HCI Bibliography Home | HCI Conferences | CHItaly Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
CHItaly Tables of Contents: 1113

Proceedings of CHItaly '13: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction

Fullname:Proceedings of the Biannual Conference of the Italian Chapter of SIGCHI
Editors:Franca Garzotto; Massimo Zancanaro; Antonella De Angeli; Fabio Paternò
Location:Trento, Italy
Dates:2013-Sep-16 to 2013-Sep-19
Standard No:ISBN: 978-1-4503-2061-0; ACM DL: Table of Contents; hcibib: CHItaly13
Links:Conference Website
  1. 3D interaction
  2. Art & culture
  3. Changing behaviour
  4. Social Interaction
  5. Interaction styles
  6. New spaces for design
  7. Touching the interface

3D interaction

Leveraging Web 3D guidance in cultural heritage fruition BIBAFull-Text 1
  Rossana Damiano; Cristina Gena; Vincenzo Lombardo; Fabrizio Nunnari
This paper describes a 3D tour of exhibitions set up for the celebration of the 150 years of Italian unity. Through a specifically developed Web plugin, the users can navigate the reconstruction of the exhibitions and receive information about the exhibits. The 3D tour is embedded in a Web 3.0 portal (150 Digit) designed for the promotion and dissemination of the exhibitions. The portal integrates the social and the Web 3D components in an immersive environment, where users can switch from the 3D visit to the standard hypertext-base visit or take advantage of recommendations and obtain information without abandoning the 3D environment. In this paper, we describe the design and technologies that characterize the 3D visit and its experimental evaluation, conducted on real users.
Designing and experimenting a web3d application for increasing the environmental awareness BIBAFull-Text 2
  Fabio Pittarello; Tommaso Pellegrini
In this paper we describe the design and the evaluation of a Web3D application for increasing the environmental awareness. The application has been designed in the context of an initiative of the Università Ca' Foscari Venezia, named Sustainable Ca' Foscari, aimed at improving the environmental impact of the institution. The communication to students, teachers and technical personnel is an important part of the project, realized mainly through the institutional web portal. The goal of this application is to enhance further the web communication channel, stimulating the comprehension and the interest of the users for the environmental themes, showing the improvements obtained through the years in the different thematic areas. The application has been designed for providing a rich and engaging environment to a wide audience, taking advantage of the recent technical novelties for the seamless integration of a 3D environment into a web page, without requiring additional plugins. The Web3D application guides the user through a metaphorical representation of the 10 thematic areas considered by the University initiative, permitting the users to access dynamically the data available on the server for different time spans. The web application has been tested with 48 students of the undergraduate degree in Computer Science, that at the end of the test filled in a post-test questionnaire based on closed and open questions. The results of the questionnaire, that will be discussed in the paper, show a high level of appreciation, confirming the usefulness of advanced visualization techniques for stimulating the environmental awareness.

Art & culture

SINAIS from Fanal: design and evaluation of an art-inspired eco-feedback system BIBAFull-Text 3
  Valentina Nisi; Nuno Jardim Nunes; Filipe Quintal; Mary Barreto
In this paper we present the challenges exposed during the designing, implementing and assessment of a novel eco-feedback system resulting from the intersection of human-computer interaction (HCI), and Digital Art. We explore how a digital art mode of inquiry can contribute to expose existing challenges in eco-feedback technology. Our new art inspired eco-feedback visualization, maps electricity consumption to effects on natural elements of the local natural landscape. The feedback was piloted with eight local families for four weeks. Reactions of the users were assessed through interviews and quantitative measures. Our findings showed that users found the mapping of the eco-feedback to artistic representations of elements of the natural environment somehow compelling, despite lacking of clear quantitative information. In conclusion, the conducted study provide useful findings and insights into future deployment of eco-feedback using artistic visualizations, information visualization and motivating behavior change.
Instilling cultural values through bodily engagement with human rights BIBAFull-Text 4
  Patrizia Marti; Ambra Trotto; Jeroen Peters; Caroline Hummels
The paper presents vision, approach and outcomes of "Light through Culture", an international design school that aims at weaving, through design, innovative technologies and culture into a new canvas for making and thinking [6]. In this paper we present in particular the second edition of the school that explored the theme of human rights and designed ways of eliciting the exposure of their violation, with the realization of an experiential path through five interactive spaces, in an exhibition called "Experiencing Human Rights". The students built this interactive path to elicit a rich experience and unfold new opportunities for meaning to be elaborated by visitors. Story telling was used, as a way of creating a holistic experience that was not just based on the narration of facts but also exploited feelings and deep cultural values through embodied interaction. Based on the student's craftsmanship and their different cultural and educational backgrounds, they opened up a reflection on human rights, both in their own process, as well as for the visitors during the exhibition. The students' learning activity held Making in its core, and students were encouraged, through cycles of reflection-on-action, to develop their personal point of view, to take responsibility for it and present the designed exhibition to the visitors, inviting them to be bodily engaged and to reflection.
Personal information spaces in the context of visits to archaeological parks BIBAFull-Text 5
  Carmelo Ardito; Maria Francesca Costabile; Giuseppe Desolda; Rosa Lanzilotti; Maristella Matera; Antonio Piccinno; Matteo Picozzi
A current trend in the design of modern interactive systems is to let people create new value by integrating heterogeneous resources to fit their contextual needs. In this paper, we briefly illustrate our approach for the lightweight integration of service-based and situational work-spaces, pervasively accessible and sharable through a variety of devices. It is supported by a platform implementing a new composition paradigm. Recent studies with end users, performed as part of formative evaluation, showed the feasibility of this approach to help the work of professional guides of archaeological parks.
Controlling a planetarium software with a Kinect or in a multi-touch table: a comparison BIBAFull-Text 6
  Elena Tuveri; Samuel A. Iacolina; Fabio Sorrentino; L. Davide Spano; Riccardo Scateni
The wide availability of low-cost sensing devices is opening the possibility to easily create different interaction settings, which exploit various techniques for a more natural interaction, especially in public and shared settings. In this paper, we compared two different solutions for enhancing the interaction experience of a planetarium application, both replicable at a reasonable cost. The first version is based on a simple multi-touch paradigm, while the second one exploits a full-body interaction together with a projection on geodetic sphere. We detail the technical implementation of both versions and, in addition, we discuss the results of user-study that compared the two modalities, which highlights a tradeoff between the control and the users' involvement in the virtual environment.

Changing behaviour

Transtheoretical model for designing technologies supporting an active lifestyle BIBAFull-Text 7
  Michela Ferron; Paolo Massa
There has been considerable research on methods of fostering behavioral change towards a healthy lifestyle. However, enabling this change to be consistent and long-standing remains an open challenge. In this paper, we explore how the design of persuasive technologies supporting a physically active lifestyle can be oriented by psychological theories of behavior change and motivation, specifically the Transtheoretical Model of Behavior Change (TTM) and Self-Determination Theory (SDT). In this study, we explore the relationships between participants' motivation, their current stage of the TTM and how well they perform at different physical exercises related to specific body areas. Our results support previous research carried out in the exercise context and in other domains, and suggest that it would be advantageous for a mobile interface to adopt different persuasive mechanisms for users at different stages of the TTM. Finally, we explore different intervention strategies which could be implemented in each TTM stage to sustain a consistent behavioral change toward a physically active lifestyle.
An initial model for designing socially translucent systems for behavior change BIBAFull-Text 8
  Mary Barreto; Agnieszka Szóstek; Evangelos Karapanos
Applications aiming at behavior change are gaining momentum within HCI. Much of that work has been built upon the idea of psychological empowerment. We report on a qualitative study that aimed at inquiring at an alternative path to behavior change through strengthening individuals' feelings of personal accountability. Two behavior-change-related scenarios were construed to evaluate how people perceive socially translucent systems aiding the process of behavior adaptation. We found that motivation to change is shaped by the access to information concerning one's behavior, by the type of provided feedback and the strength of the social ties accessing that information. Based on these results we propose an initial model defining possible approaches that can be considered when designing socially translucent systems supporting behavior change.
Are change strategies affecting users' transportation choices? BIBAFull-Text 9
  Silvia Gabrielli; Rosa Maimone
This paper presents results from an in situ user study aimed to explore the effect of a mobile app on supporting eco transport choices by citizens of an urban area. We provided eight participants with a mobile app deploying a novel combination of goal-setting, self-monitoring, rewards and sharing features in order to observe, over a month period, relevant changes in their transport choices and habits. Overall, we observed that the digital intervention produced an increase of sustainable transport choices of 14% and contributed to raise participants' environmental awareness, particularly regarding the consequences of their daily transportation choices.
Towards persuasive sociometric technologies for inclusive educational settings BIBAFull-Text 10
  Olga Lyra; Evangelos Karapanos; Rúben Gouveia; Mary Barreto; Valentina Nisi; Nuno J. Nunes; John Zimmerman; Jodi Forlizzi
With an increasing interest in the social inclusion of children in schools, HCI researchers have proposed technologies that support children at risk of social exclusion in their interactions with peers. However, much of this work has focused on the child at risk of social exclusion, disregarding the fact that social exclusion is a group-phenomenon that often originates in children's negative stereotyping. In this paper we argue for persuasive sociometric technologies, ones that sense children's social interactions in real-time, and provide persuasive, just-in-time recommendations to children with the goal of challenging their perceptions of diversity and motivating pro-social behaviors. We report on two studies that aimed at inquiring into children's practices of social exclusion in school communities as well as whether and how persuasive technologies can stimulate pro-social behaviors and a sense of empathy among them.
RIABLO: a game system for supporting orthopedic rehabilitation BIBAFull-Text 11
  Cristina Costa; David Tacconi; Roberto Tomasi; Flavio Calva; Valerio Terreri
In this paper we present a complete game system specifically designed for orthopedic rehabilitation. The system is focused in supporting patients both in the hospital and following them up during their home-based rehabilitation. RIABLO provides the patients with the tools for independently executing the therapy exercises in a correct and pleasure way thus increasing the quality of the whole rehabilitation process. The potential of games in the domain of orthopedic physical rehabilitation is analyzed, challenges discussed and the lessons learnt provided.

Social Interaction

Fostering social innovation: identifying lead users for participatory design BIBAFull-Text 12
  Nirmal Morjaria; Tracy Ross; Andrew May
Participatory design fosters the integration of users into the process of generating new products and services. Although a relatively well established technique known to result in useful and usable outcomes, one of its widely recognized limitations is that these outcomes generally lack innovativeness. Probably, the reason for this is that it integrates individuals possessing typical needs and desires as a platform for generating products and services. By contrast the lead user method known to result in innovative outcomes enables the integration of lead users who possess future needs as opposed to current and typical ones. Therefore, integrating them into participatory design could increase the innovativeness of outcomes. However, mechanisms to recruit lead users are relatively undeveloped, with them vitally including the identification of lead user trends and needs. Furthermore, this complex and incorporated identification process for these lead user trends and needs is largely unexplored, which emphasizes the requirements for studies that not only attempt to extend, but also demystify it for practitioners within alternate domains like participatory design. Consequently, the study, details the process used to identify lead user trends and needs, and provides guidelines of how to recruit lead users for participatory design using it. Finally, methods adopted within this study involved consulting secondary sources of data, and undertaking sixteen semi-structured interviews with market and technology experts.
A multi-touch notice board fostering social interaction BIBAFull-Text 13
  Samuel A. Iacolina; Michele Corrias; Omar Pontis; Alessandro Soro; Fabio Sorrentino; Riccardo Scateni
We report on an alternative OCGM interface for a bulletin board, where a user can pin a note or a drawing, and actually shares contents. Exploiting direct and continuous manipulations, opposite to discrete gestures, to explore containers, the proposed interface supports a more natural and immediate interaction. It manages also the presence of different simultaneous users, allowing for the creation of local multimedia contents, the connection to social networks, providing a suitable working environment for cooperative and collaborative tasks in a multi-touch setup, such as touch-tables, interactive walls or multimedia boards.
Keep it simple: reward and task design in crowdsourcing BIBAFull-Text 14
  Ailbhe Finnerty; Pavel Kucherbaev; Stefano Tranquillini; Gregorio Convertino
Crowdsourcing is emerging as an effective method for performing tasks that require human abilities, such as tagging photos, transcribing handwriting and categorising data. Crowd workers perform small chunks of larger tasks in return for a reward, which is generally monetary. Reward can be one factor for motivating workers to produce higher quality results. Yet, as highlighted by previous research, the task design, in terms of its instructions and user interface, can also affect the workers' perception of the task, thus affecting the quality of results. In this study we investigate both factors, reward and task design, to better understand their role in relation to the quality of work in crowdsourcing. In Experiment 1 we test a variety of reward schemas while in Experiment 2 we measure the effects of the complexity of tasks and interface on attention. The long-term goal is to establish guidelines for designing tasks with the aim to maximize workers' performance.
Knot: an interface for the study of social networks in the humanities BIBAFull-Text 15
  Giorgio Uboldi; Giorgio Caviglia; Nicole Coleman; Sébastien Heymann; Glauco Mantegari; Paolo Ciuccarelli
This paper describes the design of Knot, a digital tool for exploring historical social networks, developed within a multidisciplinary research context involving designers, humanities scholars and computer scientists. The goal of the tool is to provide scholars and researchers with an environment for exploring multi-dimensional and heterogeneous data, allowing them to discover and create explicit and implicit relationships between people, places and events. What distinguishes our approach to traditional network exploration and analysis is an emphasis on the construction of the network graph through the visual interface, rather than on its static observation. Knot aims to explore new opportunities for interface design and information visualization within the definition of novel research practices in the humanities, bringing together scholars, HCI, design, and computer science communities.
Why don't families get along with eco-feedback technologies?: a longitudinal inquiry BIBAFull-Text 16
  Mary Barreto; Evangelos Karapanos; Nuno Nunes
Eco-feedback domestic technologies have gained momentum over the last decade. Yet, while a wide range of research prototypes and commercial products has been proposed, their acceptance by families is still limited. In this paper we report on our findings from interviews with 15 dual income families, during a year-long deployment of an eco-feedback technology that attempted to inquire into the factors that prohibited its adoption. We found the non-adoption of our system to be rooted in a number of systemic failures, relating to the physical context, the families' social dynamics and the roles assumed by family members, as well as families' priorities and the non-negotiability of their routines. Motivated by prior work and our empirical findings we propose three distinct dimensions but also phases in the adoption of eco-feedback technologies: orientation, incorporation and social integration, and discuss how these may hint at different barriers in the adoption of eco-feedback technologies.
Augmentative and alternative communication on tablet to help persons with severe disabilities BIBAFull-Text 17
  Daniela Grigis; Marco Lazzari
In this paper we present an experience of the application of augmentative and alternative communication (AAC) with four persons with severe language (and motor) impairments treated at an adult day centre for people with disabilities. Two apps on Android tablets were tried with one subject who had negatively experienced traditional communication boards in the past and with three subjects who had never been considered before for AAC intervention. After a six-month trial we achieved encouraging results: the ease of use of the proposed instruments enabled the persons involved in the experimentation to improve their communication capabilities, to better express their choices and feelings, and to potentially extend their communication circles. This experience testifies that AAC can be successfully applied to severe disabilities and encourages research in this direction.
Supporting medical discussions through an argumentation-based tool BIBAFull-Text 18
  Daniela Fogli; Massimiliano Giacomin; Fabio Stocco; Federica Vivenzi
The paper presents the interdisciplinary research activity carried out to design ArgMED, an interactive tool devoted to the documentation and analysis of medical discussions. Meetings among different medical specialists take place everyday in every hospital ward in case of difficult diagnoses or rare pathologies. Discussions occurring in such meetings are usually not documented, because physicians prefer to annotate only the final decisions. However, documenting the whole process that leads to a decision is crucial to recall it after sometime and highlight weaknesses, uncertainties and compromises. Argumentation theory, which proved to be suitable to this kind of problems, has been adopted as the basis for ArgMED. The resulting system differentiates from existing proposals in the argumentation field since the user-centered activity that led to its design allowed keeping it closer to the vocabulary and best practices of the considered domain, thus making argumentation a natural process.

Interaction styles

Audio-interaction lab: designing an immersive environment to explore the acoustic ecosystem with a tablet interface BIBAFull-Text 19
  Federica Protti; Simone Fontana; Elena Maccaferri; Claudia Giudici; Roberto Montanari
Thanks to the joint cooperation of a multidisciplinary research group, a new learning environment (called Audio Interaction Lab, referred as "lab" in the paper) has come into existence. The environment allows the experience of sound in space, through a tablet application and a multichannel audio architecture, which rely on a dynamic sound library. It has been conceived for and with children up to six years old, but anyone can use it. This paper introduces the story, design process and implementation of the Lab and namely of the EUPHONIA tablet application, realized thorough a cooperative approach with the children from the Reggio Children's preschool and infant toddler centre. Particular attention will be dedicated to the interaction experience and the interface design.
Novel user interaction styles with flexible/rollable screens BIBAFull-Text 20
  Samudrala Nagaraju
In this paper, we present a novel device concept and interactions, using paper like rollable displays. Concept is designed for devices like mobile phones, tablets, e-ink readers, etc. which have one side and dual side rollable screens. Sensors are used to identify physical modes of device and also visible regions in a physical mode. Latest advances in silicon technology will aid in device packaging with IC chips, camera, battery, etc. Device concept is evaluated using low-fidelity prototypes and evaluation results show that interactions based on physical rolling fare well on novelty and usability aspects.
Weaving data, slicing views: a design approach to creating visual access for digital archival collections BIBAFull-Text 21
  Michele Mauri; Azzurra Pini; Daniele Ciminieri; Paolo Ciuccarelli
Digital archives metadata suggest a rich and complex system of relationships between the different properties of archived items, which is often not properly represented. Lomen is a research project aimed at exploiting the richness of digital archives, stitching up the relationships between entities and providing visual access to the system. This paper presents the design process used to create such visual access for architect Baldessari's historical archives. The research results in a digital platform that allows users to explore contents in a non-linear way, identifying patterns and fostering insight. The platform also aims at weaving together several levels of information through direct linking to archive entities such as projects, artifacts or individuals involved. Curators are also given the ability to elaborate theme-based paths, providing varied and unique entry points to the underlying data to users.
"Do the gestures you think of": creating affordances in codesign BIBAFull-Text 22
  Alessandra Talamo; Stefano Ventura; Sabina Giorgi; Miguel Ceriani; Paolo Bottoni; Barbara Mellini
The paper discusses the psychological implications of codesign techniques. From conceiving innovation in design as the result of the meeting of users' and designers' representations around the future concept, the authors argue that this meeting is only possible when interobjectivity is developed among actors through the use of concrete design tools. Excerpts from a codesign project devoted to the development of sharing services for older people are shown to describe how visualization techniques and tools make it possible to create mutual understanding among participants and agreement on the creation of relevant affordances.

New spaces for design

Fostering ambiguity: decontextualizing and repurposing a familiar public display BIBAFull-Text 23
  Clinton Jorge; Julian Hanna; Valentina Nisi; Nuno Nunes; Miguel Caldeira; Giovanni Innella
Innovations in HCI tend to rely on exploring new technologies and novel forms of interaction. For decades artists such as Jenny Holzer have sought to provoke the public with art installations by repurposing public displays and exploring ambiguous messaging. Gaver argues that ambiguity can be intriguing, mysterious, and delightful, something that engages users and allows them to explore, discover, and interpret situations for themselves. In this paper we describe MStoryG, a public digital art installation that employs a decontextualized and repurposed airport split-flap display to support collaborative storytelling. In order to explore whether ambiguity attracts the glances of passersby and through curiosity invites interaction we devised a high fidelity software prototype that facilitated rapid deployment of experiments at two different locations. In addition to evaluating user engagement with the installation we define guidelines for others seeking to repurpose familiar objects in order to attract and engage passersby.
Design choices: affected by user feedback? affected by system performances?: lessons learned from the TERENCE project BIBAFull-Text 24
  Tania di Mascio; Laura Tarantino; Pierpaolo Vittorini; Mattia Caputo
Iterative design is nowadays indicated as the approach that most likely produces a successful system, and the application of usability evaluation methods is identified as the primary key that allow designers to reveal and fix problems early or, to better say, at the right moment during the design of the system. These approaches often overlooks issues that get revealed only when system "goes live", namely system performances and a different attitude of the users towards the system. With respect to these issues, in this paper we discuss the lessons learned from the TERENCE project -- a technology enhanced learning project for improving the text comprehension in children 7-11 years old -- and in particular from a large-scale evaluation. Our experience suggests modifications to the classical UCD lifecycle: on the one hand post implementation activities should be foreseen since the beginning (and assigned reasonable time and appropriate budget), and on the other hand system performance evaluation should be anticipated and integrated in the lifecycle, to be able to predict system behavior and variables that affect it, and consequently produce "performance informed" design iterations (with performances considered at interaction, architecture and coding levels). We also sketch a possible prediction approach.
Doing innovation in the wild BIBAFull-Text 25
  A. Crabtree; A. Chamberlain; M. Davies; K. Glover; S. Reeves; T. Rodden; P. Tolmie; Matt Jones
Doing research 'in the wild is becoming an increasingly popular approach towards developing innovative computing systems and applications. This paper reflects upon a research project conducted in the wild, and key aspects of the work involved in making the project work, to examine current tropes about the approach. It suggests that doing research in the wild is rather more complicated than is reflected in current understandings, and that even greater involvement of ethnographers, computer scientists, software engineers and other disciplines operating within systems design is needed if innovation is to be effectively driven within and by real world contexts of use.

Touching the interface

Touchless gestural interaction with small displays: a case study BIBAFull-Text 26
  Franca Garzotto; Matteo Valoriani
Touchless gestural interaction enables users to interact with digital devices using body movements and gestures, and without the burden of a physical contact with technology (e.g., data gloves, body markers, or remote controllers). Most gesture-based touchless applications are designed for interaction with medium or, more often, large displays. Our research instead explores touchless gestural interaction "in-the-small", where the user interacts with small displays, of the size, for example, of a smart phone screen. Our work applies this to the domain of household appliances. We describe the design and evaluation of MOTIC (MOtion-based Touchless Interactive Cooking system), and highlight the complexity of employing touchless gestures to interact with visual interfaces constrained in size. This case study shows how existing design guidelines, mostly conceived for touchless gestural interaction "in the large", can be adapted and applied for gestural interaction in-the-small, and high-lights that touchless gestures have the potential of forming a valuable addition to our repertoire of interaction techniques with small displays.
Touching dante: a proximity-based paradigm for tabletop browsing BIBAFull-Text 27
  Silvia Bordin; Massimo Zancanaro; Antonella De Angeli
We present the design of a proximity-based interaction paradigm for browsing complex information. This paradigm builds on the intrinsic characteristics of interactive tabletops, namely their physical spatial dimension, direct-touch input modality and affordance for multi-user interaction. To validate such a proposal, we developed a prototypical application about Dante's Inferno, due to the complexity, vastness and universality of this classic and to the availability of partially-structured data about the relationships between characters. Four pairs of users were involved in a user study to assess qualitatively whether the interaction paradigm would help them in collaboratively browsing a collection of data. Preliminary results are encouraging: the proposed paradigm is easily understood, is perceived as simple while still engaging, allows for collaborative learning while not forcing it, and helps highlighting and remembering connections among data.
Haptic reference cues to support the exploration of touchscreen mobile devices by blind users BIBAFull-Text 28
  Maria Claudia Buzzi; Marina Buzzi; Francesco Donini; Barbara Leporini; Maria Teresa Paratore
Mobile devices are currently used for an increasing number of activities. However, their use is still a challenge for blind users. Main problems are especially due to the interaction via touchscreen and the lack of hardware keys for quickly detecting or activating functions. In this paper we investigated the use of the tactile channel to make interaction with touch-based mobile devices easier for blind users. After introducing common touchscreen usability problems, we presented our proposal aimed at enriching the user interface with haptic points to aid blind user orientation on the main sections of a user interface. Starting from two use cases, in order to set-up the proposed solution we have developed a simple controller prototype, based on Arduino open-hardware.