An Interactive Approach for Inspecting Software System Measurements | | BIBAK | Full-Text | 1-8 | |
Taimur Khan; Henning Barthel; Karsten Amrhein; Achim Ebert; Peter Liggesmeyer | |||
In recent times, visual analysis has become increasingly important,
especially in the area of software measurement, as most of the data from
software measurement is multivariate. In this regard, standard software
analysis tools are limited by their lack of ability to process huge collections
of multidimensional data sets; current tools are designed to either support
only well-known metrics or are too complicated to use for generating custom
software metrics. Furthermore, the analyst requires extensive knowledge of the
underlying data schemas and the relevant querying language. To address these
shortcomings, we propose an interactive visual approach that focuses on visual
elements, their configurations, and interconnectivity rather than a data
ontology and querying language. In order to test and validate our methodology,
we developed a prototype tool called VIMETRIK (Visual Specification of
Metrics). Our preliminary evaluation study illustrates the intuitiveness and
ease-of-use of our approach to understand software measurement and analysis
data. Keywords: Software comprehension; Software measurement; Interactive visual analysis;
Visual query specification; Software visualization |
Non-response, Social Exclusion, and False Acceptance: Gatekeeping Tactics and Usability Work in Free-Libre Open Source Software Development | | BIBAK | Full-Text | 9-26 | |
Mikko Rajanen; Netta Iivari; Arto Lanamäki | |||
Usability is an important aspect of Free-Libre Open Source Software (FLOSS),
but barriers exist for usability specialists' participation in such projects.
Organizational boundary literature is interested in the tensions of online
communities, including FLOSS communities. While this literature recognizes the
importance of managing boundaries in online communities, little empirical
research has been conducted on actual gatekeeping tactics project members
perform against outsiders' contributions. Based on several years of engaged
research with FLOSS projects, we characterize three gatekeeping tactics in
FLOSS projects: non-response, social exclusion, and false acceptance. They all
have hindered usability work. We also offer examples of usability specialists
and their contributions succeeding in avoiding these gatekeeping tactics in
FLOSS projects. This paper provides an important contribution to the boundary
management literature through detailed examination of gatekeeping tactics in
action, as well as to the Human Computer Interaction literature interested in
contributing to FLOSS projects through usability work. Keywords: Usability specialist; FLOSS; Boundary management; Gatekeeping |
Task Allocation Between UX Specialists and Developers in Agile Software Development Projects | | BIBAK | Full-Text | 27-44 | |
Kati Kuusinen | |||
Synchronizing efforts between developers and user experience (UX)
specialists is one of the major challenges in agile UX work. In this paper, we
report results of a study conducted over a release cycle of six agile software
development projects in five companies, considering the task allocation and
cooperation in the team. Team members (N=31), including product owners, UX
specialists, and developers, reported weekly on the UX-related tasks they had
contributed to and whether the UX specialist had participated. We identified
three forms of cooperation: minimal, product owner -- UX specialist, and
developer -- UX specialist. Our study suggests that for projects operating in
the minimal cooperation mode, the collaboration concentrates on the user
interface (UI) design, while other aspects of UX work are downplayed. At the
same time, many UX-related tasks were successfully handled by developers alone.
Therefore, to support UX work integration, we suggest a task-oriented
integration approach for projects with minimal UX resources. Keywords: User experience (UX); Agile development; Human-centered design (HCD); UX
design work; Agile UX; Human-computer interaction (HCI) |
Breathe with Touch: A Tactile Interface for Breathing Assistance System | | BIBAK | Full-Text | 45-52 | |
Bin Yu; Loe Feijs; Mathias Funk; Jun Hu | |||
Breathing techniques have been widely used as an aid in stress-reduction and
relaxation exercises. Most breathing assistance systems present breathing
guidance in visual or auditory forms. In this study, we explored a tactile
interface of a breathing assistance system by using a shape-changing airbag. We
hypothesized that it would help users perform the breathing exercise more
effectively and enhance their relaxing experience. The feasibility of the
tactile interface was evaluated from three aspects: stress reduction, breathing
training and interface usability. The results showed that for most
participants, the overall heart rate variability were improved after breathing
training. Moreover, "Breathe with Touch" brought users better satisfaction
during the exercise. We discuss these results and future design implications
for designing tactile interfaces for breathing guidance. Keywords: Tactile interface; Biofeedback; Breathing assistance; Relaxation |
Low-Income Parents' Values Involving the Use of Technology for Accessing Health Information | | BIBAK | Full-Text | 53-70 | |
David Muñoz; Rosa I. Arriaga | |||
Technology is increasingly available to end users of low socioeconomic
status (SES), yet little is known about how these users' values affect the
interfaces they prefer when seeking information related to their child's
health. We investigate low-SES parents' preferences when it comes to technology
to track and learn about their child's developmental milestones using both
qualitative and quantitative analyses. We follow the methods outlined by Value
Sensitive Design (VSD) and found that the three most relevant values for
information seeking are Convenience, Learning/Bonding and Trust. We also
discuss how these values drive their technology preferences in tracking their
child's developmental milestones. We also present a series of design principles
for information communication technology for low-SES user groups that were
derived directly from our qualitative research with 51 participants. We note
that although working in this unique problem space necessitated following an
abridged VSD paradigm our results align with the core set of values suggested
by VSD. Keywords: Value sensitive design; Public sector; Qualitative methods |
Probing the Potential of Multimedia Artefacts to Support Communication of People with Dementia | | BIBAK | Full-Text | 71-79 | |
Alina Huldtgren; Fabian Mertl; Anja Vormann; Chris Geiger | |||
Communication between people with dementia and others becomes increasingly
difficult as the disease progresses. Symptoms such as memory loss, speech
impairments and limitations in higher cognitive functions affect people's
abilities for communication and social interaction. At the same time,
meaningful interactions with others are important for the quality of life of
people with dementia. In this paper, we describe our work in designing
technology probes and testing them with target users to understand how
multimedia could be utilized to support the communication of people with
dementia through memories. Keywords: Dementia; Multimedia; Reminiscence; Communication |
Smartphone-Based Gait Measurement Application for Exercise and Its Effects on the Lifestyle of Senior Citizens | | BIBAK | Full-Text | 80-98 | |
Takahiro Miura; Ken-ichiro Yabu; Atsushi Hiyama; Noriko Inamura; Michitaka Hirose; Tohru Ifukube | |||
Population aging leads to more expensive social security and medical care in
a society. In order to minimize national expenditure dedicated to providing
support to the elderly, it is necessary to reduce the cost of treatment.
Current prophylactic approaches mainly include training programs tailored
towards seniors, who may be assisted by caregivers, for wellness maintenance
and enhancement. However, these approaches are mainly administered by
volunteers, who are often overburdened because of labor shortages. It is thus
necessary to design and implement a system that enables seniors to maintain and
improve their health by themselves. In this study, we propose and test a
smartphone-based gait measurement application. Our results indicate that the
mobile application can help motivate seniors to walk more regularly and improve
their walking ability. Moreover, we found in our experiments that since our
application helped improve our senior subjects' physical fitness, some of them
became interested in participating in social activities and using new
technologies as a consequence. Keywords: Seniors; Smartphones; Walking; Changes in attitudes |
Swimming the Channels: An Analysis of Online Archival Reference Enquiries | | BIBAK | Full-Text | 99-115 | |
Joseph Pugh; Christopher Power | |||
Archives of historical and cultural data, such as the UK's National
Archives, receive huge volumes of enquiries from users. These have been seldom
systematically studied, despite the obvious benefits to the organisations
concerned and interaction designers. The literature looking at the spectrum of
remote communications carried out by a modern archive is sparse. Similarly,
there is a lack of information about the problems users are having with
archival information systems, and no information on the distribution of
problems or where in users' information seeking journeys they occur. This paper
reports on a mixed-method study using content analysis and grounded theory to
address these gaps in the literature. The results of the study indicate that
users primarily are encountering problems knowing where to start looking or
where to look next in their information seeking journeys. Further, these
problems seem to create a deep anxiety or uncertainty in archive users which
drives them to seek reassurance and guidance from human archivists, who will
provide the type of disambiguation and support that current information systems
do not. The paper closes with implications of this work on the future
prioritisation of design practice and research in online archives. Keywords: Archives; Reference enquiries; Content analysis; Grounded theory social
media; Email; Information seeking |
"Not Some Trumped Up Beef": Assessing Credibility of Online Restaurant Reviews | | BIBAK | Full-Text | 116-131 | |
Marina Kobayashi; Victoria Schwanda Sosik; David Huffaker | |||
Online reviews, or electronic word of mouth (eWOM), are an essential source
of information for people making decisions about products and services, however
they are also susceptible to abuses such as spamming and defamation. Therefore
when making decisions, readers must determine if reviews are credible. Yet
relatively little research has investigated how people make credibility
judgments of online reviews. This paper presents quantitative and qualitative
results from a survey of 1,979 respondents, showing that attributes of the
reviewer and review content influence credibility ratings. Especially important
for judging credibility is the level of detail in the review, whether or not it
is balanced in sentiment, and whether the reviewer demonstrates expertise. Our
findings contribute to the understanding of how people judge eWOM credibility,
and we suggest how eWOM platforms can be designed to coach reviewers to write
better reviews and present reviews in a manner that facilitates credibility
judgments. Keywords: eWOM; Online review credibility; Online review platforms |
An Empirical Investigation of the Practices and Challenges Specific to International User Studies | | BIBAK | Full-Text | 132-148 | |
Sabine Madsen; Lene Nielsen; Heidi Hautopp; Iben Jensen | |||
In today's globalized world, it is increasingly important for companies to
gain knowledge about international markets and to understand the differences
and similarities between international users. As a result, international user
studies have become more common. However, they still pose a challenge for most
companies. In this paper, we present the results of an empirical investigation
of how companies conduct international user studies. We describe the empirical
findings in detail, with an emphasis on the practices and challenges that are
specific to the process of doing international user studies. Key findings
concern where, geographically, companies choose to collect data; the scope and
scale of the studies; as well as the preferred data collection methods and
employed control mechanisms. Our research shows that strategic/pragmatic
considerations, perceived differences in national culture, and concerns about
data quality shape and delimit the approach that companies take to
international user studies. Keywords: Design; International user studies; Application; Practice-study |
Entity-Centric Visualization of Open Data | | BIBAK | Full-Text | 149-166 | |
Sajan Raj Ojha; Mladjan Jovanovic; Fausto Giunchiglia | |||
The diversity, which is intrinsic to open data, affects intuitiveness and
acceptance from the end users perspective. While the existing visualization
techniques provide various ways to exploit open data in different domains, they
still lack mechanisms to capture generality and flexibility across highly
heterogeneous data representations that are crucial in the open data domain. We
propose a novel visualization approach that exploits an entity-centric
representation of open data. The key idea is that people intuitively perceive
things as entities and categorize them according to their similarities and
differences. The approach is supported by a UI architecture that allows
aligning underlying open data described by the entities with a meaningful user
experience. A preliminary user study shows the feasibility of our approach and
its potential in turning the exploitation of open data catalogues into a
positive user experience. Keywords: HCI; Open data; Linked open data (LOD); Usability; User experience (UX);
Visualization |
Mindful Gaming: How Digital Games Can Improve Mindfulness | | BIBAK | Full-Text | 167-184 | |
Jacek Sliwinski; Mary Katsikitis; Christian Martyn Jones | |||
In recent years, attention has increased around the delivery of mindfulness
interventions by means of new technology such as via the smartphone [1].
However, less research has been devoted to investigating how digital games can
enable and facilitate mindfulness training. This study demonstrates how
mindfulness can be improved by using technology, in particular digital games.
Based on the work of Bergomi et al. [2], mindfulness is defined as an inherent
capacity in human beings that can be trained, which is explored within the
structure of an eight-factor model. For each mindfulness factor identified by
the research of Bergomi et al., appropriate games are presented together with
research evidence showing their efficacy for mindfulness training. Effective
games are disaggregated according to their mechanics, dynamics, and aesthetics
[3] to provide design recommendations for game developers. Keywords: Mindfulness; Meditation; Games; Mobile applications |
The Affordances of Broken Affordances | | BIBAK | Full-Text | 185-202 | |
Martin Gielsgaard Grünbaum; Jakob Grue Simonsen | |||
We consider the use of physical and virtual objects having one or more
affordances associated to simple interactions with them. Based on Kaptelinin
and Nardi's notion of instrumental affordance, we investigate what it means to
break an affordance, and the two ensuing questions we deem most important: how
users may (i) achieve their goals in the presence of such broken affordances,
and may (ii) repurpose or otherwise interact with artefacts with broken
affordances. We argue that (A) thorough analyses of breakdowns of affordances
and their associated signifiers and feedbacks have implication for design,
particularly so for virtual artefacts, and that (B) there is a largely
unexplored design space for designing, and redesigning objects with broken
affordances, rather than broken or decayed objects. Keywords: Affordances; Technology affordances; Mediated action; Breakdown; Design |
Deploying Robots in a Production Environment: A Study on Temporal Transitions of Workers' Experiences | | BIBAK | Full-Text | 203-220 | |
Daniela Wurhofer; Thomas Meneweger; Verena Fuchsberger; Manfred Tscheligi | |||
Understanding a worker's perspective when introducing robots at humans'
workplaces is crucial to improve human-robot interaction in production
environments. Taking a temporal perspective on workers' experiences with
robots, we explored expectations and general attitudes as well as actual
feelings and reflections regarding the deployment of robots in a semiconductor
factory. To evoke reports on workers' experiences, we applied a narrative
interview technique with 10 workers. To characterize the temporal transition of
workers' experiences, we distinguished between three phases in the deployment
process: expectations before the deployment of the robots, familiarization with
the robots, and experienced consequences of working with the robots. We present
characteristic experiences of each phase and describe how these experiences
change over time regarding the perceived functional value of the robots, work
organization, feelings, social environment, and attitudes. Overall, our
research contributes leverage points towards a more positive experience of
workers when deploying robots in a factory. Keywords: Temporality; Experience; Factory; Human-robot interaction |
Finding Objects Faster in Dense Environments Using a Projection Augmented Robotic Arm | | BIBAK | Full-Text | 221-238 | |
Hind Gacem; Gilles Bailly; James Eagan; Eric Lecolinet | |||
Locating an object in an unfamiliar and dense physical environment, such as
a control room, supermarket, or warehouse, can be challenging. In this paper,
we present the Projection-Augmented Arm (PAA), a motorized robotic arm
augmented with a pico-projector to help users to localize targets in such
environments. The arm moves and displays a projected spotlight on the target.
We present the results of a study that shows that the PAA helps users to more
quickly locate target objects in a dense environment. We further study the
influence of the visibility of the projected spotlight while moving versus that
of the physical movement of the projection arm on user performance and search
strategy, finding that (1) information about the orientation of the arm has a
stronger impact on performance than moving spotlight projected on the search
space; (2) the orientation of the arm is useful (24% improvement) and
especially when the target is behind the user (26% improvement); and (3) users'
strategies relied mainly on the arm when it is visible. Keywords: Guidance techniques; Augmented arm; Steerable pico-projector |
It's Not the Way You Look, It's How You Move: Validating a General Scheme for Robot Affective Behaviour | | BIBAK | Full-Text | 239-258 | |
Jekaterina Novikova; Gang Ren; Leon Watts | |||
In the emerging world of human-robot interaction, people and robots will
work together to achieve joint objectives. This paper discusses the design and
validation of a general scheme for creating emotionally expressive behaviours
for robots, in order that people might better interpret how a robot
collaborator is succeeding or failing in its work. It exemplifies a unified
approach to creating robot behaviours for two very different robot forms, based
on combinations of four groups of design parameters (approach/avoidance,
energy, intensity and frequency). 59 people rated video clips of robots
performing expressive behaviours both for emotional expressivity on
Valence-Arousal-Dominance dimensions, and their judgement of the successfulness
of the robots' work. Results are discussed in terms of the utility of
expressive behaviour for facilitating human understanding of robot intentions
and the design of cues for basic emotional states. Keywords: Human-robot interaction; Social robotics; Nonverbal communication;
Artificial emotions; Body language |
HoverSpace | | BIBAK | Full-Text | 259-277 | |
Paul Lubos; Oscar Ariza; Gerd Bruder; Florian Daiber; Frank Steinicke; Antonio Krüger | |||
Recent developments in the area of stereoscopic displays and tracking
technologies have paved the way to combine touch interaction on interactive
surfaces with spatial interaction above the surface of a stereoscopic display.
This holistic design space supports novel affordances and user experiences
during touch interaction, but also induce challenges to the interaction design.
In this paper we introduce the concept of hover interaction for such setups.
Therefore, we analyze the non-visual volume above a virtual object, which is
perceived as the corresponding hover space for that object. The results show
that the users' perceptions of hover spaces can be categorized into two groups.
Either users assume that the shape of the hover space is extruded and scaled
towards their head, or along the normal vector of the interactive surface. We
provide a corresponding model to determine the shapes of these hover spaces,
and confirm the findings in a practical application. Finally, we discuss
important implications for the development of future touch-sensitive
interfaces. Keywords: Hover space; Touch interaction; Stereoscopic displays; 3D interaction |
In-Situ Occlusion Resolution for Hybrid Tabletop Environments | | BIBAK | Full-Text | 278-295 | |
Jan Riemann; Mohammadreza Khalilbeigi; Max Mühlhäuser | |||
In this paper we explore the use of in situ occlusion resolution in mixed
physical/digital tabletop scenarios. We propose the extension of back-projected
tabletops with interactive top-projection to turn the physical object's surface
into peripheral displays. These displays are used to resolve occlusion in situ
without the need to use additional tabletop display space and keeping the
spatial perception of the occluded objects. We contribute a visualization
concept and a set of interaction techniques for in situ occlusion resolution
and easy access to occluded objects. The techniques are implemented in a system
named ProjecTop, which is evaluated in an quantitative user study. The study
results highlight how top-projection can be beneficially used. We conclude with
a set of design implications derived from the study's results. Keywords: Interactive tabletops; Occlusion awareness; Hybrid interaction; Peripheral
displays; Multitouch |
MovemenTable: The Design of Moving Interactive Tabletops | | BIBAK | Full-Text | 296-314 | |
Kazuki Takashima; Yusuke Asari; Hitomi Yokoyama; Ehud Sharlin; Yoshifumi Kitamura | |||
MovemenTable (MT) is an exploration of moving interactive tabletops which
can physically move, gather together or depart according to people's
dynamically varying interaction tasks and collaborative needs. We present the
design and implementation of a set of MT prototypes and discuss a technique
that allows MT to augment its visual content in order to provide motion cues to
users. We outline a set of interaction scenarios using single and multiple MTs
in public, social and collaborative settings and discuss four user studies
based on these scenarios, assessing how people perceive MT movements, how these
movements affect their interaction, and how synchronized movements of multiple
MTs impacts people's collaborative interactions. Our findings confirm that MT's
augmentation of its visual content was helpful in providing motion cues to
users, and that MT's movement had significant effects on people's spatial
behaviors during interaction, effects that peaked in collaborative scenarios
with multiple MTs. Keywords: Human-robot interaction; Social interfaces; CSCW |
If You Are Happy and You Know It, Say "I'm Here": Investigating Parents' Location-Sharing Preferences | | BIBAK | Full-Text | 315-332 | |
Paolo Massa; Chiara Leonardi; Bruno Lepri; Fabio Pianesi; Massimo Zancanaro | |||
A diary approach was used to explore location-sharing preferences of 126
parents with young children with the goal of investigating which elements play
a role in their decision to share their location. During a 3-week user study,
we daily collected parents' preferences of location sharing along with data
related to the physical and social context, their interest in socializing with
other parents and their emotional states. Our analysis points out several
insights for this previously underexplored user group. In particular, our
results suggest a relative greater importance of the context, both physical and
social, with respect to individual traits such as personality, trust
dispositions, and demographic characteristics. Moreover positive and negative
emotions seem to influence the intention to share location information in a
peculiar way: positive moods like happiness seem to encourage private sharing
with selected people such as partner, relatives, friends and nearby parents,
yet, when parents experience a negative mood, such as being worried, angry or
sad, their intention to share publicly on the web is higher. Keywords: Parents; Location sharing; Day reconstruction method |
Navigation in Long Forms on Smartphones: Scrolling Worse than Tabs, Menus, and Collapsible Fieldsets | | BIBAK | Full-Text | 333-340 | |
Johannes Harms; Martina Kratky; Christoph Wimmer; Karin Kappel; Thomas Grechenig | |||
Mobile applications provide increasingly complex functionality through
form-based user interfaces, which requires effective solutions for navigation
on small-screen devices. This paper contributes a comparative usability
evaluation of four navigation design patterns: Scrolling, Tabs, Menus, and
Collapsible Fieldsets. These patterns were evaluated in a case study on social
network profile pages. Results show that memorability, usability, overview, and
subjective preference were worse in Scrolling than in the other patterns. This
indicates that designers of form-based user interfaces on small-screen devices
should not rely on Scrolling to support navigation, but use other design
patterns instead. Keywords: Navigation; Mobile; Smartphone; Form design; Evaluation |
Synchronising Live Second Screen Applications with TV Broadcasts Through User Feedback | | BIBAK | Full-Text | 341-349 | |
Pedro Centieiro; Teresa Romão; A. Eduardo Dias; Rui Neves Madeira | |||
A common issue on live sports TV broadcasts happens when a viewer hears a
neighbour screaming a goal before watching it on his TV. Similarly, viewers
will also have a disruptive experience if a second screen application, designed
to present information synchronised with the live TV broadcast, displays
information beforehand. This paper presents a simple and universal
synchronisation mechanism for second screen mobile applications, which does not
rely on automatic content recognition, but rather on user feedback to help
users achieve a pleasant and effective second screen experience. Results from
user tests helped validate our approach, as users were able to synchronise a
mobile application with a simulated live TV broadcast, with different delays. Keywords: Second screen; Delays; Live TV broadcasts; User experience; Sports |
UbiBeam: Exploring the Interaction Space for Home Deployed Projector-Camera Systems | | BIBA | Full-Text | 350-366 | |
Jan Gugenheimer; Pascal Knierim; Christian Winkler; Julian Seifert; Enrico Rukzio | |||
Until now, research on projector-camera systems had only concentrated on user-interaction within a lab-environment. As a result of this, there are very limited insights into how such systems could be used in everyday life. It was therefore our aim to investigate requirements and use cases of home deployed projector-camera systems. To this purpose, we conducted an in-situ user study involving 22 diverse households. Several different categories were specified using a grounded theory approach; placement, projection surface, interaction modality and content/use cases. Based on the analysis of our results, we created UbiBeam; a projector-camera system designed for domestic use. The system has several different features including automatic focus adjustment with depth sensing which enables ordinary surfaces to be transformed into touch-sensitive information displays. We developed UbiBeam as an open source platform and provide construction plans, 3D-models and source code to the community. We encourage researchers to use it as a research platform and conduct more field studies on projector-camera systems. |
Cue Now, Reflect Later: A Study of Delayed Reflection of Diary Events | | BIBAK | Full-Text | 367-375 | |
Ming Ki Chong; Jon Whittle; Umar Rashid; Chee Siang Ang | |||
Diary studies require participants to record entries at the moment of
events, but the process often distracts the participants and disrupts the flow
of the events. In this work, we explore the notion of delayed reflection for
diary studies. Users quickly denote cues of diary events and only reflect on
the cues later when they are not busy. To minimize disruptions, we employed a
squeeze gesture that is swift and discreet for denoting cues. We investigated
the feasibility of delayed reflection and compared it against a conventional
digital diary that requires users to reflect immediately at the time of entry.
In a weeklong field study, we asked participants to record their daily
experiences with both types of diaries. Our results show that users' preference
is context-dependent. Delayed reflection is favored for use in contexts when
interruptions are deemed inappropriate (e.g. in meetings or lectures) or when
the users are mobile (e.g. walking). In contrast, the users prefer immediate
reflection when they are alone, such as during leisure and downtime. Keywords: Diary study; Delayed reflection; SqueezeDiary |
Tick that Box: Interactive Paper Documents | | BIBA | Full-Text | 376-383 | |
Yomna Abdelrahman; Thomas Kubitza; Katrin Wolf; Norman Pohl; Albrecht Schmidt | |||
Many documents are still printed on paper and their interaction is disconnected from the digital paper representation. Conductive ink allows to print documents with embedded electrical circuits. We developed several layouts to add interactive elements, such as tick boxes or signature fields, to paper documents. In this paper we propose several techniques to enhance classical paper documents by an additional layer of conductive ink. Through this layer the documents maintain their traditional properties and affordances but receive new interactive capabilities that transform them into smart documents. Attached tiny computing elements enable interaction with the paper, such as sensing selections on a form, detecting a signature, or traditional office equipment (e.g. paperclip). Additionally to the layout suggestions we show different ways how the computing unit can be connected to the document and how multi-page documents can be connected to a single computing unit. |
Towards Deeper Understanding of User Experience with Ubiquitous Computing Systems: Systematic Literature Review and Design Framework | | BIBAK | Full-Text | 384-401 | |
Kaisa Väänänen-Vainio-Mattila; Thomas Olsson; Jonna Häkkilä | |||
Over the past decades, a plethora of innovative ubiquitous computing
(ubicomp) systems have been constructed. The acceptance of the systems,
however, depends on how users experience them in real contexts. While many of
the ubicomp research projects include some form of user study, there is no
overview of how user experience (UX) is approached in ubicomp research. To this
end, we conducted a systematic literature review of ubicomp UX studies. Our
findings reveal that users'experiences with ubicomp systems have often been
investigated in rather lightweight ways, for example by addressing basic
usability issues, collecting ratings by simple, predetermined scales, or
producing descriptions of general experiences such as fun and trust. Based on
the findings we argue that a deeper and more fine-grained understanding of user
experience would help developing more successful ubicomp systems. We propose a
ubicomp UX framework that can help design and evaluate ubicomp systems with a
desirable set of target experiences. Keywords: User experience; Ubiquitous computing; Literature review; UX design and
evaluation framework |
uCanvas: A Web Framework for Spontaneous Smartphone Interaction with Ubiquitous Displays | | BIBAK | Full-Text | 402-409 | |
Tilman Dingler; Tobias Bagg; Yves Grau; Niels Henze; Albrecht Schmidt | |||
In recent years the presence of displays has become ubiquitous. They range
from small-sized screens, such as smartphones or tablets to large screens as
they are found in projection screens or public displays. Each display requires
a unique modality of interaction, such as a dedicated input device, direct
touch or does not provide any interaction at all. With the ubiquity of
smartphones people carry with them a high-end interaction device that can
connect to any web-connected screen. To allow quick access, we built uCanvas
("Ubiquitous Canvas"), a system to engage with interactive surfaces. In
contrast to previous work no additional hardware is required, nor do users need
to install any proprietary software. Our system runs on all current smartphones
equipped with magnetometer and accelerometer, which is used to define a canvas
and transmit cursor positions to a server connected to the display. To
integrate interactive surfaces into applications, we created a lean Javascript
library that allows publishers to specify interaction parameters (such as
pointing, clicking, menu selection and text entry) by adding just a few lines
of code. We built two example applications to evaluate the feasibility of the
system and findings show that (1) interaction is intuitive and (2) easy to set
up on the user side. Keywords: Mobile interaction; Public display; Ubiquitous computing; Magnetometer;
Pointing; Smart environments; Toolkit |
Wireless Smartphone Mirroring in Video Calls | | BIBAK | Full-Text | 410-417 | |
Henrik Sørensen; Kenton O'Hara; Phil Gosset; Jesper Kjeldskov | |||
While screen mirroring is an integral part of many video mediated
collaborations, current systems are limited in their ability to include ad hoc
screen mirroring from personal devices of collocated participants on each end
of a video call. In this paper we introduce a system that addresses this
limitation by enabling lightweight multi-user wireless smartphone mirroring
within a video call. The system enables multiple smartphones to share both
digital content as well as physical artefacts when mirroring the live view from
the smartphone camera feed. We present a study of the system in use for a
distributed design task. The findings explore how shared access to screen
mirroring facilitates a fluid switching of floor control in the meeting and
smooth interleaving of individual, sub group and full group shared activities.
Further, the findings highlight the importance of smartphone mobility in
enabling access to screen mirroring from the sites of individual work and sites
of various physical artefacts and the significance of this for the dynamics of
a video mediated collaboration. Keywords: Screen mirroring; Video conferencing; Distributed collaboration; Collocated
collaboration |
Disperse: Enabling Web-Based Visualization in Multi-screen and Multi-user Environments | | BIBAK | Full-Text | 418-435 | |
Megan Monroe; Casey Dugan | |||
For visualization developers, the design and construction of effective
applications can often feel like a war against screen space. Every now and
then, developers are tasked with building a visualization that will live
exclusively on a large, high-resolution display. More often than not, however,
visualizations must be built to survive across the varying screen sizes of
laptops, tablets, and phones. This may explain why many developers have flocked
to the web, where stylesheets can easily be swapped and modified to tailor an
application's look and feel to the current screen size. But that screen is
defiantly singular. If developers want to tap into a more elaborate hardware
ecosystem, they must take on the additional workload of server-side or
device-specific coding. To this end, we introduce Disperse, a server-based
framework that allows developers to encode multi-screen capabilities into
web-based visualizations using a simple set of client-side mark-ups. The
framework is intended primarily for authoring new visualizations, but can also
be used to add multi-screen capabilities to existing visualizations. Disperse
not only imposes minimal time and complexity overhead on the development and
deployment of these visualizations, as we show through five case studies, but
also allows multi-screen visualizations to be realized across any set of
web-enabled devices. Keywords: Visualization; Authoring; Multi-screen; Multi-user; Collaboration |
Evaluation of Distance-Aware Bimanual Manipulation Techniques for Large High-Resolution Displays | | BIBAK | Full-Text | 436-454 | |
Anke Lehmann; Oliver Staadt | |||
In this paper we present the approach of interaction scaling. It assists
users during their current tasks by adjusting interactivity depending on the
user's distance to large high-resolution displays. The mapping method of
interaction scaling combines the calculation of a distance-adjusted mapping
factor with a manual/automatic change of precision levels. In our user study we
evaluated how different accuracies, user preferences and physical navigation
affect the user performance of distance-aware manipulation techniques. We used
symmetric/asymmetric bimanual manipulation techniques that were evaluated with
interaction scaling and a direct mapping approach. Further, we differentiated
between coarse-grained and fine-grained accuracy of manipulation tasks. The
study identified that interaction scaling improves user performance for very
precise manipulation tasks. The participants were able to manipulate objects
more accurately with asymmetric technique than with symmetric technique. Most
participants preferred a manual switching; however, the tasks could be solved
equally well with automatic switching by half of them. Keywords: Large display; Interaction technique; 2D manipulation; Distance; Mapping
factor; Control-display gain; User study; Proximity |
Should I Stay or Should I Go? Selecting Between Touch and Mid-Air Gestures for Large-Display Interaction | | BIBAK | Full-Text | 455-473 | |
Mikkel R. Jakobsen; Yvonne Jansen; Sebastian Boring; Kasper Hornbæk | |||
Users can interact with large displays in many ways, including touch and
mid-air gestures. However, it remains unclear how these ways compare and when
users choose one over the other. In a first experiment, we compare touch and
mid-air gestures to identify their relative performance for target acquisition.
In a second experiment, participants choose freely between touch and mid-air
gestures and we artificially require movement to simulate situations where
mid-air is considered beneficial. Results from the first experiment show
mid-air to be overall slower than touch depending on the task; in the second
experiment, participants mostly chose touch in particular for selecting small
targets and they rarely switched between mid-air and touch. Results also show
that when faced with an increasing cost of using touch in the form of movement,
participants chose mid-air over touch; touch remains as fast as mid-air on
average. Keywords: Large display; Mid-air; Touch; Freehand gestures; User study |
Funky-Design-Spaces: Interactive Environments for Creativity Inspired by Observing Designers Making Mood Boards | | BIBAK | Full-Text | 474-492 | |
Andrés Lucero | |||
Research in surface computing has traditionally been driven by technology. A
project that explored ways to provide support for professional users in their
work with novel technology by focusing on people instead is presented. A
co-design approach was applied by systematically involving end users (i.e.,
industrial designers) throughout the design process. In a series of activities
with fifty designers, the creation of mood boards was identified as an
important task for them, and studied in depth. The funky-design spaces vision
of a holistic design studio housing interconnected tools that support the
creation of mood boards was co-designed, brought to life in two prototypes, and
evaluated with designers. The results suggest these environments could
stimulate designers to break away from their desks and encourage collaboration
with more people. Keywords: Design practice; Creativity; Co-design; Tabletops; Displays |
Kwento: Using a Participatory Approach to Design a Family Storytelling Application for Domestic Helpers | | BIBAK | Full-Text | 493-500 | |
Kakit Cheong; Alex Mitchell | |||
The recording and sharing of family stories remains an important part of
what it means to be a "family". While there is prior research into supporting
storytelling for families living apart, there remains a gap in understanding
and supporting family storytelling for migrant workers. To address this gap, we
explored how technologies could be designed for domestic helpers. Nine domestic
helpers were recruited and divided into three design teams. The participatory
design sessions and cultural probe findings led to the design of Kwento, a
prototype mobile application that uses prompts to encourage helpers to reflect
upon their personal experiences. Keywords: Family storytelling; Migrant workers; Participatory design; Cultural probes |
Paper or Pixel? Comparing Paper- and Tool-Based Participatory Design Approaches | | BIBAK | Full-Text | 501-517 | |
Matthias Heintz; Effie Lai-Chong Law; Samaneh Soleimani | |||
Traditionally, in participatory design (PD) workshops, pens and paper are
often used by participants to provide their design ideas. However, using a
software tool to gather their feedback can have certain advantages. While some
attempts to develop such tools have been undertaken, the basic question whether
the tool-based approach is better or worse than its paper-based counterpart in
terms of the quality of feedback gathered is rarely explored. We aim to address
this research question by conducting three PD workshops with the paper-based
and tool-based approach. In addition to the findings about the comparability of
the two approaches, one of our main contributions to the future research on
this question is the development of the coding scheme CAt+. It enables
systematic comparisons of PD data collected with different methods and aims to
support designers and developers to exploit PD results. Keywords: Participatory design; Paper-based; Tool-based; Coding scheme |
Participatory Design in Practice | | BIBAK | Full-Text | 518-525 | |
Laura Cortés-Rico; Giovanny Piedrahita-Solórzano | |||
This paper presents a project for the social development of ICTs, which used
a participatory design approach and sought to have a high social impact on a
community of craftswomen (embroiderers from Cartago, Colombia). Participating
in this project implied active dialogue with the community to recognize the
knowledge of each participant and achieve culturally relevant representations
materialized in technological artifacts. We posit dialogue, representation and
recognition as key elements for developing successful participatory design. In
practice, this was achieved through an iterative, incremental and open-ended
methodology, whose main feature was engagement by doing. This process of design
allowed engineers to recognize the craftswomen's traditional knowledge and
allowed craftswomen to be less afraid of technology. The main resultant
artifact was a tangible user interface that facilitates dialogue between
fashion designers and embroiderers in the process of designing new embroidery
patterns. This and other artifacts that emerged from the activities and
dialogues, the level of engagement of the participants, and the convergence
points discovered between embroidery and technology, lead us to conclude that
the process presented here can be replicated with other craft communities, to
reinforce these communities and assist them in generating innovation in their
processes and products. Keywords: Participatory design; Crafts; Embroidery; Representation; Dialogue;
Recognition; Tangible user interfaces and social technologies |
Better Than You Think: Head Gestures for Mid Air Input | | BIBAK | Full-Text | 526-533 | |
Katrin Plaumann; Jan Ehlers; Florian Geiselhart; Gabriel Yuras; Anke Huckauf; Enrico Rukzio | |||
This paper presents a systematical comparison of pointing gestures in the
context of controlling home appliances in smart homes. The pointing gestures
were conducted with head, hand, arm and a computer mouse serving as baseline.
To the best of our knowledge, we are the first to report on such a systematical
comparison of the mentioned modalities. Our results indicate that although
being overall slower and more inaccurate than hand and arm gestures, head
gestures are more suitable for mid air input than previous research indicated.
We show that disadvantages like slowness and inaccuracy can be compensated by a
larger target size. In addition, head gestures have the largest learning
effect. Considering our results and the possibilities head gestures would
provide in daily life, we recommend thinking of head gestures as a feasible
input modality besides hand and arm gestures. Keywords: Pointing gestures; Smart home; Head gestures; Comparative study |
Enhancing Pinch-Drag-Flick Paradigm with Two New Gestures: Two-Finger-Tap for Tablets and Tap&Tap for Smartphones | | BIBAK | Full-Text | 534-551 | |
Alessio Bellino | |||
The mobile versions of services such as Google Maps or Open Street Maps
allow the exploration of maps on smartphones and tablets. The gestures used are
the pinch to adjust the zoom level and the drag/flick to move the map. In this
paper, two new gestures to adjust the zoom level of maps (but also of images
and documents) are presented. Both gestures -- with slight differences -- allow
the identification of a target area to zoom, which is enlarged automatically up
to cover the whole map container. The proposed gestures are added to the
traditional ones (drag, pinch and flick) without any overlap. Therefore, users
do not need to change their regular practices. They have just two more options
to control the zoom level. One of the most relevant and appreciated advantages
has to do with the gesture for smartphones (Tap&Tap): this allows users to
control the zoom level with just one hand. The traditional pinch gesture,
instead, needs two hands. According to the test results on the new gestures in
comparison with the traditional pinch, 30% of time is saved on tablets
(Two-Finger-Tap gesture) whereas 14% on smartphones (Tap&Tap gesture). Keywords: Zoom; Map; Touch; Smartphone; Tablet; Gesture |
Estimating Production Time of Touchless Hand Drawing Gestures | | BIBAK | Full-Text | 552-569 | |
Orlando Erazo; José A. Pino; Pedro Antunes | |||
Quantitative user models such as CLC, Isokoski's and KLM have been used to
estimate the production time of mouse and pen interactions (pointing, clicking,
selecting, drawing, writing). In this paper, we assess if these models can be
adapted to estimate the production time of touchless hand gestures (air figures
of letters and numbers). New parameters were added to the existing models with
empirical values drawn from experiments with users. Two metrics were used to
evaluate model quality: strength of the relationship between estimated and
observed times, and percentage root mean square error. The obtained results
support the hypothesis that CLC, Isokoski's and KLM can be adapted to touchless
hand gestures. The paper contributes with model modifications and parameters
required to estimate the production times of touchless hand gestures. Keywords: Touchless hand gestures; Natural user interfaces; Predictive evaluation;
User models |
The Costs and Benefits of Combining Gaze and Hand Gestures for Remote Interaction | | BIBAK | Full-Text | 570-577 | |
Yanxia Zhang; Sophie Stellmach; Abigail Sellen; Andrew Blake | |||
Gaze has been proposed as an ideal modality for supporting remote target
selection. We explored the potential of integrating gaze with hand gestures for
remote interaction on a large display in terms of user experience and
preference. We conducted a lab study to compare interaction in a photo-sorting
task using gesture only, or the combination of gaze plus gesture. Results from
the study show that a combination of gaze and gesture input can lead to
significantly faster selection, reduced hand fatigue and increased ease of use
compared to using only hand input. People largely preferred the combination of
gaze for target selection and hand gestures for manipulation. However, gaze can
cause particular kinds of errors and can induce a cost due to switching
modalities. Keywords: Hand gestural interface; Gaze interaction; Mid-air gestures; Remote
interaction; Large display; Smart living room |
Sharing Wishes on Public Displays: Using Technology to Create Social Places | | BIBAK | Full-Text | 578-595 | |
Vinicius Ferreira; Junia Anacleto; Andre Bueno | |||
We present a public-display-and-mobile-based digital art installation named
WishBoard that translates the essence of a chalk-and-wall based art
installation called 'Before I Die' into a technological communal expression.
Our studies show that public sharing of personal wishes leverage the connection
inside a community, creating a feeling of neutral ground for gathering, giving
a sense of third place independent of physical constrains, named
thirdplaceness. The installation allows people to freely express their wishes,
with certain personalization, and provides a public visualization of all shared
wishes promoting face-to-face conversations. We conducted two deployments using
our installation in a 'socially abandoned' space. Analyzing the shared wishes
content and people's behavior when observing the wishes popping up on the
public displays, we were able to notice the essential role that public displays
combined to mobile devices interaction can play in creating a community meeting
place when providing a way for self-expression. Keywords: Self-expression; Socialization; ICT interactive installation; Art
installation; Public display in social spaces; Wishboard; Thirdplaceness |
Social Interaction Design Patterns for Urban Media Architecture | | BIBAK | Full-Text | 596-613 | |
Luke Hespanhol; Peter Dalsgaard | |||
Media architecture has emerged as a relevant field of study within HCI since
its inception at the turn of the century. While media architecture has the
potential to radically affect the social space into which it is introduced,
much research in the field was initially carried out through experimental
installations in public spaces, often with higher emphasis on examining the
properties of this novel type of interface, rather than examining the impact it
had on the social context. In this paper, we look back at the field and analyze
interactive urban media architecture covering a period of fifteen years of
practice with a particular emphasis on how installations have influenced modes
and patterns of social behaviour. We classify nine representative installations
according to their physical layout, interaction strategies and types of
interface. We focus on how these installations were perceived and used by their
respective audiences and outline six modes of social interaction that unfold
with these installations. From this analysis, we derive seven social
interaction patterns, which represent different strategies for designing and
employing media architecture to influence social interaction. Keywords: Social interaction; Media architecture; Media façades; Urban HCI;
Responsive environments; Proxemics |
Thinking Like Disney: Supporting the Disney Method Using Ambient Feedback Based on Group Performance | | BIBAK | Full-Text | 614-621 | |
Sarah Tausch; Fabius Steinberger; Heinrich Hußmann | |||
The Disney method is a collaborative creativity technique that uses three
roles -- dreamer, realist and critic -- to facilitate the consideration of
different perspectives on a topic. Especially for novices it is important to
obtain guidance in applying this method. One way is providing groups with a
trained moderator. However, feedback about the group's behavior might interrupt
the flow of the idea finding process. We built and evaluated a system that
provides ambient feedback to a group about the distribution of their statements
among the three roles. Our preliminary field study indicates that groups
supported by the system contribute more and roles are used in a more balanced
way while the visualization does not disrupt the group work. Keywords: Collaborative creativity; Disney method; Feedback; Group mirror; Tabletop
display |
Eery Space: Facilitating Virtual Meetings Through Remote Proxemics | | BIBAK | Full-Text | 622-629 | |
Maurício Sousa; Daniel Mendes; Alfredo Ferreira; João Madeiras Pereira; Joaquim Jorge | |||
Virtual meetings have become increasingly common with modern
video-conference and collaborative software. While they allow obvious savings
in time and resources, current technologies add unproductive layers of protocol
to the flow of communication between participants, rendering the interactions
far from seamless. In this work we introduce Remote Proxemics, an extension of
proxemics aimed at bringing the syntax of co-located proximal interactions to
virtual meetings. We propose Eery Space, a shared virtual locus that results
from merging multiple remote areas, where meeting participants' are located
side-by-side as if they shared the same physical location. Eery Space promotes
collaborative content creation and seamless mediation of communication channels
based on virtual proximity. Results from user evaluation suggest that our
approach is sufficient to initiate proximal exchanges regardless of their
geolocation, while promoting smooth interactions between local and remote
people alike. Keywords: Remote Proxemics; Virtual meetings; Collaboration |