Child or Adult? Inferring Smartphone Users' Age Group from Touch Measurements Alone | | BIBAK | Full-Text | 1-9 | |
Radu-Daniel Vatavu; Lisa Anthony; Quincy Brown | |||
We present a technique that classifies users' age group, i.e., child or
adult, from touch coordinates captured on touch-screen devices. Our technique
delivered 86.5% accuracy (user-independent) on a dataset of 119 participants
(89 children ages 3 to 6) when classifying each touch event one at a time and
up to 99% accuracy when using a window of 7+ consecutive touches. Our results
establish that it is possible to reliably classify a smartphone user on the fly
as a child or an adult with high accuracy using only basic data about their
touches, and will inform new, automatically adaptive interfaces for
touch-screen devices. Keywords: Touch input; Children; Adults; Age group; Tap time; Offset distance; Touch
accuracy; Classifier; Bayes' rule; Touch-screen; Smartphone; Experiment |
Designing of 2D Illusory Tactile Feedback for Hand-Held Tablets | | BIBAK | Full-Text | 10-17 | |
Youngsun Kim; Jaedong Lee; Gerard J. Kim | |||
In this paper, we investigate whether the "out of body" tactile illusion can
be extended or applied to a relatively large hand-held device such as a tablet
for which the hands/fingers would not be in direct contact with the vibration
motors. We derived guidelines for applying tactile illusion techniques in 2D
space with regards to operational conditions such as the size of the device,
holding position, minimally required vibration amplitudes, and the effects of
matching visual feedback. For this purpose, a series of exploratory pilot
experiments were first conducted in 1D space. Based on the results, a 2D
illusory tactile rendering method was devised and tested for its effectiveness.
We have found that for a tablet sized device (e.g. iPad mini and iPad), the
illusory perception was possible with a rectilinear grid resolution of 5
× 7 (with a grid size of 2.5 cm) with matching visual feedback. Keywords: Funneling; Illusory feedback; Vibro-tactile feedback; User experience;
Mobile/Hand-held interaction |
Need for Touch in Human Space Exploration: Towards the Design of a Morphing Haptic Glove -- ExoSkin | | BIBAK | Full-Text | 18-36 | |
Sue Ann Seah; Marianna Obrist; Anne Roudaut; Sriram Subramanian | |||
The spacesuit, particularly the spacesuit glove, creates a barrier between
astronauts and their environment. Motivated by the vision of facilitating
full-body immersion for effortless space exploration, it is necessary to
understand the sensory needs of astronauts during extra-vehicular activities
(EVAs). In this paper, we present the outcomes from a two-week field study
performed at the Mars Desert Research Station, a facility where crews carry out
Mars-simulated missions. We used a combination of methods (a haptic logbook,
technology probes, and interviews) to investigate user needs for haptic
feedback in EVAs in order to inform the design of a haptic glove. Our results
contradict the common belief that a haptic technology should always convey as
much information as possible, but should rather offer a controllable transfer.
Based on these findings, we identified two main design requirements to enhance
haptic feedback through the glove: (i) transfer of the shape and pressure
features of haptic information and (ii) control of the amount of haptic
information. We present the implementation of these design requirements in the
form of the concept and first prototype of ExoSkin. ExoSkin is a morphing
haptic feedback layer that augments spacesuit gloves by controlling the
transfer of haptic information from the outside world onto the astronauts'
skin. Keywords: Space; Touch; Haptic feedback; Haptic glove; User experience;
Extra-vehicular activities; Haptic jamming; Field study; Technology probes |
Tactile Communication in Extreme Contexts: Exploring the Design Space Through Kiteboarding | | BIBAK | Full-Text | 37-54 | |
André Schmidt; Mads Kleemann; Timothy Merritt; Ted Selker | |||
This paper uses kiteboarding as an experimental platform to find ways in
which technologies could support communication needs in mentally and physically
demanding contexts. A kite control bar with embedded sensors and actuators
communicates instructions through voice or tactile cues to explore facilitating
communication for control guidance. Tactile cues were shown to be productive in
changing behavior. Voice, however, communicated planning models and directional
guidance better than tactile cues. Still, voice may negatively impact
experience. The experiments highlight the need for better ways for
communication tools to support mental models. Keywords: Tactile communication; Research through design; Extreme sports; Kiteboarding |
Glass+Skin: An Empirical Evaluation of the Added Value of Finger Identification to Basic Single-Touch Interaction on Touch Screens | | BIBAK | Full-Text | 55-71 | |
Quentin Roy; Yves Guiard; Gilles Bailly; Éric Lecolinet; Olivier Rioul | |||
The usability of small devices such as smartphones or interactive watches is
often hampered by the limited size of command vocabularies. This paper is an
attempt at better understanding how finger identification may help users invoke
commands on touch screens, even without recourse to multi-touch input. We
describe how finger identification can increase the size of input vocabularies
under the constraint of limited real estate, and we discuss some visual cues to
communicate this novel modality to novice users. We report a controlled
experiment that evaluated, over a large range of input-vocabulary sizes, the
efficiency of single-touch command selections with vs. without finger
identification. We analyzed the data not only in terms of traditional time and
error metrics, but also in terms of a throughput measure based on Shannon's
theory, which we show offers a synthetic and parsimonious account of users'
performance. The results show that the larger the input vocabulary needed by
the designer, the more promising the identification of individual fingers. Keywords: Input modality; Multitouch; Finger identification; Evaluation methodology;
Throughput; Information theory |
Physical Playlist: Bringing Back the Mix-Tape | | BIBAK | Full-Text | 72-78 | |
Daniel Burnett; Adrian Gradinar; Joel Porter; Mike Stead; Paul Coulton; Ian Forrester | |||
To those of a certain age the concept of the mix-tape holds fond memories,
and generally not of the musical content they contained, but rather the
emotional and physical connection they represented with either its creator or
recipient. They provided an embodiment of the time and effort it its creation
and thus presented the same qualities of other handmade gifts. The advent of
digital content, and particularly the mp3, for storage and streaming meant that
audio content could be shared more quickly and easily than ever before.
However, the creation of a digital playlist does not embody the same qualities
present in a mix-tape and thus has not gained the same cultural significance.
This research re-imagines the mix-tape for digital content as physical
customizable jewellery that can once again embody values not generally
attributed to digital content. Through a discussion of the design process and
the results of preliminary evaluation, the potential benefits on the user
experience of sharing digital content through physical objects have been
highlighted. Keywords: Tangible; Embodied; NFC; Customizable; Jewellery |
Tangible Voting: A Technique for Interacting with Group Choices on a Tangible Tabletop | | BIBAK | Full-Text | 79-86 | |
Valérie Maquil; Eric Tobias; Thibaud Latour | |||
The tangible tabletop has been exploited in many different application
domains as one of the most popular setups of Tangible User Interfaces. Proposed
interaction techniques are based on, for instance, direct manipulation, dual
hand input, or physical actuation. This paper reports on the design and
implementation of a new interaction technique to support multiple users in
their specifying and manipulating individual choices on a tangible tabletop.
The proposed tangible widget consists of both a physical enclosing with several
separated zones, and a number of tokens that can be distributed in these zones
to specify the individual choices of the group. We present the rationale used
in design, the technical implementation, and report on the use of the
interaction technique during workshops with children. Keywords: Tangible User Interfaces; Tabletop interaction; Widgets; Interaction
technique; Collaboration |
Dico: A Conceptual Model to Support the Design and Evaluation of Advanced Search Features for Exploratory Search | | BIBAK | Full-Text | 87-104 | |
Emanuel Felipe Duarte; Edson, Jr. Oliveira; Filipe Roseiro Côgo; Roberto Pereira | |||
The design of models and tools to support Exploratory Search acquires more
importance as the amount of information on the Web grows. The use of advanced
search features is a viable approach for query exploration during Exploratory
Search. However, the usage of advanced search features remains relatively low
since Web search engines became popular, partially because of design decisions
that ignore the complex and flexible nature of search activities. In this
paper, we introduce Dico: a conceptual model for advanced search features for
Exploratory Search, presenting and evaluating a set of guidelines created to
support designers and evaluators to design better advanced search features,
promoting its usage. Results from an evaluation activity with prospective
designers indicated participants were able to make sense of Dico's guidelines,
suggesting the guidelines as a promising artifact to support the evaluation of
search engines. Keywords: Design and evaluation guidelines; Information Seeking; Exploratory Search;
Advanced search; Search user interfaces |
Revealing Differences in Designers' and Users' Perspectives | | BIBAK | Full-Text | 105-122 | |
Sebastian Feuerstack; Bertram Wortelen | |||
Monitoring complex systems includes scanning, aggregating and processing
data from various sources. The design of graphical interfaces for monitoring
tasks involves a fine-grained exploration of the importance and expected
frequency of events that an operator needs to be informed about.
The Human Efficiency Evaluator is a tool for the prediction of human behavior. We extended it to predict the distribution of operator's attention while monitoring interfaces. The prediction is based on the SEEV model. We show that our tool can be used by experts with different backgrounds to generate predictions following a structured, semi-automated process. In a qualitative study with subject matter experts, we analyzed different HMI designs for a navigation task in the maritime domain. We evaluated their modeling time, tested different prediction result visualizations, and investigated in the model differences between the subjects. Different to what we originally expected, the study revealed that the models created by the subjects substantially differ depending on their perspectives. Heat maps visualizing the predicted attention allocation were appreciated by the subjects and enabled them to argue about their perspective. Keywords: Visual attention; HMI analysis; Monitoring task |
Worth-Centered Design in Practice: Lessons from Experience and Research Agenda | | BIBA | Full-Text | 123-139 | |
Fatoumata Camara; Gaëlle Calvary | |||
Worth-Centered Design (WCD) provides designers with six principles, five
"D"s, a framework, and a set of tools, techniques, and methods for designing
interactive systems that deliver worth. Despite its potential, WCD has not
received much attention: the related literature is not intensive and the design
methodology has not been investigated in many actual design settings. The
community lacks of experience with WCD.
This paper first compiles the state-of-the-art on WCD and then relates the worth-centered design of Cocoon, a mobile and context-aware application. It presents further insights about the notion of worth and provides the community with nine lessons from experience for informing future worth-centered designs. Worth maps appear as a treasure also for worth assessment over time, giving rise to the ARROW (Appreciations, Requirements and Rationale Of Worth) framework and research perspectives. |
Actuated Shear: Enabling Haptic Feedback on Rich Touch Interfaces | | BIBAK | Full-Text | 140-147 | |
Bernhard Maurer; Roland Buchner; Martin Murer; Manfred Tscheligi | |||
We present an approach of a shear force based touch interface that provides
a way of actively changing the possible shear-based input (force tangential to
a screens surface) by physically locking the corresponding axis of the device.
This approach of actuated shear aims at using shear not only as input, but to
create a new form of output modality that changes the input affordance of the
device itself. It enables a new channel of incorporating physical information
and constraints into touch-based interaction (i.e., by changing the input
affordance of the device and using shear as a feedback mechanism). With this
actuated shear approach, we create a coupling between the digital context
created via touch and the actual physical input affordance of the device. Based
on the implementation of a prototype, we discuss the design space of actively
changing the input affordance of a shear-based touch device, sketch interaction
ideas as well as future application scenarios and domains. Keywords: Rich touch; Shear force; Actuated displays; Haptic feedback |
Characterizing the Influence of Motion Parameters on Performance When Acquiring Moving Targets | | BIBAK | Full-Text | 148-155 | |
Alexandre Kouyoumdjian; Nicolas Férey; Patrick Bourdot; Stéphane Huot | |||
Current pointing techniques provide no adequate way to select very small
objects whose movements are fast and unpredictable, and theoretical tools --
such as Fitts' law -- do not model unpredictable motion. To inform the design
of appropriate selection techniques, we studied how users performed when
selecting moving objects in a 2D environment. We propose to characterize
selection performance as a function of the predictability of the moving
targets, based on three parameters: the speed (S) of the target, the frequency
(F) at which the target changes direction, and the amplitude (A) of those
direction changes. Our results show that for a given speed, selection is
relatively easy when A and F are both low or high, and difficult otherwise. Keywords: Pointing; Picking; Mobile targets; Selection |
Comparing Fatigue When Using Large Horizontal and Vertical Multi-touch Interaction Displays | | BIBAK | Full-Text | 156-164 | |
Shiroq Al-Megren; Ahmed Kharrufa; Jonathan Hook; Amey Holden; Selina Sutton; Patrick Olivier | |||
We report on a user study that compared muscle fatigue experienced when
using a large multi-touch display in horizontal and vertical configurations
over a one-hour period. Muscle fatigue is recognized as the reduction in a
muscle's capacity to generate force or power output and was measured
objectively and subjectively before and after a puzzle-solving task. While
subjective measures showed a significant level of overall arm muscle fatigue
after the task for both configurations, objective measures showed a significant
level of muscle fatigue on the middle deltoids and the non-dominant extensor
digitorum for the vertical configuration only. We discuss the design
implications of these findings and suggest relevant future areas of
investigation. Keywords: Large displays; Interaction; Tabletops; Fatigue; Ergonomics |
Touch, Movement and Vibration: User Perception of Vibrotactile Feedback for Touch and Mid-Air Gestures | | BIBAK | Full-Text | 165-172 | |
Christian Schönauer; Annette Mossel; Ionut-Alexandru Zaiti; Radu-Daniel Vatavu | |||
Designing appropriate feedback for gesture interfaces is an important aspect
of user experience and performance. We conduct the first investigation of
users' perceptions of vibrotactile stimuli during touch and mid-air gesture
input for smart devices. Furthermore, we explore perception of feedback that is
decoupled from the smart device and delivered outside its operating range by an
accessory wearable, i.e., feedback delivered at arm-level. Results show user
perception of vibrotactile stimuli up to 80% accurate, which we use to
recommend guidelines for practitioners to design new vibrotactile feedback
techniques for smart devices. Keywords: Gestures; Vibrotactile feedback; User perception; Mid-air gestures; Touch;
Wearable; Design guidelines; Smartphone; Actuators; Interface design |
Where to Start? Exploring the Efficiency of Translation Movements on Multitouch Devices | | BIBAK | Full-Text | 173-191 | |
Quan Nguyen; Michael Kipp | |||
Predicting the efficiency of interaction techniques can be crucial for
designing user interfaces. While models like Fitts' law make general
predictions, there is little research on how efficiency varies under different
conditions like in which screen region a movement starts and in which direction
it is going, and whether the surface is horizontal or vertical. This study
investigates these aspects with regard to translation movements on a touch
screen, using an extended Fitts' law setup and considering arm kinematics. The
results show that on horizontal displays translation is faster and causes less
arm fatigue than on vertical ones. Also, on horizontal displays, we identified
screen regions and movement directions that allow significantly faster movement
compared to others. Finally, movements that employ shorter kinematic chains
(e.g. just the wrist) are significantly faster than those that use longer ones
(e.g. wrist, elbow, shoulder). We suggest adjustments to Fitts' original
formulation. In the future, our findings can inform or partially automate
positioning decisions in interaction design. Keywords: Multitouch interaction techniques; Fitts' law; 2D translation |
Enhanced Task Modelling for Systematic Identification and Explicit Representation of Human Errors | | BIBA | Full-Text | 192-212 | |
Racim Fahssi; Célia Martinie; Philippe Palanque | |||
Task models produced from task analysis, are a very important element of UCD approaches as they provide support for describing users goals and users activities, allowing human factors specialists to ensure and assess the effectiveness of interactive applications. As user errors are not part of a user goal they are usually omitted from tasks descriptions. However, in the field of Human Reliability Assessment, task descriptions (including task models) are central artefacts for the analysis of human errors. Several methods (such as HET, CREAM and HERT) require task models in order to systematically analyze all the potential errors and deviations that may occur. However, during this systematic analysis, potential human errors are gathered and recorded separately and not connected to the task models. Such non integration brings issues such as completeness (i.e. ensuring that all the potential human errors have been identified) or combined errors identification (i.e. identifying deviations resulting from a combination of errors). We argue that representing human errors explicitly and systematically within task models contributes to the design and evaluation of error-tolerant interactive system. However, as demonstrated in the paper, existing task modeling notations, even those used in the methods mentioned above, do not have a sufficient expressive power to allow systematic and precise description of potential human errors. Based on the analysis of existing human error classifications, we propose several extensions to existing task modelling techniques to represent explicitly all the types of human error and to support their systematic task-based identification. These extensions are integrated within the tool-supported notation called HAMSTERS and are illustrated on a case study from the avionics domain. |
EvolutionWorks | | BIBAK | Full-Text | 213-230 | |
Jason Wilkins; Jaakko Järvi; Ajit Jain; Gaurav Kejriwal; Andruid Kerne; Vijay Gumudavelly | |||
EvolutionWorks supports exploratory browsing of the academic paper citation
network with an animated and zoom-able visualization that helps researchers
explore the conceptual space that emerges from the relationships between
academic papers. Metaphorically speaking, a researcher starts out with the seed
of an idea that will grow into an unwieldy set of potentially useful papers
that the researcher must prune into a final reading list. Accordingly,
EvolutionWorks provides novel affordances to explore the citation network based
on this seed-grow-prune model. First, kinetic layering represents abstract
document properties as physical properties in a force-directed layout. Second,
a unified layout shows the network graph and documents in a single view. Third,
the focus-context-focus hop is a way to change focus from paper to paper that
keeps researchers aware of the immediate context. Finally, if there is a tight
cluster of papers, the system automatically creates cluster summary titles that
are easier to read. Keywords: Citation networks; Graph visualization; Information retrieval |
Quantifying Object- and Command-Oriented Interaction | | BIBAK | Full-Text | 231-239 | |
Alix Goguey; Julie Wagner; Géry Casiez | |||
In spite of previous work showing the importance of understanding users'
strategies when performing tasks, i.e. the order in which users perform actions
on objects using commands, HCI researchers evaluating and comparing interaction
techniques remain mainly focused on performance (e.g. time, error rate). This
can be explained to some extent by the difficulty to characterize such
strategies. We propose metrics to quantify if an interaction technique
introduces a rather object- or command-oriented task strategy, depending if
users favor completing the actions on an object before moving to the next one
or in contrast if they are reluctant to switch between commands. On an
interactive surface, we compared Fixed Palette and Toolglass with two novel
techniques that take advantage of finger identification technology, Fixed
Palette using Finger Identification and Finger Palette. We evaluated our
metrics with previous results on both existing techniques. With the novel
techniques we found that (1) minimizing the required physical movement to
switch tools does not necessarily lead to more object-oriented strategies and
(2) increased cognitive load to access commands can lead to command-oriented
strategies. Keywords: Interaction sequence; Task strategy; Metric; Theory; Finger identification;
Finger specific |
Users, Bystanders and Agents: Participation Roles in Human-Agent Interaction | | BIBAK | Full-Text | 240-247 | |
Antonia L. Krummheuer | |||
Human-agent interaction (HAI), especially in the field of embodied
conversational agents (ECA), is mainly construed as dyadic communication
between a human user and a virtual agent. This is despite the fact that many
application scenarios for future ECAs involve the presence of others. This
paper critiques the view of an 'isolated user' and proposes a
micro-sociological perspective on the participation roles in HAI. Two examples
of an HAI in a public setting point out (1) the ways a variety of participants
take part in the interaction, (2) how the construction of the participation
roles influences the construction of the agent's identity, and (3) how HAI, as
a mediated interaction, is framed by an asymmetric participation framework. The
paper concludes by suggesting various participation roles, which may inform
development of ECAs. Keywords: Embodied conversational agent; Human-agent interaction; Participation role |
Augmented Happiness: Simple Color Changes Influence Users' Conceptual Choices | | BIBAK | Full-Text | 248-255 | |
Diana Löffler; Wolfgang Paier; Takashi Toriizuka; Mio Ikeda; Jörn Hurtienne | |||
Color is a powerful visual property and is used to make interferences about
the world. However, no theoretical framework is available that explains
precisely where color associations come from and how they affect psychological
functioning, making it difficult to predict how color affects human-computer
interaction. This paper aims at closing this gap by suggesting an Embodied
Cognition view on color, which assumes that the aggregate of our perceptual
color experiences is part of the mental representation of tactile object
attributes and thus systematically influences our abstract thinking via the
process of metaphorical mapping. An empirical study is presented in which hues
and saturation of objects were manipulated via Augmented Reality. Participants
matched objects to abstract concepts, e.g., happiness. 83% of the participants'
choices were correctly predicted, suggesting that color information is
considered during the processing of abstract information. Eight
color-to-abstract-concept mappings are recommended and possible areas of
application are discussed. Keywords: Augmented reality; Color; Embodied cognition; Conceptual metaphor |
Investigating Representation Alternatives for Communicating Uncertainty to Non-experts | | BIBAK | Full-Text | 256-263 | |
Miriam Greis; Thorsten Ohler; Niels Henze; Albrecht Schmidt | |||
Non-experts are confronted with uncertainty of predictions everyday when,
e.g., using a navigation device or looking at the weather forecast. However,
there are no standards for representing uncertain information and
representations could be easily misleading. Thus, we selected twelve
representations that provide different levels of uncertainty information. We
compared the representations in an online survey with 90 participants where we
asked participants to judge their support in decision-making, familiarity,
easiness to understand, and visual appeal. We further evaluated the four most
promising representations in a turn-based online game. Players had to make
decisions in a farming scenario based on a displayed weather forecast. The
results of the survey and the game indicate that a function graph of a
probability distribution function is the best way to communicate uncertain
information. Nevertheless, our results also show that presenting more
uncertainty information does not necessarily lead to better decisions. Keywords: Uncertainty; Representations; Visualizations; Non-experts |
Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and Mediating Large Surface Interactions | | BIBAK | Full-Text | 264-281 | |
Jo Vermeulen; Kris Luyten; Karin Coninx; Nicolai Marquardt; Jon Bird | |||
Interactive large surfaces have recently become commonplace for interactions
in public settings. The fact that people can engage with them and the spectrum
of possible interactions, however, often remain invisible and can be confusing
or ambiguous to passersby. In this paper, we explore the design of dynamic
peripheral floor visualizations for revealing and mediating large surface
interactions. Extending earlier work on interactive illuminated floors, we
introduce a novel approach for leveraging floor displays in a secondary,
assisting role to aid users in interacting with the primary display. We
illustrate a series of visualizations with the illuminated floor of the
Proxemic Flow system. In particular, we contribute a design space for
peripheral floor visualizations that (a) provides peripheral information about
tracking fidelity with personal halos, (b) makes interaction zones and borders
explicit for easy opt-in and opt-out, and (c) gives cues inviting for spatial
movement or possible next interaction steps through wave, trail, and footstep
animations. We demonstrate our proposed techniques in the context of a large
surface application and discuss important design considerations for assistive
floor visualizations. Keywords: Feedback; Proxemic interactions; Implicit interaction; Discoverability;
Intelligibility; Spatial feedback |
Self-Actuated Displays for Vertical Surfaces | | BIBAK | Full-Text | 282-299 | |
Patrick Bader; Valentin Schwind; Norman Pohl; Niels Henze; Katrin Wolf; Stefan Schneegass; Albrecht Schmidt | |||
Most current devices are passive regarding their locations by being
integrated in the environment or require to be carried when used in mobile
scenarios. In this paper we present a novel type of self-actuated devices,
which can be placed on vertical surfaces like whiteboards or walls. This
enables vertical tangible interaction as well as the device interacting with
the user through self-actuated movements. In this paper, we explore the
application space for such devices by aggregating user-defined application
ideas gathered in focus groups. Moreover, we implement and evaluate four
interaction scenarios, discuss their usability and identify promising future
use cases and improvements. Keywords: Self-actuated; Display; Vertical surface; Mobile |
3D-HUDD -- Developing a Prototyping Tool for 3D Head-Up Displays | | BIBA | Full-Text | 300-318 | |
Nora Broy; Matthias Nefzger; Florian Alt; Mariam Hassib; Albrecht Schmidt | |||
The ability of head-up displays (HUDs) to present information within the usual viewpoint of the user has led to a quick adoption in domains where attention is crucial, such as in the car. As HUDs employ 3D technology, further opportunities emerge: information can be structured and positioned in 3D space thus allowing important information to be perceived more easily and information can be registered with objects in the visual scene to communicate a relationship. This allows novel user interfaces to be built. As of today, however, no prototyping tools exist, that allow 3D UIs for HUDs to be sketched and tested prior to development. To close this gap, we report on the design and development of the 3D Head-Up Display Designer (3D-HUDD). In addition, we present an evaluation of the tool with 24 participants, comparing different input modalities and depth management modes. |
Design and Evaluation of Mirror Interface MIOSS to Overlay Remote 3D Spaces | | BIBAK | Full-Text | 319-326 | |
Ryo Ishii; Shiro Ozawa; Akira Kojima; Kazuhiro Otsuka; Yuki Hayashi; Yukiko I. Nakano | |||
The MIOSS mirror interface can overlay two remote spaces, enabling users to
feel as if they are in the same room and thereby to share 3D objects in the
spaces. MIOSS imparts motion parallax through a mirror that adjusts to the
viewpoint of the user, in addition to providing geometrical consistency in the
occlusion, size, and positional relationships in the two remote spaces.
Experimental evaluations of an implemented MIOSS system show that users can
recognize the exact positions of shared objects in the partner's space via the
mirror video. Keywords: Mirror interface; Motion parallax; 3D modeling; Overlaid space |
Improving Spatial Awareness for Human Trajectory Visualization in Space-Time Cubes | | BIBAK | Full-Text | 327-334 | |
Tiago Gonçalves; Ana Paula Afonso; Bruno Martins | |||
With the increasing evolution of computer graphics, 3D visualizations have
become more common and are nowadays seen as a promising way to represent
complex types of information. In particular, space-time cubes (STC) have been
proposed as an alternative to 2D maps for the visualization of spatio-temporal
data, and they have become increasingly used to explore the dynamics and
patterns of human movement. However, previous research has pointed out
perceptual limitations that can condition the use of 3D views for decoding
locations and spatial properties. We aim to address those issues by presenting
a comparative study between three variants of the STC technique, with different
methods to improve spatial awareness. Our results support that the use of a
movable plane or an additional 2D map view improve users' accuracy when
performing common tasks, and are preferred over simpler, yet less cluttered
approaches. Additionally, it also supports the possible advantages of combining
2D and 3D views for human trajectory visualization. Keywords: Spatio-temporal data; Trajectories; Information visualization; Visual
analytics; Space-time cube; Usability |
MStoryG: Exploring Serendipitous Storytelling Within High Anxiety Public Spaces | | BIBAK | Full-Text | 335-353 | |
Clinton Jorge; Valentina Nisi; Julian Hanna; Nuno Nunes; Miguel Caldeira; Amanda Marinho | |||
The proliferation of interactive displays within public spaces has steered
research towards exploring situated engagement, user interaction and
user-generated content on public displays. However, user behaviors such as
display blindness and display avoidance, social embarrassment and participation
inequality are just some of the limiting factors restricting user commitment to
interaction and participation. So-called "non-places", which include
transportation terminals, are homogenized public spaces that seem to exist
outside conventional notions of time and identity. These anonymous, fast-paced,
high-anxiety spaces provide a significant challenge for designers hoping to
engage the attention of passersby. Our study proposes to go beyond a
traditional technology-centered approach and examine the relationship between
individual, object, and space. We attempt to engage airport travelers in
serendipitous interactive storytelling through reminiscence and nostalgia. We
present our "in-the-wild" study at the baggage claim area of an international
airport where 26 h of observations and 49 semi-structured interviews were
collected. Keywords: Pervasive display; Interactive storytelling; Airport installations; Public
installations; Participation inequality |
Estimating Visual Comfort in Stereoscopic Displays Using Electroencephalography: A Proof-of-Concept | | BIBAK | Full-Text | 354-362 | |
Jérémy Frey; Aurélien Appriou; Fabien Lotte; Martin Hachet | |||
With stereoscopic displays, a too strong depth sensation could impede visual
comfort and result in fatigue or pain. We used Electroencephalography (EEG),
which records brain activity, to develop a novel brain-computer interface that
monitors users' states in order to reduce visual strain. We present the first
proof-of-concept system that discriminates comfortable conditions from
uncomfortable ones during stereoscopic vision using EEG. It reacts within 1 s
to depth variations, achieving 63% accuracy on average and 74% when 7
consecutive variations are measured. This study could lead to adaptive systems
that automatically suit stereoscopic displays to users and viewing conditions. Keywords: Stereoscopy; Comfort; EEG; Adaptive system; Evaluation |
Exploring the Use of Virtual Environments in an Industrial Site Design Process | | BIBAK | Full-Text | 363-380 | |
Ashley Colley; Jani Väyrynen; Jonna Häkkilä | |||
Virtual environments are becoming more commonly used in urban planning and
the construction industry. In this paper, we investigate whether exploring a 3D
model of a factory site can identify design problems related to human
perception, such as exposing users to heights without sufficient protection.
Problems of height and space are not easily identified during the normal design
process, and are costly to correct. We present a user study (n=30) in which
three different presentation formats, (1) CAVE, (2) Head Mounted Display (HMD),
and (3) monitor display, are compared as methods to explore a virtual factory
site. Our results indicate that HMD provides the most immersive experience and
e.g. that the CAVE approach is problematic in cases where detailed navigation
is required. We also identify that the use of heart rate monitoring when
exploring the virtual environment can provide a useful indication of possible
issues related to perceptions of the design. Keywords: User studies; Virtual words; Head mounted displays; Immersion |
Pointing in Spatial Augmented Reality from 2D Pointing Devices | | BIBAK | Full-Text | 381-389 | |
Renaud Gervais; Jérémy Frey; Martin Hachet | |||
Spatial Augmented Reality (SAR) opens interesting perspectives for new
generations of mixed reality applications. Compared to traditional
human-computer interaction contexts, there is little work that studies user
performance in SAR. In this paper, we present an experiment that compares
pointing in SAR versus pointing in front of a screen, from standard pointing
devices (mouse and graphics tablet). The results showed that the participants
tend to interact in SAR in a way that is similar to the screen condition,
without a big loss of performance. Keywords: Spatial augmented reality; Pointing devices |
The Comparison of Performance, Efficiency, and Task Solution Strategies in Real, Virtual and Dual Reality Environments | | BIBAK | Full-Text | 390-408 | |
Frederic Raber; Antonio Krüger; Gerrit Kahl | |||
Using virtual models of a real environment to improve performance and design
effective and efficient user interfaces has always been a matter of choice to
provide control of complex environments. The concept of Dual Reality has gone
one step further in synchronizing a real environment with its virtualization.
So far, little is known about the design of effective Dual Reality interfaces.
With this paper we want to shed light on this topic by comparing the
strategies, performance and efficiency in a real, virtualized and a DR setting
given a complex task. We propose a cost and efficiency measure for complex
tasks, and have conducted an experiment based on a complex shelf planning task.
Our results show that for certain tasks interacting with the virtual world
yields better results, whereas the best effectivity can be observed in a Dual
Reality setup. We discuss these results and present design guidelines for
future Dual Reality interfaces. Keywords: Immersion; Dual reality; Efficiency; Performance differences in real and
virtual environments |
Hard-to-Get-at Data from Difficult-to-Access Users | | BIBAK | Full-Text | 409-416 | |
Bob Fields; Andy Bardill; Lisa Marzano; Kate Herd | |||
This paper reports on the development of a suite of tools to collect,
analyze and visualize a diverse range of data from sufferers of mental ill
health. The aim is to allow researchers and ultimately sufferers and clinicians
to better understand 'individual signatures' of factors that indicate or
identify episodes of ill health. The tools have been applied in a study working
with clients of a mental health service that demonstrates their applicability
and acceptability in developing a better understanding of the factors
surrounding self-harm behavior. Keywords: Apps; Wearable technology; Mental health; Visualization |
Oh, What a Night! Effortless Sleep Monitoring at Home | | BIBAK | Full-Text | 417-424 | |
Bert Vandenberghe; David Geerts | |||
As sleep is considered an important aspect of our health, a range of
products that would benefit our sleep is brought to market. Like many of these
products, smart wristbands or fitness trackers make promises to improve the
user's quality of life by improving sleep quality. We performed a sensitizing
diary study followed by a user experience evaluation comparing sleep-tracking
features of the Fitbit Flex, Jawbone Up, Misfit Shine, and Polar Loop products
with six users. We summarize their findings in three recommendations for
sleep-tracking functionalities: find the right balance between automation and
control, make data intelligible for users, and acknowledge the role of
emotions. These design recommendations should make sleep trackers more
transparent, and thus more usable and useful to the users in their endeavor to
sleep well. Keywords: Activity trackers; Sleep monitoring; User experience; Wearables |
SkInteract: An On-body Interaction System Based on Skin-Texture Recognition | | BIBAK | Full-Text | 425-432 | |
Manuel Prätorius; Aaron Scherzinger; Klaus Hinrichs | |||
In this paper we propose SkInteract, a system for on-body interaction
utilizing the diverse texture of the human skin. We use an area fingerprint
sensor to capture images and locate the corresponding area within a previously
created map of the skin surface. In addition to the location of the sensor it
is possible to calculate its orientation with respect to the reference map.
This allows to assign arbitrary semantics to areas of the user's skin and to
use the rotation as an additional input modality. In order to evaluate the
feasibility of SkInteract a user study with a preliminary prototype was
conducted. We propose two different interaction concepts which are based on
either attaching a fixed sensor to a wearable device or using a moveable
sensor, for instance attached to a pen, to perform on-body input. Keywords: Mobile; Input; Sensors; Fingerprint; Skin; On-body; Smartring; Smartwatch;
Biometrics |
Towards a Model of Virtual Proxemics for Wearables | | BIBAK | Full-Text | 433-447 | |
Junia Anacleto; Sidney Fels | |||
We present a Virtual Proxemics Model inspired by Hall's Proxemics Theory
targeting wearable technology design and use. In Virtual Proxemics the degree
of data control defines different levels of data spaces personal closeness
including: Intimate, Personal, Social and Public in the same way Hall's
proxemics defines these for physical distance from a person. This model is
important for wearable technology design due to the design characteristics of
wearables such as: attention-free, invisibility, closeness to the body, sensory
linked, controllability and always-on that may compromise a wearer's ability to
adequately control data either coming to them or being sent. We describe an
experience with a wearable system, called 'The Cat in the Map.' In this system,
when strangers accessed the wearer's Intimate data space, she became
uncomfortable, consistent with the model. Likewise, when her intimate relations
accessed the same data space, she enjoyed the experience. Thus, we see that
Virtual Proxemics Model aligns with wearer's experience of data control that
may be suitable for the design of automated data access control mechanisms. Keywords: Wearables; Proxemics; Virtual proxemics; Control-based spaces |
ZENse -- Supporting Everyday Emotional Reflection | | BIBAK | Full-Text | 448-455 | |
Christian Löw; Chalid Gad-El-Hak; Roman Ganhör; Hilda Tellioglu | |||
Healthcare benefited greatly from the trend of self-quantification. However,
emotional states and psychological health are more elusive and defy description
by simple sensor data. In this paper we show how a user oriented design process
resulted in ZENse, a wearable prototype for digitally supporting ideas of
Positive Psychology, a psychological approach to help patients with mental
disorders. A conducted user study shows promising results on the idea and the
design. Despite it being only a small explorative study with healthy
participants, we found that the prototype triggers situations and interactions
that are known to have a beneficial effect on mental well-being. Keywords: Quantified-self; Wearable; Emotion; Tracking; Self-reflection |
BlurtLine: A Design Exploration to Support Children with ADHD in Classrooms | | BIBAK | Full-Text | 456-460 | |
Dorothé Smit; Saskia Bakker | |||
This paper presents BlurtLine, an interactive belt designed to support
children with ADHD in regaining control over their impulsive speaking in class.
Two exploratory evaluations of BlurtLine indicate that the design can indeed
identify indicators of blurting and was experienced positively by a boy with
ADHD and his mother and teachers. Keywords: Research-through-design; ADHD; Blurting; Classroom; Interaction |
Cooperation in Real-Time Using a Virtual Environment | | BIBAK | Full-Text | 461-464 | |
Máté Köles; Károly Hercegfi; Balázs Péter Hámornik; Emma Lógó; Bálint Szabó; Anita Komlódi | |||
Effective team interaction over great distances are already supported by
many digital tools. However, cooperative manipulation of common objects is
limited and most non-verbal information (gaze direction, facial expressions)
can be transmitted only partially or are missing completely. The inclusion of
these additional information sources can enrich cooperative problems solving
situations. In our demonstration we highlight the capabilities of the Virtual
Collaboration Arena to support such interactions. With the help of a volunteer
from the audience in Bamberg we will present parts of an information management
task solved cooperatively with another user seated in Budapest. Keywords: Virtual reality; Cooperation; Problem solving |
Diving into the Data Ocean | | BIBAK | Full-Text | 465-468 | |
Dieter Meiller | |||
In this paper we present the concept for a novel user interface that
simplifies the management of data and the search of information strongly:
Instead of a reactive system, a proactive system is suggested. As a substitute
of the desktop metaphor we propose to model data as active creatures that move
inside the ecosystem computer: a Data Ocean. The concept can be used for
different applications to manage objects with varying properties. Keywords: Graphical user interface; Information visualization; Information retrieval;
Internet of things |
ETA Wizard App: Make Design and Evaluation of Accessible Electronic Travel Aids Easy | | BIBAK | Full-Text | 469-472 | |
Limin Zeng; Gerhard Weber; Alexander Fickel | |||
To support designers and researchers a touch-screen based Wizard-of-Oz
application is demonstrated. It can be used to develop electronic travel aids
for blind and visually impaired people and allows evaluating audio and haptic
user interfaces in an early development stage. A scenario for presentation of
obstacles combines sonification and feedback from vibration of a tactile belt. Keywords: Electronic travel aids; User-centered design; Auditory and haptic user
interface; Wizard of Oz |
Generating Narratives from Personal Digital Data: Using Sentiment, Themes, and Named Entities to Construct Stories | | BIBAK | Full-Text | 473-477 | |
Elaine Farrow; Thomas Dickinson; Matthew P. Aylett | |||
As the quantity and variety of personal digital data shared on social media
continues to grow, how can users make sense of it? There is growing interest
among HCI researchers in using narrative techniques to support interpretation
and understanding. This work describes our prototype application, ReelOut,
which uses narrative techniques to allow users to understand their data as more
than just a database. The online service extracts data from multiple social
media sources and augments it with semantic information such as sentiment,
themes, and named entities. The interactive editor automatically constructs a
story by using unit selection to fit data units to a simple narrative
structure. It allows the user to change the story interactively by rejecting
certain units or selecting a new narrative target. Finally, images from the
story can be exported as a video clip or a collage. Keywords: Social media; Narrative; Triptych; Multi-media |
Interactive Light Feedback: Illuminating Above-Device Gesture Interfaces | | BIBAK | Full-Text | 478-481 | |
Euan Freeman; Stephen Brewster; Vuokko Lantz | |||
In-air hand gestures allow users to interact with mobile phones without
reaching out and touching them. Users need helpful and meaningful feedback
while they gesture, although mobile phones have limited feedback capabilities
because of their small screen sizes. Interactive light feedback illuminates the
surface surrounding a mobile phone, giving users visual feedback over a larger
area and without affecting on-screen content. We explore the design space for
interactive light and our demonstration shows how we can use this output
modality for gesture feedback. Keywords: Above-device interaction; Gesture feedback; Gesture interaction; Interactive
light feedback; Mobile devices |
StoreAnt: A System to Support Finding Collaborative Systems Evaluation Methods | | BIBAK | Full-Text | 482-485 | |
Marcella Leandro Costa de Souza; Lidia Silva Ferreira; Raquel Oiliveira Prates; Marília Lyra Bergamo | |||
This paper presents StoreAnt, a virtual repository tool containing
information about collaborative systems evaluation methods. It supports
researchers and practitioners in finding and comparing information about
methods, and identifying methods that comply to specific criteria (e.g. how the
data is collected). The system is functional but has not yet been deployed
publicly. Hopefully it will provide the HCI and CSCW communities with a
valuable support regarding collaborative systems evaluation methods. Keywords: Collaborative systems evaluation methods; Repository; Groupware |
TUIOFX-Toolkit Support for the Development of JavaFX Applications for Interactive Tabletops | | BIBAK | Full-Text | 486-489 | |
Mirko Fetter; David Bimamisa | |||
TUIOFX is a novel toolkit for developing multi-touch, multi-user
applications for interactive tabletops and surfaces. By seamlessly integrating
with JavaFX, TUIOFX provides a low entry barrier for developing
state-of-the-art applications with multi-user, multi-touch capabilities and
allows the cross-platform deployment on various interactive tabletop and
surface hardware. Keywords: Multi-touch; Interactive tabletop; Toolkit; SDK; JavaFX |
"I Was Here": Enabling Tourists to Leave Digital Graffiti or Marks on Historic Landmarks | | BIBAK | Full-Text | 490-494 | |
Matjaz Kljun; Klen Copic Pucihar | |||
Since ancient times travellers and tourists were carving or writing their
names and messages on historic landmarks. This behaviour has prevailed to this
day as tourists try to leave their marks at places they visit. Such behaviour,
today often seen as vandalism, is particularly problematic since the society
tries to preserve historic landmarks while graffiti often leave indelible
markings. One solution to this problem is to allow tourists to write digital
graffiti projected on historic landmarks and other public surfaces as an
additional tourist offer. Projecting digital information on walls does not
leave permanent marks while still allows authors to "physically" mark the place
they visited. In this paper we frame our vision and highlight the approach we
plan to pursue within the context of this topic. Keywords: Digital graffiti; Tourism; Projections |
A Hybrid Approach for Visualizing Spatial and Non-spatial Data Types of Embedded Systems | | BIBAK | Full-Text | 495-498 | |
Ragaad AlTarawneh; Shah Rukh Humayoun; Achim Ebert | |||
Due to the heterogeneity nature of embedded systems, visualizing them from
different perspectives requires including different data sets about the
underlying system. This opens the doors to think about integrating between the
spatial and the non-spatial data sets in this domain. In this work, we present
the SceneMan (Scene Manager) platform that integrates between the different
data sets using a 2Dplus3D style to reflect the system from different
perspectives. In this context, we visualize the non-spatial data using the
normal 2D representation, which can be converted to a 3D representation in some
cases such that the stereoscopic depth cue is used to encode some aspects about
this data set. Additionally, we visualize the spatial data using 3D
visualization techniques. This hybrid solution provides the possibility to
bridge the gap between the 2D representations and the 3D visualizations. Keywords: 3D visualization; Graph visualization; Stereoscopic depth; Integrating
spatial data; Non-spatial data |
A Multi-modal System for Public Speaking | | BIBAK | Full-Text | 499-501 | |
Fiona Dermody; Alistair Sutherland; Margaret Farren | |||
A prototype has been developed for a digital system and multi-modal user
interface to analyze social signals displayed during public speaking. User
testing on the prototype has commenced to evaluate the most effective way to
display real-time feedback to users on their speaking performance. Keywords: Affective computing; Multi-modal interfaces; Social signal recognition;
Human computer interaction |
A Study on How to Express Non-manual Markers in the Electronic Dictionary of Japanese Sign Language | | BIBAK | Full-Text | 502-505 | |
Mina Terauchi; Yuji Nagashima | |||
This paper reports on how we would express non-manual markers in NVSG
element model. Sign language is a visual language for which there are no
general methods of providing descriptions in text. That is why we are proposing
a new NVSG element model that focuses on the linguistic structure of sign
language. The NVSG element model defines four elements that describe sign
language. Manual movements are expressed as N and V elements, and non-manual
markers as S and G elements. We have mostly finalized the descriptive
parameters for the N and V elements. Up until this point, we have described
approximately 1,500 words using the NVSG element model. As a result of this
process, we have achieved a greater visual understanding of the hierarchical
structures of morphological elements per word. Such descriptions of non-manual
markers also enable us to write sentences. Keywords: Sign language; Morpheme; Non-manual markers; NVSG element model |
Applying "Out of Body" Vibrotactile Illusion to Two-Finger Interaction for Perception of Object Dynamics | | BIBAK | Full-Text | 506-509 | |
Jaedong Lee; Youngsun Kim; Gerard J. Kim | |||
Vibrotactile feedback is an effective and economical approach for enriching
interactive feedback. However, its effects are mostly limited to providing
supplementary alarms or conveying the sense of simple object presence or
contact. We propose to apply the "out of body" tactile illusion for selecting
and manipulating a virtual moving object while also being able to feel its
dynamics using two fingers. We assessed the user experience (focusing on the
perception of the dynamics of the selected object) of the proposed method by
comparing it to the conventional contact-based method. Our results indicate
that users were able to perceive the dynamic feedback, and preferred it over
the conventional method. Keywords: Out-of-body illusion; Illusory tactile sensation; Pinch interaction;
Vibrotactile interaction |
Designing IDA -- An Intelligent Driver Assistant for Smart City Parking in Singapore | | BIBAK | Full-Text | 510-513 | |
Andreea I. Niculescu; Mei Quin Lim; Seno A. Wibowo; Kheng Hui Yeo; Boon Pang Lim; Michael Popow; Dan Chia; Rafael E. Banchs | |||
A current problem modern cities are facing is the increased traffic flow and
heavily congested parking places. To reduce the time and traffic caused by
finding available parking we propose IDA, an Intelligent Driver Assistant. The
main objective of IDA is to help drivers to find suitable park places, to
online monitor car park availability and to redirect drivers when the number of
free available spots drops to a critical level. Unlike other parking
applications, IDA uses speech to interact with the driver and becomes an active
helper during the navigation process by adjusting dynamically the parking
decisions based on the traffic situation. The paper presents the current work
in progress, interaction design aspects, uses cases, as well as a first user
feedback received during a public event where IDA was showcased. Keywords: Multimodal interaction design; Speech recognition; Smart parking |
Development of Usability-Criteria for the Selection Process of Document Management Systems | | BIBAK | Full-Text | 514-517 | |
Antje Heinicke; Christina Bröhl; Ioannis Dokas; Katrin Walbaum; Jennifer Bützler; Christopher Schlick | |||
As the overload of digital information in the SMEs requires an adequate
management, document management systems (DMS) increasingly gain significance
since they enhance the automation of processes within documents' registration,
classification, processing, archiving and forwarding. However, in current
selection processes of DMS the usability aspect seems to be unconsidered. For
this purpose criteria are developed that measure the usability of existing DMS
and allow the selection of a DMS according to usability aspects. Keywords: Document management; DMS; Usability; Software ergonomics; Selection criteria |
Digital Co-design Applied to Healthcare Environments: A Comparative Study | | BIBA | Full-Text | 518-522 | |
Lei Shi; James MacKrill; Elisavet Dimitrokali; Carolyn Dawson; Rebecca Cain | |||
Co-design approaches have been used by different sectors, to understand end-user perspectives. They have been diversified from traditional use in product development to sectors such as healthcare environments. They put emphasis on innovation with end-users where this is seen as a source of competitive advantage, and fits with the logic of end-user-led innovation. It does however ask the question of how to enable such approaches and if digital approaches are more useful than traditional paper-based methods. We propose a digital co-design tool for environment improvement that can potentially promote user involvement. This paper reports on a comparative study on co-designing a healthcare environment using the digital tool versus a traditional paper-based tool. Discussion centers on the benefits and drawbacks of proposed approach. |
Dual Camera Magic Lens for Handheld AR Sketching | | BIBAK | Full-Text | 523-527 | |
Klen Copic Pucihar; Jens Grubert; Matjaz Kljun | |||
One challenge of supporting in-situ sketching tasks with Magic Lenses on
handheld Augmented Reality systems is to provide accurate and robust pose
tracking without disrupting the sketching experience. Typical tracking
approaches rely on the back-facing camera both for tracking and providing the
view of the physical scene. This typically requires a fiducial to be in the
scene which can disrupt the sketching experience on a blank sheet of paper. We
address this challenge by proposing a Dual Camera Magic Lens approach.
Specifically, we use the front facing camera for tracking while the back camera
concurrently provides the view of the scene. Preliminary evaluation on a
virtual tracing task with an off-the-shelf handheld device suggests that the
Dual Camera Magic Lens approach has the potential to be both faster and lead to
a higher perceived satisfaction compared to Magic Lens and Static Peephole
interfaces. Keywords: Magic-lens; Dual-camera; Sketching; Trace-drawing; Virtual-tracing |
Enabling Naturalness and Humanness in Mobile Voice Assistants | | BIBAK | Full-Text | 528-532 | |
Sanjay Ghosh; Jatin Pherwani | |||
Voice Assistant applications are preferred to be designed with some form of
personalization to enhance user experience. However, the question remains that
what is the kind of Voice Assistant that users would prefer. As part of this
research we tried formalizing the notion of naturalness and humanlike in the
context of voice assistants by defining its optimal personality, creating
guidelines for natural dialogues and expressions. We decomposed the design
problem into four aspects, communication style, personality, speech or
dialogue, and appearance along with non-verbal gestures. To investigate on each
of these four aspects, we performed four different user elicitation techniques. Keywords: Voice interface; Natural language; Voice interactions |
Estimation of Radius of Curvature of Lumbar Spine Using Bending Sensor for Low Back Pain Prevention | | BIBAK | Full-Text | 533-536 | |
Takakuni Iituka; Kyoko Shibata; Yoshio Inoue | |||
Estimation of the disk load in order to prevent low back pain is useful.
However, the conventional methods of measuring disc load are invasive and their
use is limited due to measurement environments. This study proposes a new
method of estimating the lumbar disc load to measure curvature of the lumbar
portion and to estimate the lumbar disc load safely using a bending sensor. The
radius curvature can be measured relatively easily and without damaging the
body by using this method. The bending sensors are attached along vertebra end
of five vertebras and the curvature of the lumbar portion is estimated by
reading the change in output voltage. The lumbar disk load with static posture
was estimated by proposed method. The result shows the same tendency as the
previous method. The proposed method has a possibility of developing a new
system using the biofeedback based on the lumbar disc load. Keywords: Bending sensor; Herniated disk; Wearable sensing system; Radius of curvature |
Evaluation of Dispatcher Requirements on Automated Customer Feedback in Public Transport | | BIBAK | Full-Text | 537-541 | |
Cindy Mayas; Stephan Hörold; Anselmo Stelzer; Frank Englert; Heidi Krömker | |||
This paper presents a study to analyze fundamental requirements for
dispatching systems in public transport, integrating the new technical
possibilities of automated customer feedback. Dispatchers in German transport
companies are surveyed on their acceptance and expectations, regarding the
integration of automated customer feedback in their dispatching decisions. The
results serve as a basis for the user-oriented development of dispatching and
mobile information systems in public transport with bi-directional
communication. Keywords: Dispatching systems; Public transport; User requirements |
Experiences of Teaching HCI to a Multidisciplinary Cohort of Computing and Design Students | | BIBAK | Full-Text | 542-545 | |
Omar Mubin; Abdullah Al Mahmud; Suleman Shahid | |||
In this paper we present our initial insights on the redesign of an
undergraduate unit on Human Computer Interaction to suit a mixed cohort of
Computing and Design students. In order to address the diversity in student
background we implemented an open brief project assessment. We summarise
changes to the unit and present sample student projects that emerged from the
unit as outcomes. Keywords: HCI education; Design |
Experiencing a Home Energy Management System: Finding Opportunities for Design | | BIBAK | Full-Text | 546-549 | |
Bingxin Ni; Abdullah Al Mahmud; David V. Keyson | |||
This paper reports a study, which examines how people experience a Home
Energy Management System (HEM). We conducted a probe study with six families in
China for two weeks. From our study, we found that people had difficulty in
understanding energy data, which were shown as graphs. Families with teenage
children showed more interest in using the Home-Energy Management System.
Overall, all the participants were fascinated by the remote monitoring and
controlling of the appliances offered by the probe. Based on the findings,
opportunities for designing HEMs for the target groups are discussed. Keywords: Smart home control system; Home energy management system; Chinese context;
User experience |
Eye Strain from Switching Focus in Optical See-Through Displays | | BIBAK | Full-Text | 550-554 | |
Jaeun Yu; Gerard J. Kim | |||
The optical see-through (OST) display is one of the key enabling devices for
augmented reality. Despite the latest craze such as with the Google Glass,
there are still many ergonomic problems associated with the OST displays. One
of the already well known such problem is the "refocusing" problem, in which
the user has to switch one's focus between the distant real world and
see-through display up front. Such refocusing, for one, is bound to cause
significant strain and fatigue to the eyes. However, there are not many
studies, nor guidelines devoted to this issue. In this preliminary work, we ran
experiments to measure the degree for eye strain and its pattern at different
refocusing distances and durations (or number of focused targets). The findings
should serve as one guideline in designing OST glass based interaction and
applications. Keywords: Optical see-through displays; Eye strain/fatigue; Usability; Augmented
reality; Focus |
First Impression Matters: Exploring the Mediating Effect of Previous Experience on the Perception of Beauty and Usability | | BIBAK | Full-Text | 555-558 | |
Suleman Shahid; Omar Mubin | |||
This study investigated how the previous experience of a product possibly
mediates the effect of beauty on usability. In an experiment 32 individuals,
half with and half without experience, tested two different, but equally usable
espresso machines. The results showed that previous experience had a
considerable influence on the effect of beauty on usability. Keywords: Usability; Beauty; Experience |
Informing Costumers via Interactive Shelves | | BIBAK | Full-Text | 559-562 | |
Peter Rogelj | |||
Consumers often need additional information to decide which products would
best suit their needs. This information is in practice limited due to limited
space, limits of human attention, large number of products, etc. On the other
hand, any approach to provide any kind of information to the customer is
effective only if it does not require excessive user involvement. As a solution
to offer only relevant information with minimal customer engagement we propose
our vision of interactive shelves. The general idea is to observe the customer
interaction with the products in order to recognize and display relevant
information. At the moment the observation of interaction is achieved by using
passive infrared sensors (PIR) and ultrasound distance measuring sensors (US)
to detect user grabbing or pointing to products. We are planning to enhance the
current system with camera and gaze detection in the future. Keywords: Interest recognition; Shopping shelves; Sensor integration |
Intelligent Ankle-Foot Orthosis by Energy Regeneration for Controllable Damping During Gait in Real Time | | BIBAK | Full-Text | 563-568 | |
Kyoko Shibata; Yoshio Inoue; Hironobu Satoh | |||
Many hemiplegia patients use the ankle-foot orthosis (AFO) to prevent
foot-drop when they walk. However, it is difficult to walk smoothly because
conventional AFOs have high rigidity. In order to support natural gait of
hemiplegias, in this study, a technique to regenerate energy is applied, and a
new self-powered semi-active AFO combining a DC motor and a step-up chopper
circuit is developed. In this method, it is possible to drive a long time
safely and the damping on an ankle joint can be controlled. From gait
experiments, this study show that developed AFO can be rotated the ankle joint
smoothly, be charged battery by regenerating energy loss during a gait, and
prevent foot-drop. Hence developed AFO can be expected to have high gait
improvement effect than the conventional type. Furthermore, developed AFO shows
high electricity recovery (86.5%). Keywords: Medical and welfare assistance; Ankle-foot orthosis; Semi-active damper;
Energy regeneration |
Interactive Check System for Facilitating Self-awareness of Dorm Students in Upper Secondary Education | | BIBAK | Full-Text | 569-572 | |
Shigenori Akamatsu; Masanobu Yoshida; Hironobu Satoh; Takumi Yamaguchi | |||
We describe a new interactive system using a social learning platform to
provide dormitory students with the ability to communicate with
teachers/advisors in a timely manner to promote self-active awareness of the
dormitory environment. Our system comprises tablet PCs, cloud computing
services, and application and server software to enable collaboration over a
high-speed wireless local area network that covers the campus, dormitory, and
teachers' homes. The purpose of this system is to facilitate the
self-recognition of behavioral problems, raise awareness, and encourage student
initiative in a natural manner. Keywords: Mental health; Wellbeing; Upper secondary education |
Interactive Toys in the Home: A Parents Perspective | | BIBAK | Full-Text | 573-577 | |
Omar Mubin; Duncan Rutishauser; Mauricio Novoa; Derek Wainohu; Suleman Shahid | |||
In our research we argue for the benefits of Learning through play. In this
initial design case, we report on the general requirements of household
educative and interactive toys and current usage practices via a focus group
with parents. Our results indicate that the parents in our focus group held
greatest importance to social and physical play and wished to reduce the
dependency on electronic devices. Keywords: Tangible interfaces; Learning through play |
Learning Lessons from Controlled Studies to Investigate Users' Resilience Strategies | | BIBAK | Full-Text | 578-581 | |
Jonathan Day; George Buchanan; Stephann Makri | |||
This work describes the development and implementation of a controlled study
into the way users form and utilise resilience strategies to overcome threats
to performance. Despite a carefully considered design, participants
demonstrated creative and unanticipated strategies to overcome deliberately
'designed-in' challenges in our task, thus circumventing the errors and
responses we had predicted. We discuss the variety of unanticipated resilience
strategies we observed during the course of this study, as well as
methodological lessons learned as a result. Furthermore, we describe a
forthcoming study which seeks to build upon the initial investigation,
utilising a revised task paradigm to address and overcome its limitations. Keywords: Resilience strategies; Workarounds; Cognitive resilience |
LightWatch: A Wearable Light Display for Personal Exertion | | BIBAK | Full-Text | 582-585 | |
Jutta Fortmann; Janko Timmermann; Bengt Lüers; Marius Wybrands; Wilko Heuten; Susanne Boll | |||
Wearable devices need to seamlessly integrate into everyday life and meet a
user's aesthetic needs. In this paper, we present LightWatch, a wearable light
display integrated into a common analogue wristwatch without interfering with
the functionality of the watch itself. Input is enabled through a
pressure-sensitive bezel mounted beneath the light display. LightWatch shall
raise body awareness by enabling sensor-based measurement, adjustment and
display of a user's personal exertion level. We see LightWatch as a promising
approach for an unobtrusive everyday companion that can be used for various
applications. Keywords: Wristwatch; Digital jewellery; LED; Pressure sensitive; Heart rate |
Perceptive Media -- Adaptive Storytelling for Digital Broadcast | | BIBAK | Full-Text | 586-589 | |
Adrian Gradinar; Daniel Burnett; Paul Coulton; Ian Forrester; Matt Watkins; Tom Scutt; Emma Murphy | |||
Storytelling techniques within traditional broadcast media have not made
major advances in recent years due to the linear and relatively rigid approach
to narrative despite advances in the technology that delivers the content. This
research proposes the concept of 'perceptive media' in which the content
creators have at their disposal different tools and sensors to allow for the
subtle adaption of the narrative without any direct interactions from the
audience members. The concept is demonstrated through the creation of a
'perceptive radio' that is able to play specially designed content that adapts
to the physical and social context in which the radio resides. Keywords: Adaptive narrative; Digital storytelling; Context-aware media; Perceptive
media; Perceptive radio |
Redesigning Interaction in CODES | | BIBAK | Full-Text | 590-593 | |
Elisa Leo de Oliveira; Evandro Manara Miletto; Luciano Vargas Flores | |||
Our research group is currently working on the user interface and
interaction redesign of CODES, a system for collective music creation on the
Web. Cooperative work over a piece of music in CODES follows a cyclic,
prototyping approach, which brings some challenges for interaction design. This
poster summarizes our redesign concept guidelines, the problems we identified
through evaluation of the previous version, and our proposed solutions. The
main issues addressed were task conformance, site structure and navigation,
aesthetics, and simplicity. Keywords: Music-making; Prototyping; CSCW; HCI; UI evaluation |
Small Community Size of Private SNS for Bonding Relationship: Development of a Research Framework | | BIBAK | Full-Text | 594-598 | |
Hyeonjung Ahn; Sangwon Lee | |||
Since SNS has become an important tool for social relationship and
information sharing, numerous studies regarding SNS have been conducted in
various domains of social science. Among many kinds of SNSs, we have focused on
private SNS, which is especially appropriate for communicating with close
acquaintances to bond relationship. Firstly, we investigate the difference of
communication patterns between public SNS and private SNS to review and clarify
key features of private SNS. To address the issues on ideal community size of
private SNS, the present study examines some private SNSs limiting the number
of friends. With these kinds of SNSs, we secondly clarify whether this function
will be useful in managing the users' relationships for 'strong ties' with
emotional closeness. As a preliminary study on private SNS, we suggest research
framework based on other studies about research methods to analyze SNS usage
patterns. Through online questionnaire survey, we expect to attain the results
of the research questions regarding private SNS. Keywords: Private SNS; Public SNS; Community size; Bonding relationship; Bridging
relationship |
Sushi Train Interface: Passive and Interactive Information Sharing | | BIBAK | Full-Text | 599-602 | |
Tomomi Takashina; Yuji Kokumai | |||
We proposed sushi train interface as a novel information sharing method to
have users notice everyday information in a natural manner. In the interface,
information rails are projected on ceilings or walls, and information dishes go
around on the rails. Users interact with the information rails using remote
pointing devices. We constructed a prototype as a proof-of-concept and
implemented pointing methods by a camera device and a smart laser pointer. The
both methods are expected to be used for interacting information rails. Keywords: Sushi train; Information sharing; Pointing method; Passive attitude; Smart
laser pointer |
Tangible Microscope with Intuitive Stage Control Interface | | BIBAK | Full-Text | 603-606 | |
Tomomi Takashina; Hitoshi Kawai; Yuji Kokumai | |||
Control interfaces of microscope stage have been conservative because they
historically precede compact mechanisms which can be used in dark rooms with
the sense of fingertips. However, there is a trend of expanding frontier in
microscope interaction. New kinds of interactions for microscope are proposed
and the freedom of stage control increases by hexapod micropositioning. We
propose a tangible microscope which has an intuitive stage control interface.
The interface combines a tablet device and a hexapod stage. Because a stage is
a plane, we virtually assume a stage is on one's palm. It is very intuitive
that the stage moves in the same manner of palm's move. As a proof-of-concept,
we constructed a prototype by regarding a tablet as a palm. We haven't any
quantitative evaluation yet, but it is expected that the concept of tangible
microscope brings a new sense of stage control to users. Keywords: Microscope; Tangible interaction; Gesture by palm metaphor; Hexapod stage |
Touch Skin: Proprioceptive Input for Small Screen Devices | | BIBAK | Full-Text | 607-610 | |
Changhyeon Lee; Jaedong Lee; Gerard J. Kim | |||
The smart watch, increasingly gaining popularity, has limited input and
output capabilities due to its size and thus mostly used as a surrogate device
to the smart phone. In this poster, we propose "Touch Skin (TS)" that enlarges
the interaction space of the smart watch using the hand (or skin) surface and
proprioceptive sense. While the input interface is displayed on the small smart
watch screen, the interaction is carried out by touching on the larger hand
surface to which the input interface elements (e.g. graphical buttons and keys)
are mapped. We hypothesize that even though the display and interaction surface
are separated, the humans are nevertheless able to perform competently based on
one's proprioceptive sense. While sensing for finger touch positions on the
hand/skin surface remains to be a technical hurdle, we first explore whether
our hypothesis is valid through an enactment study comparing the performance
the Touch Skin input to that of the nominal smart phones. Keywords: Touch screen; Proprioception; Smart watch |
Towards In-Air Gesture Control of Household Appliances with Limited Displays | | BIBAK | Full-Text | 611-615 | |
Euan Freeman; Stephen Brewster; Vuokko Lantz | |||
Recent technologies allow us to interact with our homes in novel ways, such
as using in-air gestures for control. However, gestures require good feedback
and small appliances, like lighting controls and thermostats, have limited, or
no, display capabilities. Our research explores how other output types can be
used to give users feedback about their gestures, instead, allowing small
devices to give useful feedback. We describe the Gesture Thermostat, a
gesture-controlled thermostat dial which gives multimodal gesture feedback. Keywords: In-air gestures; Household devices; Multimodal feedback |
Video-Conferencing in E-commerce Website: Effect on Perceived Service Quality and Trust | | BIBAK | Full-Text | 616-620 | |
Suleman Shahid; Abdullah Al Mahmud; Omar Mubin | |||
This study investigates the effect of the presence of live video support in
an e-commerce environment on online trust, perceived customer friendliness and
perceived quality of service. Participants were asked to rent a car at a car
rental website. They needed to find specific information, which was offered, in
the form of live video, pre-recorded video or text. Results showed that
presence of live video increases perceived support in finding information,
perceived customer friendliness and perceived quality of service. Keywords: E-commerce; Live video; Service quality |
Contextual Interaction Design Research: Enabling HCI | | BIBA | Full-Text | 621-623 | |
Martin Murer; Alexander Meschtscherjakov; Verena Fuchsberger; Manuel Giuliani; Katja Neureiter; Christiane Moser; Ilhan Aslan; Manfred Tscheligi | |||
Human-Computer Interaction (HCI) has always been about humans, their needs and desires. Contemporary HCI thinking investigates interactions in everyday life and puts an emphasis on the emotional and experiential qualities of interactions. At the Center for Human-Computer Interaction we seek to bridge meandering strands in the field by following a guiding metaphor that shifts focus to what has always been the core quality of our research field: Enabling HCI, as a leitmotif, draws our attention to how each research activity may benefit desires, goals and objectives. Enabling expresses how human-computer interactions are always situated within someone's life, values, and needs; it emphasizes the power of thoughtful design to enable desired interactions and explore desirable futures and expresses how our research addresses the very essence of contextual qualities. This is facilitated through context-rich lab spaces that foster a maker culture for exploring novel forms of contextual interaction. Being an interdisciplinary research group that is rooted in the rich epistemological tradition of the field allows us to bridge boundaries between contemporary thinking and formerly prevalent domains, between established methodology and current research questions. In this paper we highlight how our organizational structure fosters this viewpoint on human-computer interactions. |
Organisational Overview: Institute for Design and Assessment of Technology, Vienna University of Technology (TU Wien) | | BIBA | Full-Text | 624-625 | |
Geraldine Fitzpatrick; H. Tellioglu; W. Zagler; M. Pohl; F. Güldenpfennig; O. Hödl; R. Ganhör; P. Mayer; C. Frauenberger | |||
The Institute for Design & Assessment of Technology (IGW) is part of the Faculty of Informatics at the Vienna University of Technology and is historically comprised of two groups: Multidisciplinary Design and Human Computer Interaction, which also includes the Centre for Applied Assistive Technology. The institute is highly interdisciplinary, within a traditional computer science faculty. Members come from various backgrounds, enabling us to merge technical engineering and social sciences research with people-centred design. The Institute includes 35 employed faculty/researchers/students and over 10 associated PhD students, engaged in 30 projects funded by the EU and national funding agencies, and supported by administrative staff. |
Technology Experience Research: A Framework for Experience Oriented Technology Development | | BIBA | Full-Text | 626-627 | |
Manfred Tscheligi; Sebastian Egger; Peter Fröhlich; Cristina Olaverri-Monreal; Georg Regal | |||
The optimization as well as exploitation of various aspects of user experience is crucial for future technological innovation and adoption. As a consequence of individualization, industrialization and lifestyle orientation, user experience is becoming more and more a major paradigm in the industry as well as in research & technology organizations. This applies at the level of products (goods, services), at the level of (public) technical infrastructures as well as on the level of human oriented innovation cultures and approaches. Based on several years of experience in applied HCI research the Business Unit Technology Experience within the Innovation Systems Department at the Austrian Institute of Technology (AIT) has been established as a horizontal unit to bridge between innovation in technological infrastructures and the diverse needs of users, costumers or diverse infrastructure contexts. Providing different viewpoints of technology experience and applied HCI thinking is a vehicle to facilitate improved levels of experiential quality. |
Usability Testing Practice at MIMOS Usability Lab | | BIBAK | Full-Text | 628-629 | |
Norfarhana Abdollah; Ashok Sivaji; Masitah Ghazali | |||
This paper presents one of our practices in conducting usability testing.
Accredited with ISO/IEC 17025:2005 software testing laboratory, we consider ISO
usability sub-characteristics as the metrics for the usability evaluation. Keywords: Usability evaluation; User experience testing; Software testing |
Design, Innovation and Respect in the Global South | | BIBAK | Full-Text | 630-632 | |
Jose Abdelnour-Nocera; Chris Csikszentmihályi; Torkil Clemmensen; Christian Sturm | |||
The aim of this panel is to facilitate a discussion on the practice of
interaction design in the Global South in the context of current global
discourses on development, as particularly evidenced in the United Nations'
post-2015 development agenda. The panel will generate a thought-provoking
debate based on different experiences and cultural and political reflections on
designing and innovating in the Global South. Keywords: Interaction design; Innovation; Development; Global south |
Interaction and Humans in Internet of Things | | BIBAK | Full-Text | 633-636 | |
Markku Turunen; Daniel Sonntag; Klaus-Peter Engelbrecht; Thomas Olsson; Dirk Schnelle-Walka; Andrés Lucero | |||
Internet of Things is mainly about connected devices embedded in our
everyday environment. Typically, 'interaction' in the context of IoT means
interfaces which allow people to either monitor or configure IoT devices. Some
examples include mobile applications and embedded touchscreens for control of
various functions (e.g., heating, lights, and energy efficiency) in
environments such as homes and offices. In some cases, humans are an explicit
part of the scenario, such as in those cases where people are monitored (e.g.,
children and elderly) by IoT devices. Interaction in such applications is still
quite straightforward, mainly consisting of traditional graphical interfaces,
which often leads to clumsy co-existence of human and IoT devices. Thus, there
is a need to investigate what kinds of interaction techniques could provide IoT
to be more human oriented, what is the role of automation and interaction, and
how human originated data can be used in IoT. Keywords: IoT; Novel interaction means; Automation |
Role of Conferences in Shaping the Field of HCI | | BIBAK | Full-Text | 637-639 | |
Jan Gulliksen; Simone Diniz Junqueira Barbosa; Anirudha Joshi; Shaun Lawson; Philippe Palanque | |||
The panel will discuss the role various conferences have played in
developing the field of HCI in academic research and industrial practice. It is
composed of people who have experience in organising HCI conferences in
different parts of the world. It provides a platform to the participants to
think and reflect about what they are doing when attending a conference, what
their expectations are and how it impacts positively their knowledge, work and
career. Keywords: Human-computer interaction; Conferences |
Design and Rapid Evaluation of Interactive Systems in Theory and Practice | | BIBAK | Full-Text | 640-641 | |
Jochen Denzinger; Tom Gross | |||
In this half-day tutorial Jochen Denzinger, partner at the design studio ma
ma Interactive System Design, and Tom Gross, full professor and chair of the
Human-Computer Interaction at the University of Bamberg, present methodologies
for understanding users, tasks, and contexts, for designing interactive systems
beyond the desktop, and for evaluating them in novel domains. Keywords: User centred design; Design thinking; Usability and user experience;
Evaluation; Development processes; Cyber-Physical systems |
How to Design and Build New Musical Interfaces | | BIBAK | Full-Text | 642-643 | |
Sidney Fels; Michael Lyons | |||
This half day course introduces the field of musical interface design and
implementation. Participants will learn and practice key aspects of the theory
and practice of designing original interactive music technology with case
studies including augmented and sensor based instruments, audio-visual
instruments, mobile, and networked music making. Digital technologies offer
powerful opportunities for the creation and manipulation of sound, however the
flexibility of these technologies implies a confusing array of choices for
musical composers and performers. Some artists have faced this challenge by
using computers directly to create new musical forms. However, most would agree
the computer is not a musical instrument, in the same sense as traditional
instruments, and it is natural to ask 'how to play the computer' in a way
appropriate to human brains and bodies. To attempt to answer this question in
the course, we draw from the International Conference on New Interfaces for
Musical Expression (NIME) [1, 2], which began as a workshop of CHI 2001 [3] and
explore connections with the established field of human-computer interaction. Keywords: New interfaces for musical expression; Digital musical instruments |
Sketching User Experiences Tutorial | | BIBA | Full-Text | 644-646 | |
Nicolai Marquardt | |||
When designing novel user interfaces, paper-pencil sketches can support the design thinking process and are valuable for communicating design ideas to others. In this hands-on tutorial we will demonstrate how to integrate sketching into researchers' and interaction designers' everyday practice -- with a particular focus on the design of novel user experiences. Participants will learn essential sketching strategies, apply these in practice during many hands-on exercises, and learn the various ways of using sketches as a tool during all stages of the HCI research and design process. Our emphasis is on quick, easy to learn, and easy to apply methods for generating and refining ideas. |
Tutorial on Human Computer Interaction for Third Places -- THCI-3P | | BIBAK | Full-Text | 647-650 | |
Junia Anacleto; Sidney Fels; Roberto Calderon | |||
Third places are places that are neither home nor work, where people
voluntarily come together to socialize. Third places are essential to social
life because they provide a common ground where different communities can meet,
and they promote a sense of place. Emerging information and communication
technologies (ICT) are changing the way we use such third places, altering how
we interact with other people and how communities are formed. The goal of the
first Tutorial on Human Computer Interaction in Third Places is to provide a
forum where researchers can discuss the intersection between computing and
third places. We aim to introduce the theoretical basis of third place concepts
as well as methods, techniques and tools to support developing a research
agenda and to initiate collaboration between researchers to better understand
the roles of ICT in such places. Keywords: Third place; Thirdplaceness; Pervasiveness; Ubiquitousness; Socialization |
Tutorial: Modern Regression Techniques for HCI Researchers | | BIBA | Full-Text | 651-654 | |
Martin Schmettow | |||
Despite a century of progress in statistics since the introduction of ANOVA and Pearson correlation, many researchers are still squeezing their precious data into the tight corset of those dated statistical models. This is particularly limiting in applied disciplines such as HCI, where impact factors can be numerous, heterogeneous and difficult to control experimentally. The proposed tutorial aims at liberating applied researchers from constraints and concerns associated with legacy statistics. |
Working with Child Participants in Interaction Design | | BIBAK | Full-Text | 655-656 | |
Janet C. Read | |||
This tutorial will introduce attendees to the challenges and benefits of
working with child participants in interaction design and evaluation within the
context of HCI. It will outline the most used methods and provide resources to
participants so they will be able to carry out effective work with children
from 4 to 16 in schools, homes and the outdoors. Delivered by an experienced
member of the IFIP WP13.1 SIG in IDC, this tutorial will appeal to researchers
and developers working with children and in the design of products for
children. Keywords: Participatory design; Teenagers; Child computer interaction; Evaluation;
Tutorial |
Fostering Smart Energy Applications | | BIBAK | Full-Text | 657-658 | |
Masood Masoodian; Elisabeth André; Thomas Rist | |||
There is an increasing need for smart applications with interactive visual
interfaces that allow users to better manage and monitor their energy
generation and consumption. This workshop will bring together researchers and
practitioners from interaction design, human-computer interaction,
visualization, computer games, and media technology to foster research, design,
development, and deployment of energy-related applications, tools, services,
games, and persuasive technologies. Keywords: Energy usage management; Energy usage monitoring; Visualizations; Visual
interfaces; Persuasive technologies; User evaluation |
Human Work Interaction Design (HWID): Design for Challenging Work Environments | | BIBA | Full-Text | 659-660 | |
Verena Fuchsberger; Martin Murer; Manfred Tscheligi; José Abdelnour-Nocera; Pedro Campos; Frederica Gonçalves; Barbara Rita Barricelli | |||
This one-day workshop aims to contribute to the goals of the IFIP 13.6 Human Work Interaction Design (HWID) working group, i.e., to establish relationships between empirical work-domain studies and recent developments in interaction design. This goal translates to the workshop by focusing on work environments that are challenging for research and design; from physically or spatially unusual workplaces (e.g., oil platforms), mentally demanding or specifically boring work (e.g., control rooms, academics) to challenging social situations at work (e.g., in hospitals). The workshop aims to discuss resulting constraints for research and design, e.g., restricted access for research, or difficulties in articulating the specifics of the workplaces to a wider audience that is not familiar with them. Some work environments may even impede forms of design research, e.g., critical or provocative design will be hard to carry out in safety- or efficiency-critical workplaces. Thus, ways to generate knowledge addressing the design of interactive artifacts for challenging workplaces will be discussed. |
IFIP WG 13.2 Workshop on User Experience and User-Centered Development Processes | | BIBA | Full-Text | 661-662 | |
Marco Winckler; Regina Bernhaupt; Peter Forbrig; Stefan Sauer | |||
This workshop focusses on the interplay of user experience (UX) and user-centered development processes of interactive systems. It is organized by the IFIP Working Group 13.2 on Human-Centered Software Methodologies. It is proposed as a follow-up activity started at an interactive session organized at HCSE 2014. Our ultimate goal is bringing together researchers and practitioners to discuss real-life case studies featuring success and/or failure stories of development processes that take into account UX as an important dimension for the interactive system at concern. Based on these discussions, we expect to deepen the understanding of problems and challenges when dealing with UX in the software development process. |
IFIP WG 13.5 Workshop on Resilience, Reliability, Safety and Human Error in System Development | | BIBA | Full-Text | 663-664 | |
Chris Johnson; Mike Feary; Célia Martinie; Phil Palanque; Regina Peldszus | |||
This workshop focusses on the issues of bringing together several properties to interactive systems. While research in the field of HCI is mainly targeting at Usability and user experience (UX) this workshop focusses on Resilience, Reliability and Safety. It is organized by the IFIP Working Group 13.5 on Resilience, Reliability, Safety and Human Error in System Development. The goal of the workshop is to bring together researchers and practitioners from these various disciplines or their related application domains (such as nuclear, space, aeronautics, healthcare...) to discuss real-life case studies featuring success and/or failure stories of development processes that target resilient interactive systems and take into reliability, safety and human errors for interactive systems. The objective of the workshop is to produce a structured roadmap and a research agenda for the design, construction and assessment of resilient interactive systems. |
Learning Beyond the Classroom: For and About Older and Disabled People | | BIBAK | Full-Text | 665-666 | |
Gerhard Weber; Christopher Power; Helen Petrie; Jenny Darzentas | |||
The workshop will provide a forum for discussion for researchers,
practitioners and designers interested in both the accessibility of
technology-mediated learning for disabled and older learners or in the use of
technology-mediated learning to teach professionals about the needs of disabled
and older people. Expected outcome is a better understanding of the processes
needed to raise the level of inclusion in higher education. Keywords: Accessibility; MOOC; Elearning; Older learners; Disabled learners |
Mediation and Meaning in HCI | | BIBA | Full-Text | 667-668 | |
Susanne Bødker; Olav W. Bertelsen; Liam Bannon; Clarisse de Souza; Simone Barbosa; Raquel Prates | |||
This workshop is about computer mediation in human communication and action. The proponents all look at mediation from different angles, but share the view that meaning is what mediation is about. We aim to dig beneath the surface and touch on the conception, construction, negotiation and evolution of meaning in and of technology, for producers and consumers, before and after technology is deployed. Mediation and meaning will thus allow us to discuss how different segments and perspectives in HCI research can be brought together to give us new insights about how people interact with technology. |
Methods for Undertaking Research on Technology with Older and Disabled People | | BIBA | Full-Text | 669-670 | |
Helen Petrie; Blaithin Gallagher; Jenny Darzentas | |||
Developing interactive systems for disabled and older people is an increasingly important topic in HCI, yet there is little discussion of methods used to conduct research with these user groups. The workshop will provide an opportunity for researchers and practitioners to discuss research methods used in HCI when applied to working with older and disabled people for the elicitation of user needs, evaluation of technologies and understanding of the uses of technologies by these important user groups. |
Social Image Research in the Age of Selfies | | BIBAK | Full-Text | 671-672 | |
Casey Dugan; Sven Laumer | |||
Capturing and sharing images of ourselves and others has given rise to many
applications and much human-computer interaction research. Social media has
made it faster and easier than ever to share such photos, with "selfies", or
photographs taken of oneself, invading popular culture. In this workshop, we
will bring together researchers studying images of people in the context of
HCI, whether thru mining such data, analyzing its use, or creating novel UIs
for such. Keywords: Selfies; Faces; Social media; Face detection; Self-representation |
The Landscape of UX Requirements Practices | | BIBAK | Full-Text | 673-674 | |
Gregorio Convertino; Nancy Frishberg; Jettie Hoonhout; Rosa Lanzilotti; Marta Kristín Lárusdóttir; Effie Lai-Chong Law | |||
Studies of development practices reveal that usability and user experience
(UX) are often not addressed consistently or explicitly in current development
projects. A key reason is that UX requirements are either omitted or not
formalized enough for their implementation to be objectively verifiable. This
workshop brings together researchers and practitioners who have faced this
problem and have experimented with methods to resolve it. The expected result
is a descriptive framework that will summarize the current best practices,
differentiate them along key dimensions and in relation to known obstacles.
Then, a set of recommendations to formalize and verify UX requirements will be
provided. Keywords: Requirements specification; Usability; UX practices |
Workshop on Designing Interaction and Visualization for Mobile Applications (DIViM 2015) | | BIBAK | Full-Text | 675-676 | |
Shah Rukh Humayoun; Achim Ebert; Steffen Hess; Gerrit van der Veer | |||
The DIViM 2015 workshop focuses on different issues and limitations
regarding designing intuitive interaction and visualization for mobile
applications and devices, as well as how to overcome these limits through novel
approaches and techniques. Keywords: Interaction design; Visualization; Mobile app development |
Workshop on Interactivity in Healthcare Systems (IHS) | | BIBAK | Full-Text | 677-678 | |
Vicki Hanson; Gemma Webster; Matt Dennis | |||
We are all living longer with average life expectancy increasing across the
globe [1]. However, chronic conditions such as heart disease, strokes and
cancer, coupled with an increasing global obesity problem still cause a growing
number of premature deaths [1]. These conditions combined with an aging
population cause a huge strain on healthcare provision. Keywords: Healthcare; Interactivity; eHealth; Healthy living |