[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
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
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Ramos, Laura
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van den Hoven, Elise
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Miller, Laurie
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.721-732
© Copyright 2016 ACM
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
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Hagiya, Toshiyuki
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Horiuchi, Toshiharu
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Yazaki, Tomonori
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.733-744
© Copyright 2016 ACM
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
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Waycott, Jenny
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Vetere, Frank
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Pedell, Sonja
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Morgans, Amee
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Ozanne, Elizabeth
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Kulik, Lars
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.745-757
© Copyright 2016 ACM
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
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Brewer, Robin
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Morris, Meredith Ringel
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Piper, Anne Marie
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2246-2257
© Copyright 2016 ACM
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
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Ketcheson, Mallory
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Walker, Luke
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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
© Copyright 2016 ACM
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
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Tixier, Matthieu
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Lewkowicz, Myriam
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3545-3558
© Copyright 2016 ACM
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
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Brewer, Robin
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Piper, Anne Marie
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5529-5542
© Copyright 2016 ACM
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
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Wang, Ninglu
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Yu, Kai
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Li, Junhui
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Zhang, Ruofan
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Ren, Fei
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.80-85
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
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Meurer, Johanna
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Lawo, Dennis
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Janßen, Lukas
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Wulf, Volker
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.921-926
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
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Johnson, Jeff
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1011-1012
© Copyright 2016 ACM
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
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Petrie, Helen
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Weber, Gerhard
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1085-1087
© Copyright 2016 ACM
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
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Charness, Neil
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Dunlop, Mark
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Munteanu, Cosmin
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Nicol, Emma
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Oulasvirta, Antti
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Ren, Xiangshi
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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
© Copyright 2016 ACM
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
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Wang, Pan
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Koh, Raymond K. C.
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Boucharenc, Christian Gilles
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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
© Copyright 2016 ACM
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
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Hinder, Heidi
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Cater, Kirsten
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2020-2026
© Copyright 2016 ACM
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
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Kazemitabaar, Majeed
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He, Liang
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Wang, Katie
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Aloimonos, Chloe
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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
© Copyright 2016 ACM
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.
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Ochoa, Sergio F.
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Vassileva, Julita
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2112-2118
© Copyright 2016 ACM
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
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Mentis, Helena
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Ronch, Judah
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2200-2208
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
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Bellotti, Victoria
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Capra, Robert
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Dinneen, Jesse David
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Mark, Gloria
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Marshall, Catherine
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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
© Copyright 2016 ACM
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
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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
© Copyright 2016 ACM
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
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Ziat, Mounia
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Yao, Hsin-Yun
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Schmitt, Rachel
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Hayward, Vincent
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3808-3811
© Copyright 2016 ACM
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
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Johnson, Jeff
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3897-3898
© Copyright 2016 ACM
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.