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[1] CHI16-1 CONFERENCE PROCEEDINGS CHI'16: Proceedings of the 34th ACM Conference on Human Factors in Computing Systems v.1 / Jofish Kaye / Allison Druin / Cliff Lampe / Dan Morris / Juan Pablo Hourcade San Jose, California 2016-05-07 2016-05-12 2016 ACM n.545 p.6063
ISBN: 978-1-4503-3362-7
ACM Digital Library: Table of Contents
HCI Bibliography: CHI16 Table of Contents / CHI16 Papers
Conference Website
Social Media and Location Data (4)
How Fast Can You Type on Your Phone? (4)
Front Stage on Social Media (4)
Families and Assistive Technology (4)
3D Virtual Space (4)
Mining Human Behaviors (4)
Behavioral Change (4)
Vulnerable Populations and Technological Support (4)
Online Behaviors (2)
Collaborative Fabricatio? Making Much of Machines (4)
Learning Feedback (4)
Visual Design Principles for Unconventional Displays (4)
Privacy -- Social and Geolocated (4)
Social Media Engagement (4)
Computer Supported Parenting (4)
Personal informatic Dear Data (4)
Older Adult Support (3)
Real Reality Interfaces (4)
Sociotechnical Assemblage, Participation, Interaction & Materiality (4)
Thinking Critically (2)
Prototyping for Fabricatio, 3D Designing, Modelling & Printing (4)
Learning @ School (3)
Learning Facilitaton (4)
Paying Attention to Smartphones (3)
Interaction Design for Audio Interfaces (4)
Living Healthy (4)
Designing Quality in Social Media (5)
Physical and Digital Collections (4)
Augmented AR and VR Experiences (5)
Technological Care for Autism (4)
Sustainability, Design and Environmental Sensibilities (4)
Authentication and Privacy (5)
(Re)understanding Makin? A Critical Broadening of Maker Cultures (4)
Learning Programming (4)
Tracking Fingers (4)
VR for Collaboration (4)
I want to know my data Democratizing, Opening and Comprehending Data (4)
The Economics of Being Online (4)
Designing Physical Games (2)
Work, Multitasking, and Distraction (4)
Physical Disability and Assistive Technologies (4)
Citizenry and the Science? Design as Inquiry and Participation (5)
Evaluating Technological Application in Education (1)
Quantifying Efficiency of Input Methods (2)
Mobile Behaviors (4)
Touchscreen Interactions (5)
VR & Feedback (5)
Gamification (4)
Displays and Shared Interactions (5)
Mental Health in Technology Design and Social Media (4)
Visual Impairment and Technology (4)
What lies beyond? Design and Infrastructure through a Critical Lens (4)
Design, Labour and the Invisible Perils of Crowdsourcing (3)
HCI and Physiological Interactions (2)
In-Air Gesture (5)
Curation and Algorithms (5)
Contextual Awareness (4)
Distance Still Matters (5)
Enabling End-Users and Designers (4)
Interventions to Design Theory (3)
HCI and Gender (4)
Complex Tasks and Learning in Crowdsourcing (4)
Game and Design (2)
Crowdsourcing and Creation: Large-scale Ideas and Content Production (4)
Embodied Interaction (5)
Big Data and Local Society (4)
Touch Interaction (4)
Managing Design for Life Disruptions (4)
Civic Tech, Participation and Society (4)
Players' Motivations in Games (4)
Workplace Social Performance (4)
Patients' Participation in Online and Offline Settings (4)
User Experience and Performance (3)
Microtasks and Crowdsourcing (4)
Software and Programming Tools (5)
Did you feel the vibration-- Haptic Feedback Everywhere) (5)
Designing for Attention and Multitasking (4)
Politics on Social Media (4)
Gesture Elicitation and Interaction (5)
Supporting Player Performance (4)
End-User Programming (4)
Health Support (4)
Participating in Well-Being and Family (5)
Input Technology (2)
Comprehension through Visualization (2)
Haptic Sensation Meets Screens (4)
Smartphone Authentication (4)
Shape Changing Displays (4)
Fat Fingers, Small Watches (5)
Online Communities -- Identities and Behaviors (2)
Affording Collective Action in Social Media (4)
Designing New Player Experiences (4)
Usability and User Burden (5)
Reflection on UX Design (4)
Display and Visualizations (2)
Reward me! Motivating and Incentivising Crowdsourcing (4)
Making Interfaces Work for Each Individual (4)
Everyday Objects as Interaction Surfaces (5)
Fingers and Technology (4)
Privacy over Time and Relationships (5)
Supporting Player Social Experiences (4)
How Does It Look? Evaluating Visual Design (4)
Participatory Design (PD) and Applications (4)
Health Support & Management (4)
UX and Usability Methods (3)
Backstage of Crowdsourcing Legitimacy, Performance and Crowd Support (5)
Expressive HCI (3)
Search and Discovery (4)
Interaction with Small Displays (4)
How can Smartphones Fit Our Lives? (4)
Video Sharing (4)
Privacy and Security Interfaces (3)
Detecting User Emotion (3)
Diverse Disabilities and Technological Support (4)
Robot Personalities (4)
Problem-solving or not? The Boundaries of HCI Research (5)
Visualization Methods and Evaluation (5)
Transportation and HCI (4)
Interaction Techniques for Mobile Interfaces (5)
Eye Gaze (4)
Mental Models of Privacy (5)
Living in Smart Environments (4)
Design for Health Care (3)
Representing User Experience (2)
Making Music on the Brain (3)
Natural User Interfaces for InfoVis (4)
Multi-Device Interaction (4)
Social Media and Health (5)
Engaging Players in Games (4)
Food as Method and Inquiry (4)
Medical Device Sensing (5)
Supporting Information Seeking (3)
Designing New Materials and Manufacturing Techniques (4)
Eye Tracking Applications (4)
Large Display Interaction (4)
IoT and HCI ASAP! (4)
Smart Homes, Devices and Data (4)
Seams of Craft, Design and Fabrication (4)
Body and Fashion (5)

[2] Designing for the Other 'Hereafter': When Older Adults Remember about Forgetting Older Adult Support / Ramos, Laura / van den Hoven, Elise / Miller, Laurie Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.721-732
ACM Digital Library Link
Summary: Designing to support memory for older individuals is a complex challenge in human-computer interaction (HCI) research. Past literature on human memory has mapped processes for recalling past experiences, learning new things, remembering to carry out future intentions and the importance of attention. However, the understanding of how older adults perceive forgetting in daily life remains limited. This paper narrows this gap through a study with older persons (n=18) living independently using self-reporting and semi-structured focus groups to explore what they forget, how they react, and what mechanisms they put in place to recover from and avoid forgetting. Findings include occurrences of prospective and retrospective memory lapses, conflicting negative and neutral perceptions, and techniques to manage forgetting. Participant responses indicate that an awareness of forgetting fosters internal tensions among older adults, thereby creating opportunities for further design research, e.g., to defuse and normalise these reactions.

[3] Typing Tutor: Individualized Tutoring in Text Entry for Older Adults Based on Input Stumble Detection Older Adult Support / Hagiya, Toshiyuki / Horiuchi, Toshiharu / Yazaki, Tomonori Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.733-744
ACM Digital Library Link
Summary: Many older adults are interested in smartphones. However most of them encounter difficulties in self-instruction and need support. Text entry, which is essential for various applications, is one of the most difficult operations to master. In this paper, we propose Typing Tutor, an individualized tutoring system for text entry that detects input stumbles and provides instructions. By conducting two user studies, we clarify the common difficulties that novice older adults experience and how skill level is related to input stumbles. Based on these studies, we develop Typing Tutor to support learning how to enter text on a smartphone. A two-week evaluation experiment with novice older adults (65+) showed that Typing Tutor was effective in improving their text entry proficiency, especially in the initial stage of use.

[4] Not For Me: Older Adults Choosing Not to Participate in a Social Isolation Intervention Older Adult Support / Waycott, Jenny / Vetere, Frank / Pedell, Sonja / Morgans, Amee / Ozanne, Elizabeth / Kulik, Lars Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.745-757
ACM Digital Library Link
Summary: This paper considers what we can learn from the experiences of people who choose not to participate in technology-based social interventions. We conducted ethnographically-informed field studies with socially isolated older adults, who used and evaluated a new iPad application designed to help build new social connections. In this paper we reflect on how the values and assumptions guiding the technological intervention were not always shared by those participating in the evaluation. Drawing on our field notes and interviews with the older adults who chose to discontinue participation, we use personas to illustrate the complexities and tensions involved in individual decisions to not participate. This analysis contributes to HCI research calling for a more critical perspective on technological interventions. We provide detailed examples highlighting the complex circumstances of our non-participants' lives, present a framework that outlines the socio-technical context of non-participation, and use our findings to promote reflective practice in HCI research that aims to address complex social issues.

[5] "Why would anybody do this?": Understanding Older Adults' Motivations and Challenges in Crowd Work Design, Labour and the Invisible Perils of Crowdsourcing / Brewer, Robin / Morris, Meredith Ringel / Piper, Anne Marie Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2246-2257
ACM Digital Library Link
Summary: Diversifying participation in crowd work can benefit the worker and requester. Increasing numbers of older adults are online, but little is known about their awareness of or how they engage in mainstream crowd work. Through an online survey with 505 seniors, we found that most have never heard of crowd work but would be motivated to complete tasks by earning money or working on interesting or stimulating tasks. We follow up results from the survey with interviews and observations of 14 older adults completing crowd work tasks. While our survey data suggests that financial incentives are encouraging, in-depth interviews reveal that a combination of personal and social incentives may be stronger drivers of participation, but only if older adults can overcome accessibility issues and understand the purpose of crowd work. This paper contributes insights into how crowdsourcing sites could better engage seniors and other users.

[6] Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames Game and Design / Ketcheson, Mallory / Walker, Luke / Graham, T. C. Nicholas Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2681-2692
ACM Digital Library Link
Summary: Exergames are a fun and engaging way to participate in physical activity. Exergame users consistently require new content to maintain interest in the activity. One way to provide users with high quality content with minimal development work is to convert existing off-the-shelf digital games into exergames by using the game's "modding" interface. To explore the potential of converted exergames for inspiring high exertion levels we performed a conversion on two popular games: Half-Life 2 and The Elder Scrolls V: Skyrim. The conversions were performed in two stages. The first stage mimics existing conversion techniques and a second stage provides added incentive for players to reach higher exertion levels. A study of 18 participants found that the resulting games support anti-sedentary levels of exertion while falling slightly below national recommendations for cardiovascular exercise. Adding exercise to the games did not affect players' enjoyment.

[7] "Counting on the Group": Reconciling Online and Offline Social Support among Older Informal Caregivers Health Support / Tixier, Matthieu / Lewkowicz, Myriam Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3545-3558
ACM Digital Library Link
Summary: Awareness of the huge amount of work faced by relatives in caring for a person suffering from a loss of autonomy has led to research focusing on ways to ease the burden on informal caregivers. Among them, services and devices aimed at providing social support and fighting the isolation that may be caused by the caregiving tasks appear important. However, little is known about the social support informal caregivers actually value and look for in practice. To fill this gap, we conducted a multi-sited study, focusing on older informal caregivers, because they are numerous and have lower experience with technology. Our study highlights that being part of a group is a key element in helping informal caregivers to feel that they are not alone, continue leisure activities, learn from others and sustain participation in organized activities. Through this understanding, we discuss design opportunities in a sociotechnical approach complementing online and offline social support.

[8] "Tell It Like It Really Is": A Case of Online Content Creation and Sharing Among Older Adult Bloggers Social Media and Health / Brewer, Robin / Piper, Anne Marie Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5529-5542
ACM Digital Library Link
Summary: While the majority of older adults are now active online, they are often perceived as passive consumers of online information rather than active creators of content. As a counter to this view, we examine the practices of older adult bloggers (N=20) through in-depth interviews. We study this group of older adults as a unique case of content creation and sharing. We find that the practice of creating and sharing through blogging meets several important psychological and social needs for older adults. Specifically, blogging supports the development of identity in older adulthood; fosters self-expression that supports older adults' values; provides meaningful engagement during retirement; and enables a sense of community and social interaction that is important for wellbeing in late-life. We argue for a focus on designing for late-life development and detail opportunities for online systems to better support the dynamic experience of growing older through online content creation and sharing.

[9] Readful-U: Improving Reading Experience and Social Interaction for Low Vision Elders Student Design Competition / Wang, Ninglu / Yu, Kai / Li, Junhui / Zhang, Ruofan / Ren, Fei Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.80-85
ACM Digital Library Link
Summary: Low vision seriously impedes people from performing daily tasks especially reading. Readful-U is a mobile application with an attachable stand that helps people with low vision to read easily. It mainly targets the elderly patients since they are the primary group affected. Furthermore, users will be engaged in wider social interactions through inviting people to read for them. Built on current reading assistant technologies, Readful-U steps into the blank space to make audio assistance a vivid interaction between people rather than with a machine generated voice. The user-centered design process is featured with parallel designs, primary user research, contextual inquiry, prototyping, user testing, and iterations. Going beyond the common functions of current reading assistant devices, Readful-U specially caters to the emotional and social needs of low vision patients in an innovative and cost-effective way.

[10] Older Users and In-Vehicle Navigation Map Design Elements Student Research Competition / Tobias, Crystal Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.140-145
ACM Digital Library Link
Summary: This study investigated digital map reading performances of older and younger participants across map concepts. Participants answered questions related to their map reading while driving in a simulator. Mixed ANOVA analyses were completed on the dependent variables: response time, self-reported difficulty, and eye glance behavior. There was a significant difference in response time, with older participants requiring longer time to respond. Although no significant differences were found for eye glance duration towards the map, there were significant differences for the number of eye glances toward the maps with older participants glancing at the maps twice as often as younger participants. Younger participants had significantly longer glance durations towards the driving scene. It is suggested that the higher number of glances reflects the older participants' need to retain the information in working memory. This proves useful in better understanding the cognitive and visual processes of older drivers while reading digital maps.

[11] Designing Mobility Eco-Feedback for Elderly Users Case Study: Activities and Health / Meurer, Johanna / Lawo, Dennis / Janßen, Lukas / Wulf, Volker Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.921-926
ACM Digital Library Link
Summary: This paper describes a design-case study for eliciting user feedback and investigating the requirements of a mobile app fostering the adoption of sustainable mobile behavior by elderly users. We report the main lessons learned based on an interview-study using low-mid fidelity prototyping design features for eco-feedback. These lessons currently inform our implementation work in the INNOLAB project and could be of interest for designers in the eco-sustainability field.

[12] An Introduction to Cognitive Aging and Dementia: A Clinical Neuropsychologist's Perspective Course Overviews / Rosen, Allyson Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.948-951
ACM Digital Library Link
Summary: There is a new urgency to measure subtle age-related cognitive dysfunction with discoveries that amyloid pathology afflicts the brain 20 years before Alzheimer's dementia and more recently that drug infusions can reduce amyloid. Measuring mental processes in controlled laboratory environments has yielded rich insights; however, there is a growing awareness of the importance of complimenting this work with study in real life contexts to understand everyday functioning. In fact the diagnosis of dementia is critically dependent on the measure of functional decline and clinicians have long struggled to define this effectively. This course will be an introduction to the current state of clinical diagnosis of age-related cognitive declines and dementia with the goal of facilitating effective collaboration between computer scientists and clinicians to help older adults. The following topics will be covered. How do we define dysfunctional cognition and dementia clinically? How does a clinician approach diagnosis and what are the major types of dementia and age-related cognitive disorders defined? What is a clinical measure and how do we develop them? How are clinical measures used? What are the major research directions ongoing to treat and prevent age-related declines (e.g. brain stimulation, exercise, medications, diet)? What are some key ethical issues that clinicians consider in working the novel technologies?

[13] Designing for an Aging Population: Toward Universal Design Course Overviews / Finn, Kate / Johnson, Jeff Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1011-1012
ACM Digital Library Link
Summary: This course describes age-related factors that affect ability to use the Web, and presents Web design guidelines that reflect the capabilities, usage patterns, and preferences of older Web users. The course also explains the value of testing websites on older adults.

[14] Technology for Disabled and Older People: What Have We Achieved, Where are We Going? SIG Meetings / Petrie, Helen / Weber, Gerhard Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1085-1087
ACM Digital Library Link
Summary: Research on technology for disabled and older people has expanded considerably in the past 25 years. This meeting will critically review that research and the role human computer interaction has played in it. It will then consider how human computer interaction research can positively contribute to the further development of the area and what directions research can most usefully follow.

[15] Rethinking Mobile Interfaces for Older Adults SIG Meetings / Charness, Neil / Dunlop, Mark / Munteanu, Cosmin / Nicol, Emma / Oulasvirta, Antti / Ren, Xiangshi / Sarcar, Sayan / Silpasuwanchai, Chaklam Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1131-1134
ACM Digital Library Link
Summary: This SIG advances the study of mobile user interfaces for the aging population. The topic is timely, as the mobile device has become the most widely used computer terminal and at the same time the number of older people will soon exceed the number of children worldwide. However, most HCI research addresses younger adults and has had little impact on older adults. Some design trends, like the mantra "smaller is smarter", contradict the needs of older users. Developments like this may diminish their ability to access information and participate in society. This can lead to further isolation (social and physical) of older adults and increased widening of the digital divide. This SIG aims to discuss mobile interfaces for older adults. The SIG has three goals: (i) to map the state-of-art, (ii) to build a community gathering experts from related areas, and (iii) to raise awareness within the SIGCHI community. The SIG will be open to all at CHI.

[16] Lights Out: An Interactive Tangible Game for Training of Post-Stroke Reaching Late-Breaking Works: Games & Playful Interaction / Wang, Pan / Koh, Raymond K. C. / Boucharenc, Christian Gilles / Yen, Ching-Chiuan Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1937-1944
ACM Digital Library Link
Summary: We present a work-in-progress design of an interactive game to support the training of upper limb reaching for elderly post-stroke survivors so as to improve their motivation and adherence toward rehabilitation exercises. Consisting of 64 tactile buttons and 64 Red, Green, Blue (RGB) Light-Emitting Diodes (LEDs) that are equally distributed across a (8 x 8) grid structure of translucent acrylic cubes, the gameplay guides players to perform directional reaching motions for therapeutic effect through the selective or randomized controlled lighting of cubes across the physical board. This is immediately followed by pressing each of them to turn them off. Varied LED colors provide additional playful or cognitive challenges, e.g. using each hand for a specific color. The user interface of the game prototype was tested by four elderly stroke survivors with initial feedback indicating that it may be sufficiently intuitive to create engaging rehabilitation experiences for this user base.

[17] Rekindling Imagination in Dementia Care with the Resonant Interface Rocking Chair Late-Breaking Works: Interaction in Specific Domains / Bennett, Peter / Hinder, Heidi / Cater, Kirsten Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2020-2026
ACM Digital Library Link
Summary: In this paper we present the Resonant Interface Rocking Chair, interactive furniture designed for sparking the imagination of residents in dementia care. We show how the chair, sitting at the intersection of slow technology, reminiscence research and elder care, creates an environment that encourages storytelling, interaction and conversation between care home residents, family and staff. Our aim is to develop the resonant home, envisioning a future care environment that draws upon current research into resonant user interfaces to create an environment that is alive with subtle, playful and engaging interactions that support and stimulate memories and storytelling.

[18] ReWear: Early Explorations of a Modular Wearable Construction Kit for Young Children Late-Breaking Works: Interaction in Specific Domains / Kazemitabaar, Majeed / He, Liang / Wang, Katie / Aloimonos, Chloe / Cheng, Tony / Froehlich, Jon E. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2072-2080
ACM Digital Library Link
Summary: We present, ReWear, a modular 'plug-and-play' construction kit for retrofitting existing textiles (e.g., hats, scarfs, shirts) with interactive electronic and computational behaviors without sewing or the creation of code. While a range of well-designed e-textile toolkits exist (e.g., LilyPad), they cater primarily to adults and older children and present a high barrier of entry for some users. ReWear is part of a larger research agenda, called MakerWear, that is aimed at engaging younger children (ages 4-12) in the creative design, play, and customization of e-textiles/wearables. We discuss our initial ReWear prototype, contrast it with past work, and describe a preliminary evaluation.

[19] Identifying Opportunities to Support Family Caregiving in Chile Late-Breaking Works: Interaction in Specific Domains / Gutierrez, Francisco J. / Ochoa, Sergio F. / Vassileva, Julita Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2112-2118
ACM Digital Library Link
Summary: Once older adults become less self-sufficient, one or more adult children often assume the role of family caregiver. Unfortunately, this situation is usually perceived as stressful by caregivers. To better understand this process, we interviewed intergenerational triads: older adults, their adult children acting as caregivers, and their grandchildren. The study results show that the commitment of caregivers is quite strong regardless of the place where they live. In addition, the gender of older adults and caregivers affects the dynamics and complexity of the process. Through this study we aim to identify opportunities to support family caregiving, respecting the preexisting relations, attitudes, needs, and expectations of the involved stakeholders.

[20] Differences in Perceived Impact of Person-Centered Technology on Older Adults' Quality of Life Late-Breaking Works: Interaction in Specific Domains / Madjaroff, Galina / Mentis, Helena / Ronch, Judah Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2200-2208
ACM Digital Library Link
Summary: In this paper, we present findings from a survey of technology needs and perceptions of older adults that differ in their life course and current level of care needs. By using a framework from the aging sciences that focuses on supporting abilities and caring relationships of older adults, we examine six technologies, ranging from health to communication and social to creative. Our findings indicated that, although similar in age, participants' needs varied in level of interest in technology to support biological needs to those of social and spiritual needs. This highlights a culture shift that should occur within the technology for aging sphere as well -- one that addresses varying needs based on life course and other 'person-centered' characteristics as opposed to simply age-based.

[21] Investigating Effects of Exergames on Exercise Intentions among Young-Old and Old-Old Late-Breaking Works: People and Contexts / Xu, Xuexin / Theng, Yin-Leng / Li, Jinhui / Phat, Pham Tan Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2961-2968
ACM Digital Library Link
Summary: This study examined the effects of exergames have on the elderly's exercise intentions, and analyzed the difference between young-old and old-old cohorts. A three-week quasi-experiment (N=24) was conducted. Results of a two-way ANOVA showed a significant positive change in exercise intentions among the young-old after playing exergames, whereas exercise intentions among the old-old remained unchanged. Another two-way ANOVA showed little significant interaction effects between exergames and gender. The paper further discussed the design implications and appropriate interventions which promote active ageing via exergames for the young-old and old-old cohorts.

[22] For Richer, for Poorer, in Sickness or in Health...: The Long-Term Management of Personal Information Workshop Summaries / Jones, William / Bellotti, Victoria / Capra, Robert / Dinneen, Jesse David / Mark, Gloria / Marshall, Catherine / Moffatt, Karyn / Teevan, Jaime / Van Kleek, Maximus Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3508-3515
ACM Digital Library Link
Summary: People are amassing large personal information stores. These stores present rich opportunities for analysis and use in matters of wealth, health, living and legacy. But these stores also bring with them new challenges for managing information across long periods of time. Hence personal information management (PIM) research increasingly must address the long term. For the seventh PIM workshop in a successful series started in 2005, we propose taking a look at personal information with exactly this longitudinal perspective. We expect the workshop to attract a range of people doing research related to PIM, HCI, personal digital archiving, aging, and the design of informational spaces for later life. Attendees will discuss issues related to storing information for the long run, how stored information can benefit a person throughout their lifetime (and into old age), and the legacy of a person's personal information.

[23] PicMemory: Enriching Intergenerational Family Interaction and Memory Collection Interactivity Demos / Lee, Hung-Chi / Hsu, Jane Yung-jen Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3715-3718
ACM Digital Library Link
Summary: The goals of this study are to create opportunities for enriching the family interaction and collaboratively collecting family stories among family members. We present PicMemory, an interactive mobile application for bridging the gaps of technology familiar between the older and the younger generations in the intergenerational family. We purpose three functions: (1) Multi-model story collection; (2) Collaborative memory organization; and (3) Enriched family interaction, to facilitate the communication and memory collection within the family. In this demonstration, we extend the concepts of enriching conference experience by collecting participants' feedback and organizing the memories of the conference. We are looking forward to seeing the PicMemory can be used to interact with all participants, and willing to hearing about any interesting user experiences. Meanwhile, we will collect user feedback to inform our future directions of the PicMemory.

[24] FrontPanel: Tangible User Interface for Touch-Screens Dedicated to Elderly Interactivity Demos / Ziat, Mounia / Yao, Hsin-Yun / Schmitt, Rachel / Hayward, Vincent Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3808-3811
ACM Digital Library Link
Summary: In this paper, we describe FrontPanel, a tangible user interface that enhances accessibility features in an iPad. More specifically, FrontPanel was designed for the senior population who has difficulty interacting with touch-screen tablets because of the lack of tangibility. FrontPanel is a result of one year help sessions with elderly who wished to replace their desktop/laptop computer with a touch-screen tablet that has the advantage of being light and mobile.

[25] SIGCHI Lifetime Practice Award Talk: Mind the Gap Award Talks / Johnson, Jeff Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3897-3898
ACM Digital Library Link
Summary: Over his career, Jeff has oscillated between research and practice. Now he finds himself settling into the role of "educator of practitioners": translating research for designers and developers. Come hear how the oscillation started, what the tensions are between research and practice, and how to (and NOT to) make research useful to practitioners. Some examples will come from Jeff's recent work helping practitioners design products and services for an aging population. He'll add in a few choice photos from Africa.
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