer science ,Interface (Java) ,Paralegal ,Legal aspects of computing ,Machine learning ,computer.software_genre ,User interface design ,World Wide Web ,Categorization ,Work (electrical) ,Artificial Intelligence ,Human–computer interaction ,Tangible user interface ,Artificial intelligence ,business ,Cluster analysis ,Law ,computer - Abstract
This paper describes a tool for assisting lawyers and paralegal teams during document review in eDiscovery. The tool combines a machine learning technology (CategoriX) and advanced multi-touch interface capable of not only addressing the usual cost, time and accuracy issues in document review, but also of facilitating the work of the review teams by capitalizing on the intelligence of the reviewers and enabling collaborative work.
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- 2010
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8. Designing for Diagnosing: Introduction to the Special Issue on Diagnostic Work
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Jacki O'Neill, John Rooksby, and Monika Büscher
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World Wide Web ,Focus (computing) ,General Computer Science ,Work (electrical) ,Computer science ,Embodied cognition ,Management system ,Computer-supported cooperative work ,Troubleshooting ,Data science ,Variety (cybernetics) - Abstract
When faced with anything out of the ordinary, faulty or suspicious, the work of determining and categorizing the trouble, and scoping for what to do about it (if anything) often go hand in hand--this is diagnostic work. In all its expert and non-expert forms diagnostic work is often both intellectual and embodied, collaborative and distributed, and ever more deeply entangled with technologies. Yet, it is often poorly supported by them. In this special issue we show that diagnostic work is an important and pervasive aspect of people's activities at work, at home, and on the move. The papers published in this Special Issue come from a range of domains including, ambulance dispatch, a friendly fire incident and anomaly response for the NASA space shuttle; software, network and photocopier troubleshooting; and users attempting to use a new travel management system. These papers illustrate the variety of work that may be thought of as diagnostic. We hope that bringing a focus on diagnostic work to these diverse practices and situations opens up a rich vein of inquiry for CSCW scholars, designers, and users.
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- 2009
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9. KrishiPustak : A Social Networking System for Low-Literate Farmers
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Nakull Gupta, Indrani Medhi-Thies, Pedro Ferreira, Jacki O'Neill, and Edward Cutrell
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Interactive computer systems ,Iterative design ,Internet privacy ,Developing country ,India ,Computer supported cooperative work ,USable ,Rural areas ,Developing countries ,World Wide Web ,Social media ,HCI4D ,Low literates ,Low-literate ,Internet ,Groupware ,business.industry ,Mobile internet ,Communication Systems ,ICTD ,Social networking (online) ,Mobile telecommunication systems ,Software deployment ,Agriculture ,System usage ,business ,Kommunikationssystem - Abstract
With the wide penetration of mobile internet, social networking (SN) systems are becoming increasingly popular in the developing world. However, most SN sites are text heavy, and are therefore unusable by low-literate populations. Here we ask what would an SN application for low-literate users look like and how would it be used? We designed and deployed KrishiPustak, an audio-visual SN mobile application for low-literate farming populations in rural India. Over a four month deployment, 306 farmers registered through the phones of eight agricultural mediators making 514 posts and 180 replies. We conducted interviews with farmers and mediators and analyzed the content to understand system usage and to drive iterative design. The context of mediated use and agricultural framing had a powerful impact on system understanding (what it was for) and usage. Overall, KrishiPustak was useful and usable, but none-the-less we identify a number of design recommendations for similar SN systems.
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- 2015
10. Relationship-Based Business Process Crowdsourcing?
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Jacki O'Neill, David Martin, Xerox Research Centre Europe [Meylan], Xerox Company, David Hutchison, Takeo Kanade, Madhu Sudan, Demetri Terzopoulos, Doug Tygar, Moshe Y. Vardi, Gerhard Weikum, Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Josef Kittler, Jon M. Kleinberg, Friedemann Mattern, John C. Mitchell, Moni Naor, Oscar Nierstrasz, C. Pandu Rangan, and Bernhard Steffen
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Knowledge management ,business.industry ,Emerging technologies ,Business process ,05 social sciences ,business process outsourcing ,Redress ,02 engineering and technology ,Public relations ,Crowdsourcing ,ethnography ,Work (electrical) ,020204 information systems ,8. Economic growth ,Health care ,0202 electrical engineering, electronic engineering, information engineering ,relationship- based crowdsourcing ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,SWORD ,business ,050107 human factors ,Digitization - Abstract
Part 1: Long and Short Papers (Continued); International audience; New technologies do not always benefit the worker, especially when harnessed by organisations seeking ever cheaper labour. Crowdsourcing is a technology-enabled way of working which offers the potential to bring work to far flung communities. However, it is something of a double-edged sword and there are many socio-technical and ethical challenges. In the micro-task market crowdsourcing platforms tend to be designed largely for the advantage of the organisation requesting work, rather than the worker. This paper contributes to research calling to redress this balance [2, 6]. It describes the findings of an ethnographic study of an outsourced business process – healthcare form digitization – as performed by workers in-office (India) and @Home (USA). It reveals the complexities of the relationships between worker and organisation and argues that designing some aspects of these relationships into crowdsourcing platforms and applications is as beneficial for the organisation as it is for the worker.
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- 2013
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11. Event Extraction for Legal Case Building and Reasoning
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Nikolaos Lagos, Jacki O'Neill, Stefania Castellani, and Frédérique Segond
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Information extraction ,Event (computing) ,Computer science ,Key (cryptography) ,Corporate law ,Legal case ,computer.software_genre ,Data science ,Relevant information ,computer - Abstract
We are interested in developing tools to support the activities of lawyers in corporate litigation. In current applications, information such as characters that have played a significant role in a case, events in which they have participated, people they have been in contact, etc., have to be manually identified. There is little in the way of support to help them identify the relevant information in the first place. In this paper, we describe an approach to semi-automatically extracting such information from the collection of documents the lawyers are searching. Our approach is based on Natural Language Processing techniques and it enables the use of entity related information corresponding to the relations among the key players of a case, extracted in the form of events.
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- 2010
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12. Query Suggestion for On-Device Troubleshooting
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Frederic Roulland, Antonietta Grasso, Jacki O'Neill, Ye Deng, and Stefania Castellani
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Query expansion ,Service (systems architecture) ,Information retrieval ,Knowledge base ,Relation (database) ,Computer science ,business.industry ,Relevance feedback ,Troubleshooting ,business - Abstract
This paper describes a novel query suggestion tool we have designed and implemented to help users of office printing devices better formulate their queries, while searching a troubleshooting knowledge base provided as a service on the device itself. The paper traces the main motivations of the design of the query suggestion tool and outlines its technical details with an emphasis on its combination of features in relation to prior work.
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- 2009
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13. Aesthetics, Digital Technology and Collaboration
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Tommaso Colombino, Antonietta Grasso, Jacki O'Neill, John Bowers, and David Martin
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Body of knowledge ,Engineering ,Knowledge management ,business.industry ,Consumption (sociology) ,business ,Design technology - Abstract
The workshop examines aesthetics-in-action through naturalistic studies focusing on the role of technology in artistic composition-production, performance, consumption, aimed at creating a body of knowledge to inform innovative technology design.
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- 2008
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14. Using Real-Life Troubleshooting Interactions to Inform Self-assistance Design
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Stefania Castellani, Jacki O'Neill, Peter Tolmie, and Antonietta Grasso
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World Wide Web ,Flexibility (engineering) ,Relation (database) ,Knowledge base ,business.industry ,Computer science ,End user ,Troubleshooting ,User interface ,computer.software_genre ,business ,computer ,Expert system - Abstract
Technical troubleshooting is a domain that has changed enormously in recent years. Instead of relying on visits from service personnel end users facing technical problems with machinery, for example computers and printers, can now seek assistance from systems that guide them toward an autonomous solution of the problem. Systems that can be offered to them are wide in their range, but typically fall either in the category of Expert Systems or searchable databases that can be queried with keyword searches. Both approaches present advantages and disadvantages in terms of flexibility to address different levels of user expertise and ease of maintenance. However, few studies explicitly address the issue of how best to design for a balance between guidance and user freedom in such systems. In the work reported here an office equipment manufacturer’s call centre was studied in order to understand the mechanisms used when human agents guide users toward a resolution. The overall aim here is not to reproduce the agent behaviour in a system, but rather to identify which interactional building blocks such a system should have. These are assessed in relation to the existing online knowledge base resources offered by the same company in order to exemplify the kinds of issues designers need to attend to in this domain.
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- 2005
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15. Grab 'n' Drop: User Configurable Toolglasses
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James Eagan, Laboratoire Traitement et Communication de l'Information (LTCI), Institut Mines-Télécom [Paris] (IMT)-Télécom Paris, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Source code ,Computer science ,business.industry ,media_common.quotation_subject ,Drop (liquid) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Interaction technique ,Workspace ,polymorphism ,user interfaces ,Embedded system ,0202 electrical engineering, electronic engineering, information engineering ,OS X ,0501 psychology and cognitive sciences ,instrumental interaction ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,User interface ,business ,toolglasses ,050107 human factors ,media_common - Abstract
Part 5: Personalisation and Visualisation; International audience; We introduce the grab 'n' drop toolglass, an extension of the toolglass bi-manual interaction technique. It enables users to create and configure their own toolglasses from existing user interfaces that were not designed for toolglasses. Users compose their own toolglass interactions at runtime from an application's user interface elements, bringing interaction closer to the objects of interest in a workspace. Through a proof-of-concept implementation for Mac OS X, we show how grab 'n' drop capabilities could be added to existing applications at the toolkit level, without modifying application source code or UI design. Finally, we evaluate the power and flexibility of this approach by applying it to a variety of applications. We further identify limitations and risks associated with this approach and propose changes to existing toolkits to foster such user-reconfigurable interaction.
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- 2017
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16. Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms
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Priyanka Borar, Harshit Agrawal, DurgaPrasad Karnam, Sanjay Chandrasekharan, Tata Institute for Fundamental Research (TIFR), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Design learning ,Mixed media ,Multimedia ,Computer science ,05 social sciences ,050301 education ,Participatory learning ,computer.software_genre ,Science education ,Dynamic systems ,050105 experimental psychology ,Work (electrical) ,Mathematics education ,ComputingMilieux_COMPUTERSANDEDUCATION ,Enaction ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Affordance ,0503 education ,computer ,Curriculum ,AR - Abstract
Part 5: Case Studies; International audience; This work discusses the affordances of the textbook in current classroom scenarios, and identifies the need to design learning media that support dynamism and enaction, specifically in science education. We illustrate this by a learning tool we’ve developed - Vector canvas, an AR based application linked with the textbook and the curricula. This is a work in progress attempting to observe and articulate changes in learning practice brought by introducing mixed media.
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- 2017
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17. From Objective to Subjective Difficulty Evaluation in Video Games
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Thomas Constant, Stéphane Natkin, Guillaume Levieux, Axel Buendia, CEDRIC - Interactivité pour Lire et Jouer (CEDRIC - ILJ), Centre d'études et de recherche en informatique et communications (CEDRIC), Ecole Nationale Supérieure d'Informatique pour l'Industrie et l'Entreprise (ENSIIE)-Conservatoire National des Arts et Métiers [CNAM] (CNAM)-Ecole Nationale Supérieure d'Informatique pour l'Industrie et l'Entreprise (ENSIIE)-Conservatoire National des Arts et Métiers [CNAM] (CNAM), Conservatoire National des Arts et Métiers [CNAM] (CNAM), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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media_common.quotation_subject ,02 engineering and technology ,050105 experimental psychology ,Modelling ,[SCCO]Cognitive science ,Fun/Aesthetic design ,Tools for design ,User modelling ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Evaluation ,Subjective video quality ,ComputingMilieux_MISCELLANEOUS ,media_common ,Emotion ,Motivational aspects ,Point (typography) ,Risk aversion ,Affective HCI ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,Feeling ,[SCCO.PSYC]Cognitive science/Psychology ,Psychology ,Cognitive psychology ,Overconfidence effect - Abstract
This paper describes our research investigating the perception of difficulty in video games, defined as players’ estimation of their chances of failure. We discuss our approach as it relates to psychophysical studies of subjective difficulty and to cognitive psychology research into the overconfidence effect. The starting point for our study was the assumption that the strong motivational pull of video games may lead players to become overconfident, and thereby underestimate their chances of failure. We design and implement a method for an experiment using three games, each representing a different type of difficulty, wherein players bet on their capacity to succeed. Our results confirm the existence of a gap between players’ actual and self-evaluated chances of failure. Specifically, players seem to underestimate high levels of difficulty. The results do not show any influence on difficulty underestimation from the players gender, feelings of self-efficacy, risk aversion or gaming habits.
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- 2017
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18. Defining Gestural Interactions for Large Vertical Touch Displays
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Jonas Berglund, Robin Andersson, Mohammad Obaid, Morten Fjeld, Aykut Coskun, Chalmers University of Technology [Göteborg], Koç University, Uppsala University, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Multimedia ,Computer science ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Gestural interaction ,05 social sciences ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,Domain (software engineering) ,Action (philosophy) ,Human–computer interaction ,Taxonomy (general) ,0202 electrical engineering, electronic engineering, information engineering ,Large touch display ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,User-defined ,Set (psychology) ,computer ,050107 human factors ,Gesture - Abstract
Part 1: Adaptive Design and Mobile Applications; International audience; As new technologies emerge, so do new ways of interacting with the digital domain. In this paper, the touch interaction paradigm is challenged for use on large touch displays of 65 in. in size. We present a gesture elicitation study with 26 participants carried out on twelve actions commonly used on touch displays. The results and analysis of 312 touch gestures revealed agreement rates for each action. We report several findings including the results of a set of ten unique (and a few secondary) gestures, a taxonomy classifying the defined gestures, a pilot study on the defined gestures, and explicit design implications. We discuss the results and include several important factors for future considerations. We aim at helping future designers and engineers to design interactions for large touch displays.
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- 2017
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19. URetail: Privacy User Interfaces for Intelligent Retail Stores
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Nils Vossebein, Frederic Raber, Deutsches Forschungszentrum für Künstliche Intelligenz GmbH = German Research Center for Artificial Intelligence (DFKI), Saarland University [Saarbrücken], Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Database ,Computer science ,business.industry ,Interface (computing) ,05 social sciences ,Control (management) ,Internet privacy ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,User interface ,business ,computer ,050107 human factors - Abstract
Part 8: Interactive Posters; International audience; Amazon recently opened its first intelligent retail store, which captures shopper movements, picked-up products and much more sensitive data. In this paper we present a privacy UI, called URetail, that returns to the customer control over his own data, by offering an interface to select which of his private data items should be disclosed. We use a radar metaphor to arrange the permissions with ascending sensitivity into different clusters, and introduce a new multi-dimensional form of a radar interface called the privacy pyramid. We conducted an expert interview and a pilot study to determine which types of data are recorded in an intelligent retail store, and grouped them with ascending sensitivity into clusters. A preliminary evaluation study shows that radar interfaces have their own strengths and weaknesses compared to a conventional UI.
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- 2017
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20. Bringing Worth Maps a Step Further: A Dedicated Online-Resource
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Gaëlle Calvary, Fatoumata Camara, Laboratoire d'Informatique de Grenoble (LIG ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Operationalization ,Computer science ,Worth-Centered Design (WCD) ,05 social sciences ,Perspective (graphical) ,ARROW ,020207 software engineering ,02 engineering and technology ,Data science ,Resource (project management) ,Work (electrical) ,Order (exchange) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Relevance (information retrieval) ,[INFO]Computer Science [cs] ,Worth Maps (WMs) ,Online resource ,050107 human factors ,ARROWS - Abstract
Part 2: Methods and Tools for User Interface Evaluation; International audience; Worth Maps (WMs) are promising because they model interactive systems following different perspectives. Consequently, WMs support design in many ways. ARROW was introduced to provide designers with a systematic approach to worth mapping. However, the framework currently remains untested, which raises open questions about general applicability and relevance. In this work, we operationalize ARROW in additional design cases. With insights gained from the operational experience, we propose ARROWS (for ARROW-Support) as a refinement of the initial framework. ARROWS was assessed via a workshop with designers. Results highlight the need for appropriate resources supporting worth mapping. In order to fulfill this need, we have created and released a website providing designers with knowledge on ARROWS and WMs that follows a more practically oriented perspective.
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- 2017
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21. Designing for Accessibility
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Helen Petrie, Jenny Darzentas, Gerhard Weber, University of York [York, UK], Technische Universität Dresden = Dresden University of Technology (TU Dresden), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Computer science ,End user ,4. Education ,05 social sciences ,Tools for accessibility ,Users with disabilities ,02 engineering and technology ,Accessibility ,Older users ,Variety (cybernetics) ,World Wide Web ,020204 information systems ,Web page ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,050107 human factors - Abstract
Part 6: Courses; International audience; Involving a wide variety of end users and in particular those with a disability or who are older when designing web pages and apps requires a good understanding of how to involve those end users, assistive technology, and evaluation methods. This course will introduce the basics of assistive technologies built into using mobile phones and describe major barriers in web pages, and how to analyze them with end users. It will also outline a range of appropriate tools to use in this work.
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- 2017
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22. Designing Interactive Spatiotemporal Visualizations to Enhance Movie Browsing
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Ana Jorge, Nuno Correia, Teresa Chambel, NOVA Laboratory for Computer Science and Informatics (NOVA-LINCS), Departamento de Informática (DI), Faculdade de Ciências e Tecnologia = School of Science & Technology (FCT NOVA), Universidade Nova de Lisboa = NOVA University Lisbon (NOVA)-Universidade Nova de Lisboa = NOVA University Lisbon (NOVA)-Faculdade de Ciências e Tecnologia = School of Science & Technology (FCT NOVA), Universidade Nova de Lisboa = NOVA University Lisbon (NOVA)-Universidade Nova de Lisboa = NOVA University Lisbon (NOVA), LaSIGE [Lisboa], Universidade de Lisboa (ULISBOA)-Faculdade de Ciências, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Design ,Computer science ,05 social sciences ,0211 other engineering and technologies ,Space ,02 engineering and technology ,Space (commercial competition) ,Visualization ,Time ,Interactive ,Human–computer interaction ,Movie ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Meaning (existential) ,Evaluation ,050107 human factors ,021101 geological & geomatics engineering - Abstract
Part 5: Case Studies; International audience; This paper presents a case study on the design of spatiotemporal interactive visualizations of movies, both collections and contents, to provide enhanced support for conveying meaning and for browsing, targeting casual and professional users, with encouraging results for future research and adoption.
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- 2017
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23. Identifying the Interplay of Design Artifacts and Decisions in Practice: A Case Study
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Judy Bowen, Anke Dittmar, University of Waikato [Hamilton], University of Rostock, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Focus (computing) ,Design ,Computer science ,Management science ,Process (engineering) ,05 social sciences ,Case-study ,0211 other engineering and technologies ,02 engineering and technology ,Interaction design ,Order (exchange) ,Software design ,Design artifacts ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,050107 human factors ,021106 design practice & management - Abstract
Part 7: Design Rationale and Camera-Control; International audience; Interaction design is a complex and challenging process. It encompasses skills and knowledge from design in general as well as from HCI and software design in particular. In order to find better ways to support interaction design and propose methods and tools to further the research in this area we must first better understand the nature of interaction design in practice. In this paper we present two small case studies which attempt to analyse design and decision-making through the lens of one particular theoretical framework. The framework seeks to focus design activities via its artifacts and the design spaces that exist in order to support reasoning about the process and the evolution of the artifacts. Our case studies show that we can use such a framework to consider real-world design projects, and also that there are further considerations that might usefully be included in such a framework.
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- 2017
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24. Understanding the Informal Support Networks of Older Adults in India
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Arne Berger, Chemnitz University of Technology / Technische Universität Chemnitz, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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030504 nursing ,05 social sciences ,Photography ,Informal support ,Cultural comparison ,03 medical and health sciences ,Field trip ,Older adults ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,0305 other medical science ,Construct (philosophy) ,Psychology ,Home ,Social psychology ,050107 human factors - Abstract
Part 9: Field Trips; International audience; We proposes a field trip to understand how older adults in India construct and maintain informal support networks. The aim of the study is to get a nuanced view on older adults’ practices of receiving from and providing support to peers, family, friends, and neighbors. Group discussions and collaborative photography will be applied to investigate. Findings will be interpreted to understand implications for how to design for support.
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- 2017
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25. UX Professionals’ Definitions of Usability and UX – A Comparison Between Turkey, Finland, Denmark, France and Malaysia
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Yavuz Inal, Ashok Sivaji, Torkil Clemmensen, Netta Iivari, Dorina Rajanen, Amélie Roche, Kerem Rızvanoğlu, University of Oulu, Copenhagen Business School [Copenhagen] (CBS), Atilim University, Galatasaray University (GSU), MIMOS BERHAD, MIMOS, Ecole Nationale Supérieure de Cognitique (ENSC), Institut Polytechnique de Bordeaux, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Attractiveness ,User experience ,business.industry ,05 social sciences ,Perspective (graphical) ,Usability ,020207 software engineering ,02 engineering and technology ,UX professional ,Public relations ,Experiential learning ,User experience design ,Cross-cultural HCI ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,business ,Psychology ,050107 human factors - Abstract
Part 3: UX Adoption in the Organizations; International audience; This paper examines the views of user experience (UX) professionals on the definitions of usability and UX, and compares the findings between countries and within different socio-cultural groups. A mixed-method analysis was employed on data gathered on 422 professionals through a survey in Turkey, Finland, Denmark, France, and Malaysia. Usability appears to be an established concept, respondents across all countries agreeing on the importance of the ISO 9241-11 definition. There is also a tendency that UX professionals attach organizational perspective to usability. UX professionals diverge when defining UX, and there are systematic differences related to socio-cultural conditions. UX professionals in Finland and France incline more towards the definition highlighting the experiential qualities, when compared to Turkey and Malaysia that incline towards the definition reflecting the ease of use, utility, attractiveness, and degree of usage. Further research should address the implications of the diverse meanings and contexts of usability and UX.
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- 2017
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26. Everyday Creative Uses of Smartphone Images in Biomedical Engineering Laboratories
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Maria A. Woodruff, Dhaval Vyas, Hinal Vyas, Queensland University of Technology [Brisbane] (QUT), Institute of Health and Biomedical Innovation (IHBI), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Focus (computing) ,Multimedia ,Computer science ,010401 analytical chemistry ,computer.software_genre ,01 natural sciences ,0104 chemical sciences ,03 medical and health sciences ,0302 clinical medicine ,Work (electrical) ,ComputerSystemsOrganization_MISCELLANEOUS ,030221 ophthalmology & optometry ,[INFO]Computer Science [cs] ,computer ,Biomedical engineering - Abstract
Part 5: Co-design Studies; International audience; In this paper, we focus on creative practices associated with smartphone images for supporting scientific work. We employed observations and semi-structured interviews with 12 research staff members from a biomedical engineering institute over a period of three months and explored the role smartphone images play in supporting their scientific activities. We studied different ways smartphone images are incorporated into researchers’ everyday work. Our findings highlight practices and motivations associated with the use of smartphone images. Based on our findings, we provide implications for designing innovative smartphone apps and particularly emphasize the role smartphones can play in developing and maintaining hybrid lab-books.
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- 2017
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27. Designing and Assessing Interactive Systems Using Task Models
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Célia Martinie, Philippe Palanque, Marco Winckler, Interactive Critical Systems (IRIT-ICS), Institut de recherche en informatique de Toulouse (IRIT), Université Toulouse 1 Capitole (UT1)-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1)-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées, Université Nice Sophia Antipolis (... - 2019) (UNS), COMUE Université Côte d'Azur (2015 - 2019) (COMUE UCA), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, TC 13, Grélaud, Françoise, Kronbauer, Arthur, Mattos, Ecivaldo, Sampaio, Andreia Libório, Boscarioli, Clodis, Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1), COMUE Université Côte d'Azur (2015-2019) (COMUE UCA), Kronbauer, Arthur and Mattos, Ecivaldo and Sampaio, Andreia Libório and Boscarioli, Clodis, Centre National de la Recherche Scientifique - CNRS (FRANCE), Institut National Polytechnique de Toulouse - Toulouse INP (FRANCE), Université Nice Sophia Antipolis (FRANCE), Université Toulouse III - Paul Sabatier - UT3 (FRANCE), Université Toulouse - Jean Jaurès - UT2J (FRANCE), and Université Toulouse 1 Capitole - UT1 (FRANCE)
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[INFO.INFO-AR]Computer Science [cs]/Hardware Architecture [cs.AR] ,[INFO.INFO-AR] Computer Science [cs]/Hardware Architecture [cs.AR] ,Computer science ,[INFO.INFO-SE] Computer Science [cs]/Software Engineering [cs.SE] ,02 engineering and technology ,Interaction design ,[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE] ,Interface homme-machine ,Task (project management) ,[INFO.INFO-CR]Computer Science [cs]/Cryptography and Security [cs.CR] ,Human–computer interaction ,Architectures Matérielles ,0202 electrical engineering, electronic engineering, information engineering ,Génie logiciel ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,050107 human factors ,ComputingMilieux_MISCELLANEOUS ,05 social sciences ,User interaction design ,hamsters ,020207 software engineering ,Modélisation et simulation ,Systèmes embarqués ,[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation ,Task analysis ,Cryptographie et sécurité ,[INFO.INFO-ES]Computer Science [cs]/Embedded Systems ,[INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation ,[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Task description and modelling - Abstract
Part 6: Courses; International audience; This two-part course takes a practical approach to introduce the principles, methods and tools in task modelling. Part 1: A non-technical introduction demonstrates that task models support successful design of interactive systems. Part 2: A more technical interactive hands-on exercise of how to “do it right”, such as: How to go from task analysis to task models? How to assess (through analysis and simulation) that a task model is correct? How to identify complexity of user tasks.
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28. Information-Theoretic Analysis of Human Performance for Command Selection
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Yves Guiard, Michel Beaudouin-Lafon, Olivier Rioul, Wanyu Liu, Laboratoire Traitement et Communication de l'Information (LTCI), Institut Mines-Télécom [Paris] (IMT)-Télécom Paris, Extreme Interaction (EX-SITU), Laboratoire de Recherche en Informatique (LRI), Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Inria Saclay - Ile de France, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Communications Numériques (COMNUM), Institut Mines-Télécom [Paris] (IMT)-Télécom Paris-Institut Mines-Télécom [Paris] (IMT)-Télécom Paris, Département Communications & Electronique (COMELEC), Télécom ParisTech, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Information theory ,Computer science ,Entropy ,05 social sciences ,Fano’s inequality ,020207 software engineering ,02 engineering and technology ,Mutual information ,Throughput ,Human performance ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Entropy (information theory) ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Command selection ,Interface design ,Fano's inequality ,050107 human factors - Abstract
Part 7: Pointing and Target Selection; International audience; Selecting commands is ubiquitous in current GUIs. While a number of studies have focused on improving rapid command selection through novel interaction techniques, new interface design and innovative devices, user performance in this context has received little attention. Inspired by a recent study which formulated information-theoretic hypotheses to support experimental results on command selection, we aim at explaining user performance from an information-theoretic perspective. We design an ad-hoc command selection experiment for information-theoretic analysis, and explain theoretically why the transmitted information from the user to the computer levels off as difficulty increases. Our reasoning is based on basic information-theoretic concepts such as entropy, mutual information and Fano’s inequality. This implies a bell-shaped behavior of the throughput and therefore an optimal level of difficulty for a given input technique.
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- 2017
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29. Crowdsourcing of Accessibility Attributes on Sidewalk-Based Geodatabase
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Zdenek Mikovec, Jan Balata, Michaela Riganova, Czech Technical University in Prague (CTU), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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education.field_of_study ,business.industry ,Computer science ,Spatial database ,05 social sciences ,Population ,020207 software engineering ,02 engineering and technology ,Crowdsourcing ,Data science ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,education ,business ,050107 human factors - Abstract
Part 8: Interactive Posters; International audience; Although the issue of limited mobility affects a large portion of the population, current navigation systems working with roadway-based geodatabases are designed primarily for cars and therefore cannot efficiently help. Usage of the professionally created sidewalk-based geodatabase is a solution. However, the professional geographical “on-site reconnaissance” is labor demanding. In this poster, we report on results of preliminary research focused on a design of the gamified collection of accessibility attributes by non-expert crowd, which will reduce the data collection cost. Preliminary results suggest the feasibility of the approach supported by a proper guidance of non-experts and creativity of achieving precise measurements.
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- 2017
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30. Experience Probes: Immersion and Reflection Between Reality and Virtuality
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Massimo Zancanaro, Max Willis, Antonella De Angeli, University of Trento [Trento], University of Lincoln, Fondazione Bruno Kessler [Trento, Italy] (FBK), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Soundscape ,media_common.quotation_subject ,Sense of place ,02 engineering and technology ,Momentary assessment ,Mutually exclusive events ,computer.software_genre ,HCI evaluation methods ,Human–computer interaction ,Perception ,Situated ,0202 electrical engineering, electronic engineering, information engineering ,Immersion (virtual reality) ,Virtuality (gaming) ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,050107 human factors ,media_common ,Multimedia ,05 social sciences ,020207 software engineering ,Immersive experiences ,Mixed reality environments ,Thematic analysis ,Psychology ,computer - Abstract
Part 4: Virtual Reality and Feeling of Immersion; International audience; This research addresses the issue of the memory-experience gap, the disconnect between momentary perceptions and post experience reporting as relates to HCI research methodologies and the study of immersive technology-mediated experiences in particular. The paper presents an overview of contemporary understanding of immersion and examines HCI methods that investigate participant experiences. We introduce Experience Probes, an integrated design and evaluation methodology that affords momentary reporting by blending states of reflection and immersion in a structured activity situated within the immersive experience. A pilot study is presented that examines an immersive soundscape installation and an Experience Probe enacted through participant-authored sound maps. The maps provide data for thematic analysis, and are coded for signs of self-perception and a sense of place to evaluate participants’ sensations of presence and immersion. Preliminary results are discussed in relation to the reality-virtuality continuum and suggest that the reflective act of reporting, and the experience of immersion within the soundscape installation are not mutually exclusive. This research seeks to extend HCI methods by overcoming the memory-experience gap in the evaluation of technology-mediated experiences.
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- 2017
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31. Designing Collaborative Co-Located Interaction for an Artistic Installation
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Samuel Bianchini, Pierre Cubaud, Oussama Mubarak, David Bihanic, Centre d'études et de recherche en informatique et communications (CEDRIC), Ecole Nationale Supérieure d'Informatique pour l'Industrie et l'Entreprise (ENSIIE)-Conservatoire National des Arts et Métiers [CNAM] (CNAM), École National Supérieure des Arts Décoratifs [Paris] (EnsadLab), CEDRIC - Interactivité pour Lire et Jouer (CEDRIC - ILJ), Ecole Nationale Supérieure d'Informatique pour l'Industrie et l'Entreprise (ENSIIE)-Conservatoire National des Arts et Métiers [CNAM] (CNAM)-Ecole Nationale Supérieure d'Informatique pour l'Industrie et l'Entreprise (ENSIIE)-Conservatoire National des Arts et Métiers [CNAM] (CNAM), University of Paris I - ACTE Research Institute, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, TC 13, and ANR-13-CORD-0010,COSIMA,Médias Collaboratifs Situés(2013)
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Process (engineering) ,Computer science ,Interface (Java) ,05 social sciences ,020207 software engineering ,Musical instrument ,co-located interaction ,audience engagement ,02 engineering and technology ,walk-up-and-use ,Interactive art ,collaboration ,User engagement ,Human–computer interaction ,Order (business) ,0202 electrical engineering, electronic engineering, information engineering ,interactive art ,0501 psychology and cognitive sciences ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,050107 human factors ,ComputingMilieux_MISCELLANEOUS - Abstract
In this paper we present a preliminary user study conducted on a walk-up-and-use musical instrument dubbed Collective Loops specifically designed for co-located collaborative interaction for the general public. The aim of this study was to verify that displaying all users’ choices in a shared interface would promote and facilitate user engagement in creative collaboration. Although the results do not confirm our hypothesis, the experiment allowed us to detect a more general design issue with such walk-up-and-use multi-display installations: striking the right balance between the different interfaces in order to release some of the users attention for the benefit of the collaborative process.
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- 2017
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32. Towards Understanding the Influence of Personality on Mobile App Permission Settings
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Frederic Raber, Antonio Krueger, Deutsches Forschungszentrum für Künstliche Intelligenz GmbH = German Research Center for Artificial Intelligence (DFKI), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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App privacy ,Process (engineering) ,Computer science ,business.industry ,media_common.quotation_subject ,education ,05 social sciences ,Internet privacy ,Mobile apps ,02 engineering and technology ,Permission ,Personality psychology ,Machine learning ,0202 electrical engineering, electronic engineering, information engineering ,Personality ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,Usable privacy ,[INFO]Computer Science [cs] ,Big Five personality traits ,Mobile privacy ,business ,Mobile device ,050107 human factors ,media_common - Abstract
Part 1: Security and Trust; International audience; In this paper we investigate the question whether users’ personalities are good predictors for privacy-related permissions they would grant to apps installed on their mobile devices. We report on results of a large online study (n = 100) which reveals a significant correlation between the user’s personality according to the big five personality scores, or the IUIPC questionnaire, and the app permission settings they have chosen. We used machine learning techniques to predict user privacy settings based on their personalities and consequently introduce a novel strategy that simplifies the process of granting permissions to apps.
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- 2017
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33. Comparing Two Approaches of Tactile Zooming on a Large Pin-Matrix Device
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Gerhard Weber, Denise Prescher, Technische Universität Dresden = Dresden University of Technology (TU Dresden), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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0209 industrial biotechnology ,Focus (computing) ,business.industry ,Computer science ,Orientation (computer vision) ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,0206 medical engineering ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Focus zoom ,Pin-matrix device ,Tactile zooming ,02 engineering and technology ,020601 biomedical engineering ,Displacement (vector) ,Blind user ,Matrix (mathematics) ,020901 industrial engineering & automation ,Computer vision ,Point (geometry) ,[INFO]Computer Science [cs] ,Artificial intelligence ,Zoom ,business ,Midpoint zoom ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Part 3: Assistive Technology for Blind Users; International audience; Zooming on large tactile displays can result in orientation loss, especially if the user’s reference point disappears from the visible area afterwards. To avoid such displacement we developed a focus zoom approach which keeps the currently focused element as central point for zooming. In this paper, we compare this approach with a conventional midpoint zoom (the center of the output area is maintained after zooming) on the touch-sensitive BrailleDis 7200 device. In a study with four blind and eight blindfolded sighted participants we could show that the focus zoom significantly reduces displacement of the focused element on the tactile output area. Locating the focus after doing a focus zoom needs significantly less time, reduces the overall workload and is also preferred by the users.
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- 2017
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34. Improve the Accessibility of Tactile Charts
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Gerhard Weber, Christin Engel, Technische Universität Dresden = Dresden University of Technology (TU Dresden), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Computer science ,Process (engineering) ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Audio-tactile charts ,020207 software engineering ,Effective design ,02 engineering and technology ,Tactile graphics ,User requirements document ,Accessibility ,Chart ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,ComputingMilieux_COMPUTERSANDSOCIETY ,User requirements ,020201 artificial intelligence & image processing ,[INFO]Computer Science [cs] ,Survey ,Tactile charts ,Blind users - Abstract
Part 3: Assistive Technology for Blind Users; International audience; Blind and visually impaired people are able to access visual charts by the mean of tactile representations. However, their production is time-consuming and requires know-how and skills in tactile chart design. Our main goal is to support blind, visually impaired as well as sighted authors by automating the creation process of tactile charts. We follow an user-centered design approach. Therefore, we analyzed both transcribers and users of tactile charts by conducting a survey on blind, visually impaired and sighted authors. On that basis, we identified steps and challenges of the production process, how users interact with tactile charts, design guidelines, as well as user preferences and tasks. As a result, we summarize requirements for an application that automates the creation of tactile charts.
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- 2017
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35. Capturing Design Decision Rationale with Decision Cards
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Karin Coninx, Mieke Haesen, Gustavo Rovelo, Marisela Gutierrez Lopez, Kris Luyten, Hasselt University (UHasselt), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Decision support system ,Traceability ,Decision engineering ,Management science ,business.industry ,Computer science ,05 social sciences ,0211 other engineering and technologies ,Design rationale documentation ,02 engineering and technology ,R-CAST ,Business decision mapping ,Design process ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Software engineering ,business ,Engineering design process ,050107 human factors ,021106 design practice & management ,Decision analysis ,Decision-making - Abstract
Part 7: Design Rationale and Camera-Control; International audience; In the design process, designers make a wide variety of decisions that are essential to transform a design from a conceptual idea into a concrete solution. Recording and tracking design decisions, a first step to capturing the rationale of the design process, are tasks that until now are considered as cumbersome and too constraining. We used a holistic approach to design, deploy, and verify decision cards; a low threshold tool to capture, externalize, and contextualize design decisions during early stages of the design process. We evaluated the usefulness and validity of decision cards with both novice and expert designers. Our exploration results in valuable insights into how such decision cards are used, into the type of information that practitioners document as design decisions, and highlight the properties that make a recorded decision useful for supporting awareness and traceability on the design process.
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- 2017
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36. Understanding Gesture Articulations Variability
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Laurent Grisoni, Orlando Erazo, José A. Pino, Yosra Rekik, Universidad Técnica Estatal de Quevedo (UTEQ), Methods and tools for gestural interactions (MINT), Laboratoire d'Informatique Fondamentale de Lille (LIFL), Université de Lille, Sciences et Technologies-Institut National de Recherche en Informatique et en Automatique (Inria)-Université de Lille, Sciences Humaines et Sociales-Centre National de la Recherche Scientifique (CNRS)-Université de Lille, Sciences et Technologies-Institut National de Recherche en Informatique et en Automatique (Inria)-Université de Lille, Sciences Humaines et Sociales-Centre National de la Recherche Scientifique (CNRS)-Inria Lille - Nord Europe, Institut National de Recherche en Informatique et en Automatique (Inria), Universidad de Chile = University of Chile [Santiago] (UCHILE), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, TC 13, Institut National de Recherche en Informatique et en Automatique (Inria)-IRCICA, Universidad Técnica Estatal de Quevedo [UTEQ], Methods and tools for gestural interactions [MINT], and Universidad de Chile = University of Chile [Santiago] [UCHILE]
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Whole body gestures ,Computer science ,Gesture variability ,Interface (computing) ,05 social sciences ,Perspective (graphical) ,Flexibility (personality) ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Mid-air gestures ,Human–computer interaction ,Embodied cognition ,Taxonomy (general) ,0202 electrical engineering, electronic engineering, information engineering ,Gesture taxonomy ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Articulation (phonetics) ,050107 human factors ,Gesture articulation ,Gesture - Abstract
Part 4: Information on Demand, on the Move, and Gesture Interaction; International audience; Interfaces based on mid-air gestures often use a one-to-one mapping between gestures and commands, but most remain very basic. Actually, people exhibit inherent intrinsic variations for their gesture articulations because gestures carry dependency with both the person producing them and the specific context, social or cultural, in which they are being produced. We advocate that allowing applications to map many gestures to one command is a key step to give more flexibility, avoid penalizations, and lead to better user interaction experiences. Accordingly, this paper presents our results on mid-air gesture variability. We are mainly concerned with understanding variability in mid-air gesture articulations from a pure user-centric perspective. We describe a comprehensive investigation on how users vary the production of gestures under unconstrained articulation conditions. The conducted user study consisted in two tasks. The first one provides a model of user conception and production of gestures; from this study we also derive an embodied taxonomy of gestures. This taxonomy is used as a basis for the second experiment, in which we perform a fine grain quantitative analysis of gesture articulation variability. Based on these results, we discuss implications for gesture interface designs.
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- 2017
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37. Designing for Financial Literacy: Co-design with Children in Rural Sri Lanka
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Dhaval Vyas, Hakim Usoof, Thilina Halloluwa, K. Priyantha Hewagamage, Margot Brereton, Pradeepa Bandara, Queensland University of Technology [Brisbane] (QUT), University of Colombo School of Computing [Sri Lanka] (UCSC), University of Colombo [Sri Lanka], Sri Lanka Institute of Information Technology (SLIIT), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Co-design ,Pluralistic walkthrough ,business.industry ,4. Education ,Knowledge economy ,05 social sciences ,Primary education ,020207 software engineering ,02 engineering and technology ,Ideation ,Public relations ,Livelihood ,ICT4D ,Financial literacy ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Business ,Sri lanka ,Children ,050107 human factors - Abstract
Part 5: Co-design Studies; International audience; Financial literacy can play an important role in supporting the livelihood of the poor. Sri Lanka, being a country that aims to become a knowledge economy, has started to integrate the use of technology in its primary education. This paper presents a case study from a Co-Design activity with primary school children in rural Sri Lanka to ideate designing of mobile applications to engage primary school students in financial literacy. Three workshops were conducted spanning over two months based on the bonded design method. Techniques involving bags of stuff, storyboarding and stickies were utilised to support idea generation. Two themes; shopping and transporting were prominent among the final designs. From the findings of this paper, we discuss the design inspirations of the study and the impact that scaffolding practices had on the outcomes of the study. Finally, we lay out some initial guidelines to follow when conducting co-design workshops with rural and resource constrained children in Sri Lanka.
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- 2017
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38. Coping with Design Complexity: A Conceptual Framework for Design Alternatives and Variants
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Anke Dittmar, Judy Bowen, University of Waikato [Hamilton], University of Rostock, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Research design ,Coping (psychology) ,Teamwork ,Computer science ,Management science ,media_common.quotation_subject ,020207 software engineering ,02 engineering and technology ,Interaction design ,Ideation ,Conceptual framework ,020204 information systems ,Analytical skill ,Situated ,0202 electrical engineering, electronic engineering, information engineering ,[INFO]Computer Science [cs] ,media_common - Abstract
Part 7: Design Rationale and Camera-Control; International audience; Interaction design processes are characterised by multi-disciplinary teamwork and by an interplay of creative, situated and analytical thinking. Although design in the domain of human-computer interaction has been widely investigated, the focus of research has been mainly on the user’s role and several authors refer to the need for a deeper understanding of the increasingly complex interaction design processes. This paper suggests a conceptual framework for interaction design that accommodates and unifies different perspectives from general design research while considering the specificities of the domain. Within the framework, description and analysis is done through the lens of design spaces, design artefacts, and refinement relationships between design artefacts. The framework extends existing concepts of design spaces by introducing complex spaces which acknowledge that design is rarely an individual activity but is more often undertaken by teams of designers. The framework also offers a distinction between design options into alternatives and variants to better describe and guide processes of idea generation and a convergence within, and between different sub-spaces and sub-teams. Different types of refinement between design artefacts are also discussed.
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- 2017
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39. Could People with Stereo-Deficiencies Have a Rich 3D Experience Using HMDs?
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Magdalena Méndez-López, Sonia Cárdenas-Delgado, Elena Pérez-Hernández, M. Carmen Juan, Universitat Politècnica de València (UPV), University of Zaragoza - Universidad de Zaragoza [Zaragoza], Universidad Autonoma de Madrid (UAM), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Stereoblindness ,media_common.quotation_subject ,Illusion ,02 engineering and technology ,Virtual reality ,Task (project management) ,03 medical and health sciences ,0302 clinical medicine ,HMD ,Perception ,3D experience ,Large stereo screen ,0202 electrical engineering, electronic engineering, information engineering ,[INFO]Computer Science [cs] ,Stereopsis ,media_common ,Head tracking ,Stereo-deficiency ,020201 artificial intelligence & image processing ,Psychology ,Depth perception ,030217 neurology & neurosurgery ,Cognitive psychology - Abstract
Part 2: Aging and Disabilities; International audience; People with stereo-deficiencies usually have problems for the perception of depth using stereo devices. This paper presents a study that involves participants who did not have stereopsis and participants who had stereopsis. The two groups of participants were exposed to a maze navigation task in a 3D environment in two conditions, using a HMD and a large stereo screen. Fifty-nine adults participated in our study. From the results, there were no statistically significant differences for the performance on the task between the participants with stereopsis and those without stereopsis. We found statistically significant differences between the two conditions in favor of the HMD for the two groups of participants. The participants who did not have stereopsis and could not perceive 3D when looking at the Lang 1 Stereotest did have the illusion of depth perception using the HMD. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience.
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- 2017
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40. Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
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Antti Oulasvirta, Sayan Sarcar, Xiangshi Ren, Jussi P. P. Jokinen, Zhenxin Wang, Chaklam Silpasuwanchai, Aalto University, Kochi University of Technology (KUT), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Computer science ,Interface (computing) ,media_common.quotation_subject ,Context (language use) ,02 engineering and technology ,USable ,law.invention ,Task (project management) ,Aging users ,Touchscreen ,Human–computer interaction ,law ,Tremor ,0202 electrical engineering, electronic engineering, information engineering ,Text entry interface ,0501 psychology and cognitive sciences ,[INFO]Computer Science [cs] ,Typing ,Interface design ,Function (engineering) ,050107 human factors ,media_common ,Ability-based design ,business.industry ,05 social sciences ,Work (physics) ,020207 software engineering ,Embedded system ,business - Abstract
Part 5: Case Studies; International audience; Beside decreasing the abilities, individual difference prevails among older adults, as some individuals are completely healthy at the age 90 while some are not at even 60. In context of touchscreen interface design, it is critical to understand the design space as a function of abilities. In this work, we articulate a better understanding of the effects of ageing and examine their HCI task performing capabilities in terms of interfaces design. We design a text-entry interface in particular, as ageing users often achieve slow text entry performance, thus proving to be a bottleneck for technology use. Our developed text entry interface is tuned based on the parameter values for Elderly having finger tremor. We present initial study results showing the improvement of the accuracy of touch typing in smartphone over the baseline Qwerty keyboard. By carefully considering other sensorimotor abilities, we believe that the current smartphone text-entry interface designs will become more usable to the ageing populations.
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- 2017
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41. Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-Surface Environments
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Aurélien Tabard, Sébastien George, Lili Tong, Audrey Serna, Situated Interaction, Collaboration, Adaptation and Learning (SICAL), Laboratoire d'InfoRmatique en Image et Systèmes d'information (LIRIS), Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Institut National des Sciences Appliquées (INSA)-Université de Lyon-Institut National des Sciences Appliquées (INSA)-Centre National de la Recherche Scientifique (CNRS)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École Centrale de Lyon (ECL), Université de Lyon-Université Lumière - Lyon 2 (UL2)-Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Université Lumière - Lyon 2 (UL2), Laboratoire d'Informatique de l'Université du Mans (LIUM), Le Mans Université (UM), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Surface (mathematics) ,coordination ,Horizontal and vertical ,Computer science ,Orientation (computer vision) ,05 social sciences ,Work (physics) ,02 engineering and technology ,Collaboration ,Human–computer interaction ,Position (vector) ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Interactor ,display orientation ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,050107 human factors ,Simulation ,Multi-Surface Environments (MSE): tabletops: tablets - Abstract
Part 3: Multitouch Interaction; International audience; Defining the form factor and setup of surfaces, i.e., their size, position , and orientation, is one of the first decisions made when designing multi-surface environments (MSE). To support these choices, we conducted a study on how the orientation of a large display used alongside tablets impacts collaboration. Previous research involving only one interactive surface shows that display orientation changes how people interact with the display, the way they position themselves, or look at each other. Our study shows that in a MSE setting, the orientation of a large surface has a different impact: (1) it nuances previous results showing that horizontal surfaces are better for collaboration. (2) it impacts the way activities are conducted. The horizontal condition leads to more implicit coordination and balanced interaction with the large display, but to less structured work, while in the vertical condition, group coordination is more explicit and is structured around one main interactor. Compared to previous work, we also propose a more structured, comprehensive and detailed analysis grid for collaboration in MSE. Finally, based on our results, we derive recommendations for MSE design.
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42. Breathing Friend: Tackling Stress Through Portable Tangible Breathing Artifact
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Anna Kutikova, Jindrich Adolf, Jan Havlik, Ivana Jilekova, Zdenek Mikovec, Miroslav Macik, Katerina Prazakova, Czech Technical University in Prague (CTU), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Artifact (error) ,Tactile device ,Haptic interaction ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Stress ,GeneralLiterature_MISCELLANEOUS ,3. Good health ,Breathing pattern ,Industrial design ,Human–computer interaction ,Stress (linguistics) ,0202 electrical engineering, electronic engineering, information engineering ,Breathing ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,050107 human factors ,Mindful breathing ,ComputingMethodologies_COMPUTERGRAPHICS ,Haptic technology - Abstract
Part 2: Social Media and Design Innovation; International audience; We present Breathing Friend – a portable and tangible device that uses haptic interaction to unobtrusively stimulate mindful breathing as efficient stress coping method. Its design is optimized for holding in user’s hands. By changing its shape, it sends haptic signals to the user. Several studies were conducted where we explored and verified the form factors of the artifact, interaction methods, therapeutic effect, fitting to everyday life, and influence on the breathing pattern.
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- 2017
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43. One Fitts’ Law, Two Metrics
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Julien Gori, Michel Beaudouin-Lafon, Yves Guiard, Olivier Rioul, Laboratoire Traitement et Communication de l'Information (LTCI), Institut Mines-Télécom [Paris] (IMT)-Télécom Paris, Télécom ParisTech, Communications Numériques (COMNUM), Institut Mines-Télécom [Paris] (IMT)-Télécom Paris-Institut Mines-Télécom [Paris] (IMT)-Télécom Paris, Département Communications & Electronique (COMELEC), Human-Centered Computing (LRI) (HCC - LRI), Laboratoire de Recherche en Informatique (LRI), Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS), Extreme Interaction (EX-SITU), Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université Paris-Sud - Paris 11 (UP11)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Inria Saclay - Ile de France, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Field (physics) ,Movement (music) ,05 social sciences ,Minimum time ,020207 software engineering ,02 engineering and technology ,16. Peace & justice ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,Statistical physics ,Controlled experiment ,Fitts's law ,050107 human factors ,Mathematics - Abstract
Part 7: Pointing and Target Selection; International audience; Movement time in Fitts’ law is usually considered through the ambiguous notion of the average of minimum movement times. In this paper, we argue that using two distinct metrics, one relating to minimum time and the other relating to average time can be advantageous. Both metrics have a lot of support from theoretical and empirical perspectives. We also give two examples, one in a controlled experiment and the other in a field study of pointing, where making the minimum versus average distinction is fruitful.
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- 2017
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44. Night Mode, Dark Thoughts: Background Color Influences the Perceived Sentiment of Chat Messages
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Lennart Giron, Jörn Hurtienne, Diana Löffler, Julius-Maximilians-Universität Würzburg [Wurtzbourg, Allemagne] (JMU), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Online chat ,media_common.quotation_subject ,Color ,050109 social psychology ,computer.software_genre ,Legibility ,050105 experimental psychology ,Persuasive computing ,Sentiment analysis ,Embodiment ,User experience design ,Perception ,User interface design ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,media_common ,Multimedia ,Sarcasm ,business.industry ,05 social sciences ,Color preferences ,Conceptual metaphor theory ,Affective bias ,Psychology ,business ,computer ,Cognitive psychology - Abstract
Part 3: Human Perception, Cognition and Behaviour; International audience; The discussion of color in HCI often remains restricted to issues of legibility, aesthetics or color preferences. Little attention has been given to the emotional and semantic effects of color on digital content. At the example of black and white, this paper reviews previous studies in psychology and reports an experiment that investigates the influence of black, white and gray user interface backgrounds on the perception of sentiment in chat messages on a social media platform (Twitch.tv). Of sixty-seven participants, those who rated the messages against a black background perceived them more negatively than those who worked against a white background. The results suggest that user sentiment perception can be influenced by interface color, especially for ambiguous textual content laced with irony and sarcasm. We claim that this knowledge can be applied in persuasive interaction and user experience design across the entirety of the digital landscape.
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- 2017
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45. Versatile Classroom Management Solution for Teachers in Developing Countries
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Muhammad Zahid Iqbal, Information Technology University [Lahore] (ITU), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Classroom management ,Smartphone interactions ,Computer science ,Teaching method ,E-learning (theory) ,Best practice ,Interaction methodologies ,Human centered design ,Developing country ,050105 experimental psychology ,Interactivity ,E learning ,ComputingMilieux_COMPUTERSANDEDUCATION ,Mathematics education ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,m-learning ,e-learning ,Teaching methodologies ,User-centered design ,ICT in education ,4. Education ,05 social sciences ,050301 education ,M-learning ,Smart education ,0503 education - Abstract
Part 8: Interactive Posters; International audience; Bringing interactivity and effectiveness of teaching in the classroom is always challenging especially in the developing countries. Previous studies show best practices of smart technologies in the classroom.This research was conducted to develop an efficient and low-cost solution for teachers in managing the higher number of students, assessing progress and increasing student engagement in the classroom. We developed My Class Manager; a Smartphone application for quiz and paper marking, audio quiz for native language learning and performance management throughout the semester. We conducted a series of five evaluations of three classes of sizes 30, 35 and 40. Results of the evaluations show an increasing interest of students in the classroom, improved class engagement & attentions. It creates a time-efficient learning environment.
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- 2017
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46. Using Critical Incidents in Workshops to Inform eHealth Design
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Christiane Grünloh, Hanife Rexhepi, Jean D. Hallewell Haslwanter, Eunji Lee, Bridget Kane, Thomas Lind, Jonas Moll, Isabella Scandurra, Department of Mathematics (KTH Royal Institute of Technology), Royal Institute of Technology [Stockholm] (KTH ), Technische Hochschule Köln (TH Köln), Vienna University of Technology (TU Wien), Karlstad Business School, Karlstad University [Sweden], Information and Communication Technology [Oslo] (SINTEF - ICT), Stiftelsen for INdustriell og TEknisk Forskning Digital [Trondheim] (SINTEF Digital), Uppsala University, University of Skövde [Sweden], Örebro University, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O'Neill, Marco Winckler, and TC 13
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Reflective practice ,Design ,Knowledge management ,Reflection (computer programming) ,020205 medical informatics ,Computer science ,Method ,Workshop format ,02 engineering and technology ,Development ,Domain (software engineering) ,03 medical and health sciences ,Stakeholders ,0302 clinical medicine ,Health care ,0202 electrical engineering, electronic engineering, information engineering ,Information system ,eHealth ,[INFO]Computer Science [cs] ,030212 general & internal medicine ,Evaluation ,business.industry ,Critical incidents ,Variety (cybernetics) ,Information and Communications Technology ,business - Abstract
Part 5: Co-design Studies; International audience; Demands for technological solutions to address the variety of problems in healthcare have increased. The design of eHealth is challenging due to e.g. the complexity of the domain and the multitude of stakeholders involved. We describe a workshop method based on Critical Incidents that can be used to reflect on, and critically analyze, different experiences and practices in healthcare. We propose the workshop format, which was used during a conference and found very helpful by the participants to identify possible implications for eHealth design, that can be applied in future projects. This new format shows promise to evaluate eHealth designs, to learn from patients’ real stories and case studies through retrospective meta-analyses, and to inform design through joint reflection of understandings about users’ needs and issues for designers.
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- 2017
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47. User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays
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Pekka Kallioniemi, York Winter, Ville Mäkelä, Andrei Istudor, Santeri Saarinen, Markku Turunen, Tampere University of Technology [Tampere] (TUT), University of Tampere [Finland], Humboldt-Universität zu Berlin, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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geography ,geography.geographical_feature_category ,User experience ,Multimedia ,Omnidirectional video ,Computer science ,business.industry ,CAVE ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,Head-Mounted displays ,Cave ,User experience design ,Immersion ,0202 electrical engineering, electronic engineering, information engineering ,Immersion (virtual reality) ,[INFO]Computer Science [cs] ,020201 artificial intelligence & image processing ,Omnidirectional antenna ,business ,computer ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Part 4: Virtual Reality and Feeling of Immersion; International audience; Omnidirectional video (ODV) is a medium that offers the viewer a 360-degree panoramic video view of the recorded setting. In recent years, various novel platforms for presenting such content have emerged. Many of these applications aim to offer an immersive and interactive experience for the user, but there has been little research on how immersive these solutions actually are. For this study, two interactive ODV (iODV) applications were evaluated: a CAVE system and a head-mounted display (HMD) application. We compared the users’ expectations and experience and the level of immersion between these systems. Both indoor and outdoor recorded environments were included. First, the results indicate that the user’s experiences with these applications exceed their expectations greatly. Second, the HMD application was found to be more immersive than the CAVE system. Based on the findings of this study, both systems seem to have a great potential for presenting ODV content, thus offering the user an immersive experience for both indoor and outdoor content.
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- 2017
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48. 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
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Andreas Butz, Simon Stusak, Florian 'Floyd' Mueller, Rohit Ashok Khot, Royal Melbourne Institute of Technology University (RMIT University), Ludwig Maximilian University [Munich] (LMU), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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3d printed ,Computer science ,05 social sciences ,Activity tracker ,Physical activity ,Physical exercise ,Personal informatics ,020207 software engineering ,3D printing ,02 engineering and technology ,Physical visualization ,Digital fabrication ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Feature (machine learning) ,Self-monitoring ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,Quantified self ,Set (psychology) ,Construct (philosophy) ,Theme (computing) ,050107 human factors - Abstract
Part 2: Social Media and Design Innovation; International audience; Self-monitoring technologies (such as heart rate monitors and activity trackers) that sense and collect physical activity data are becoming increasingly common and readily available. These devices typically represent the captured data using numbers and graphs that primarily appear on digital screens. More recently, representing data in a physical form such as 3D printed physical artifacts is gaining currency within HCI, owing to the engagement opportunities that come with physical representations. However, there exists a limited understanding of how to design such physical representations of personal data. To contribute to this understanding, we present a set of ten design themes, developed from the analysis of two independently designed systems that construct 3D printed physical artifacts from physical activity data. Each design theme describes a unique design feature that designers could incorporate in their design to make physical representations more engaging and playful. We envisage that our work would encourage and guide designers to think about different ways of supporting physical activity experiences.
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- 2017
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49. Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour
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António Coelho, Valentina Nisi, Vanessa Cesário, Marko Radeta, Madeira Interactive Technologies Institute (M-ITI), Universidade do Porto, Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Medical education ,020205 medical informatics ,Point (typography) ,Multimedia ,business.industry ,Usability ,05 social sciences ,02 engineering and technology ,Interface ,computer.software_genre ,Teenagers ,Gamified experience ,Selfies ,0202 electrical engineering, electronic engineering, information engineering ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,Evaluation ,business ,Psychology ,Children ,computer ,050107 human factors - Abstract
Part 8: Interactive Posters; International audience; In this poster, we are addressing the topic of “system’s evaluation” from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15–17 years. The currently tested experience was ideally designed for children 9–10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.
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- 2017
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50. Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation
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Mieke Haesen, Supraja Sankaran, Paul Dendale, Kris Luyten, Karin Coninx, Hasselt University (UHasselt), Regina Bernhaupt, Girish Dalvi, Anirudha Joshi, Devanuj K. Balkrishan, Jacki O’Neill, Marco Winckler, and TC 13
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Remote patient monitoring ,Patient risk ,medicine.medical_treatment ,education ,030204 cardiovascular system & hematology ,Coaching ,Information recommendation ,Personalization ,Compliance (psychology) ,03 medical and health sciences ,0302 clinical medicine ,medicine ,[INFO]Computer Science [cs] ,Technology in healthcare ,HCI ,Remote rehabilitation ,Personalized coaching ,030212 general & internal medicine ,Technology in healthcare (primary keyword) ,Medical education ,Focus (computing) ,Rehabilitation ,business.industry ,E coaching ,3. Good health ,Psychology ,business - Abstract
Part 7: Demonstrations; International audience; Patient coaching is integral to cardiac rehabilitation programs to help patients understand, cope better with their condition and become active participants in their care. The introduction of remote patient monitoring technologies and tele-monitoring solutions have proven to be effective and paved way for novel remote rehabilitation approaches. Nonetheless, these solutions focus largely on monitoring patients without a specific focus on coaching patients. Additionally, these systems lack personalization and a deeper understanding of individual patient needs. In our demonstration, we present a tool to personalize e-coaching based on individual patient risk factors, adherence rates and personal preferences of patients using a tele-rehabilitation solution. We developed the tool after conducting a workshop and multiple brainstorms with various caregivers involved in coaching cardiac patients to connect their perspectives with patient needs. It was integrated into a comprehensive tele-rehabilitation application.
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- 2017
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